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Journey to Internal Peace Exploring A Course in Miracles

Posted by Khalid Shaikh on April 25, 2024 at 2:40am 0 Comments

At their key, "A Class in Miracles" (ACIM) is not only a guide but a spiritual curriculum, designed to cause its readers on a trip of self-discovery and inner transformation. It difficulties the elementary assumptions of the confidence, offering a revolutionary reinterpretation of standard Religious teachings blended with Eastern philosophy and psychology. The language of ACIM could be dense and cryptic at times, however its main concept is among profound ease: Enjoy is the solution to all… Continue

Delivery Economies: Cargo Expenses from China to USA

Posted by seomypassion12 on April 25, 2024 at 2:36am 0 Comments

In the powerful landscape of worldwide commerce, the seamless action of goods from one corner of the world to another is vital. As businesses explore international markets, transport from China to the USA has become a major point. This information provides a thorough overview of crucial factors such as air cargo, transport times, freight fees, and the position of cargo forwarders in facilitating that critical trade route.



Air Cargo from China to USA: Air freight plays a crucial… Continue

Field Of Glory: Empires Activation Code [full Version]

Field Of Glory: Empires Activation Code [full Version]


Download ->>> DOWNLOAD (Mirror #1)


About This Game

Civilizations come and go; common men and kings they get covered by the dust of time in the same way. Monuments and wonders crumble under their own weight. But the cultural legacy is not bygone. Stories and tales about ancestors and their deeds pass through generations, the old knowledge is not lost forever. Soon, new societies, new kingdoms, new civilizations rise from the seeds of the ones which predated them. Decadence is not the end.

Will your legacy stand the test of time?



Field of Glory: Empires is a grand strategy game in which you will have to move in an intricate and living tapestry of nations and tribes, each one with their distinctive culture.

Set in Europe and in the Mediterranean Area during the Classical Age, experience what truly means to manage an Empire.



Expand your dominion through wars of conquest and make your culture a beacon of light, but be careful though. The risk of Decadence is not trivial. Many civilizations have collapsed for not having seen in time the signs of impending crisis. The older your empire, the more challenges will lurk in the shadows. Just expanding your borders without carefully shaping your form of government and culture won’t be the wisest of strategies.


Manage your Empire on a scale that fits you: adjust all the details of an important region, form provinces to oversee your growing realm.


Construct buildings to enhance your army, the life of your citizens, and the economy. Establish and grow a trade network of goods and resources.


The battle system is not just about who brings the larger force. Army composition and understanding the strengths and weaknesses of you and your enemy are decisive, so is choosing wisely the battlefield and the general to lead your troops.


And, if you want even more direct control, Field of Glory: Empires lets you export and load your battles into Field of Glory II and then load the results back into Field of Glory: Empires!


War is decided not just by battles though, but also clever manoeuvres. Simultaneous (WEGO) turn resolution means thinking ahead to intercept – or to escape! – enemy armies will be essential. Field of Glory: Empires offers a living world where every decision has an impact on every actor.


And once you think you are ready to be challenged, play against real opponents in one of the largest asynchronous multiplayer system ever created. 6d5b4406ea



Title: Field of Glory: Empires
Genre: Strategy
Developer:
Ageod
Publisher:
Slitherine Ltd.
Franchise:
Field of Glory
Release Date: Coming Soon



English,French,German



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Field of Glory: Empires - Ask Us Anything - We are LIVE:
https://www.reddit.com/r/Games/comments/bs3z4v/ama_i_am_philippe_ma.... Field of Glory: Empires Challenge #2 – Carthage:


With the Challenge #1, you have witnessed the birth of Rome and its military power in Italy. Now, it’s time to see what one of its first mortal enemies can do, on a bigger scale.

Welcome to the Challenge #2 – Carthage!

This time the Challenge goal will be different. While in the first one you had to focus mostly on the military aspect of the game, this challenge adds a new layer of complexity (and fun!).

Carthage was renown to be a very wealthy civilization, establishing colonies in many Mediterranean regions and creating a successful trade network. Its defense was guaranteed by a powerful navy and a semi-standing mercenary army.

To better reflect this historical situation, the Challenge #2 is shaped more on the economic element of the game.


Challenge #2: Try to amass 7500 money in your treasury while reaching at least 20 regions in less than 50 turns and avoiding to be in the last tier in the progress & decadence chart.

Nation Available: Carthage

Turns: 50

Map: All playable

Mechanics and features: All active

Progress and Decadence: Stay in the 1st and 2nd Tier

READ HERE FOR MORE DETAILS[www.slitherine.com]

. New Screenshots Part II - Ask anything about them!:
It's time for another group of screenshots, highlighting some unique features and mechanics. The developer will answer every question about them! Every question!

Stay tuned for further updates!

Click on the screenshots to see them in full size

[www.matrixgames.com]

[www.matrixgames.com]

[www.matrixgames.com]

[www.matrixgames.com]

. Dev Diary #2 - Region Management, Population, Loyalty:


During the next few weeks, we will aim to show how you manage a country in Field of Glory: Empires. So let’s get stuck in!

The map of FoG Empires is divided into Regions. Although as your realm grows you will be able to organise these into Provinces, Regions are where the game “happens” – your armies move from Region to Region, and your population, buildings, and trade are all linked to individual Regions.

[www.matrixgames.com]

As you can see, the population part dominates the whole panel and it is in the middle while doing so, and for good reason. Their production determines what you get out of a region (although buildings affect this as well), and their loyalty determines if the region is in unrest. Their loyalty in turn is determined by their status and ethnicity. But more on that later!

The four rows of population show which production category they are assigned to. These are (as is also written to their right where total output is shown): Food, Infrastructure, Money, and Culture. Let’s look at these for a moment:

Food has three uses: feeding the existing population, population growth (when you have a surplus) and feeding armies in or adjacent to the region.

Infrastructure is used to construct buildings, and to maintain existing ones. As such, the more buildings you have, the more population units you will need to keep them up and running. You can also gain extra Infrastructure points from several buildings, but beware: a region can only have as many buildings as it has population units, so you need to make choices. Buildings themselves are a long and interesting subject so we will cover them separately.

Money might not buy you happiness, but it is useful for a great number of things. It is mainly used to recruit and maintain military units (especially mercenaries), but also a great deal of it may be needed to push through some of the Decisions available to your nation. Money, unlike the previous two, goes into your national stockpile, not the region’s.

Culture is probably the most abstract of the four. It represents an aggregate of cultural life, works of art, luxuries etc. While it does add to your national total Culture, it has both national and regional uses.

On the regional level, Culture reduces Unrest and helps keeping the local population content with your rule. There is a limit to that though, and for populous regions, you’ll need to boost loyalty with dedicated buildings.

Nationally, your overall Culture production drives your progress in the Progress & Decadence mechanics defining your nation’s age and status. This is a key and fairly unique system that we will be covering in a separate diary.

On the left of the population units, you can see the buildings in the region. These are organised into the same rows as the population are and they largely relate to the production row they are in, although not entirely. We have six building categories: the four outlined above plus Health and Military buildings.


To the right of population you see the aggregate of the region’s outputs. The four main ones we have just summarised. The other three resources are derived from your overall population level and your buildings. They concern military units:

Manpower and Metals are national resources that are required for the recruitment and maintenance of units. How much, depends on the unit type. As you might expect, armoured units require a lot of metal, whereas almost naked tribal warriors will not use that much.

Equipment is a regional resource and represents the region’s ability to equip and field new military units. It can be stockpiled (within limits) so you can gather up a reserve that will let you react to unforeseen challenges relatively quickly.


To finish summarising the general overview of the region panel, we should also mention the top row of the panel, which contains some general information (such as terrain, defence value, Loyalty) and icons of any good or ill conditions that apply to the region.

We have mentioned earlier how important a region’s population is, so let’s take a closer look at it.

[www.matrixgames.com]



A population unit in FoG Empires has three attributes: its Status, Ethnicity, and Unrest.

Status can be either Citizen or Slave. Citizens are your free population. They grow based on your Food production. Slaves are obtained via major battles, or events and Decisions. Citizens perform better when assigned to Money or Culture production. Slaves are very inefficient at those tasks, but they are more efficient than Citizens when it comes to Food or Infrastructure production.

Ethnicityis the cultural identity of the population unit. Each nation has a primary Ethnicity, and if the pop unit’s is different to this it affects its Unrest negatively, especially if the nation in question is at war with the pop unit’s perceived brethren (i.e. a country with a primary Ethnicity matching the population’s). Population units can, in time, convert to their region’s majority Ethnicity (only true for citizens).

Unrest shows how dissatisfied the population unit is with their lot in life. As mentioned, this is affected by Ethnicity but also by the region’s overall Loyalty rating, which is derived from a number of national and regional factors. In fact, let’s have a closer look at it!

[www.matrixgames.com]


Regional Loyalty is one of the cornerstones of the game, because it meshes with others major features, like progress and decadence, army recruitment, supply, and productivity. Usually at start, loyalty is not a major issue (except for the Seleucids and a few other nations). That’s because your starting regions are of the same ethnicity as your nation’s government, plus the population is not so high that the bored citizens demand too much from the state.

As you expand, and as time passes, you’ll probably conquer new regions, and they might be populated by citizens from another ethnicity group than yours. Say you are Rome and past Italy, you start conquering Gaul. Gaul is made of Celts, and Rome ethnicity is Italic. This alone will make the subdued population much more restless. With some effort and the passing of time, you might convert them (shall we say Romanize?) to your ethnicity, but it won’t happen quickly. Slaves too have an ethnicity, and they are never converted, so expect troubles from a massive influx of German slaves for example.

In addition to that, each of your national citizens, when your main cities grow bigger, will demand more and more from the state, and this translates to an increase in their unrest, which in turn can lead to revolts. As you can guess though, you have several possibilities to fight off unrest. A major one is to build loyalty-boosting buildings. Some are rather virtuous in their use, like the line of religious buildings, which provide a moderate loyalty boost and an increased chance of converting the local population to your ethnicity. But for larger effects, it will be required to build structures like an arena, a gambling ring, a pleasure house, a noble district, and many more. And in the short term, they are doing exactly what you need, they will up the regional loyalty quite a lot. All is well, right?

Not so. In the long run they distil their poison… They will produce a bit of decadence over time. Which in turn will perhaps make your nation regress and have larger issues, like a civil war! But we will talk more about Progress & Decadence in another diary, as this is a major feature of our game, with a quite original approach.

Thanks for your time, we will continue explaining the game’s regional-level features next week!

Follow us on Facebook![www.facebook.com]. Dev Diary #5 Governments and Rulers:


Hi and welcome to the 5th developer diary for Empires, our upcoming grand strategy game set in the Ancient Era.

Governments come and go, but nations stay. Well not always, these too can disappear in Empires, although we will only brush lightly on this subject today, as it will be the topic on our 6th diary when we turn our attention to culture and decadence!

Still, governments in Empires are a fundamental part of how your nation operates. They are sorted in 3 levels, that we call ‘Civilization Levels’. Within each level, 5 possible governments exist. At the very bottom in development, your nation can be a tribal horde or a tyranny. Perhaps a sect even! Then as you progress, your nation can transform, for example, into a Republic, a City-State. Finally, upon reaching the last level of civilization, you can become an Empire or a Federation!

And all this is not just cosmetic, as you can guess. Each government has specific traits also called modifiers, and there are dozens possible. A City-State might have a bonus in commerce, while a Monarchy allows more experienced troops to be trained in your barracks. Combining these traits with other possible modifiers derived from your ruler (or political party for Republican Rome and Carthage), so that each state ends with a very diverse profile, and these can work together or, on the contrary, can help to offset a specific penalty.

This means that most of the time you’ll see that a clear identity is created for a nation, through its government, its ruler and its national modifiers. For example, Carthage is a merchant oligarchy and has some good bonuses for trading and commerce. On the other hand, it has great difficulties in levying en masse its citizenry, so it will have to rely on mercenaries to compensate for this lack of manpower. But Carthage being Carthage, the national treasury should be sufficient to recruit quite a lot!



Then there is your ruler. He too comes with modifiers related to his profile. Here again, there is a wealth of possibilities and rulers are generated randomly for near infinite combinations. Rest assured though, there is a sound logic applied when a ruler is generated, and mutually antagonistic traits won’t appear. You can then end up with a good administrator which is also a reformer (if you are lucky). But on the other side of the coin, should you be unlucky, a depraved and cowardly king is always a possibility! This will in turn greatly influence what you’ll do with your nation. For example, some rulers will allow easier conquest, either through giving a bonus to your military or how well they can administer the new conquered, unruly, regions. But some will cripple and syphon away your money or will negotiate so badly that a war might erupt from their blunders (try coming at the negotiation table and insulting a tyrant, see how it goes!).



Another important strand in this multi-layered approach to your nation profile is your government status, which is strongly tied to progress and decadence. Over time, your government will have a change of status and might become stable, old, decadent even? This, in turn, will influence how you can play your nation and can even influence when and how your ruler dies! Perhaps you’ll then wish ‘good riddance’ to the old fool who was ruling your nation if he decides now is a good time to wrestle a bear in an arena!



Next week, you’ll see how governments mesh together with culture and decadence to create the sense of ‘rise and decline’ for your nation. Stay tuned!. Field of Glory: Empires Dev Diary #3 - Buildings:


One of the pillars of Empires is how regions, the basic geographical unit are handled. Regions are at the heart of the game and managing them properly will make or undo whole nations.

We have already mentioned that regions have a population, split into different ‘population units’ and the buildings constructed in the region. Today we will speak of buildings, as they are every bit as important as the citizens and slaves of your regions, if not more even!

Buildings are both a complementing to population, as they too can produce resources (money, manpower, metal, etc.) and have unique properties and aspects which complement each other and affects every sector of the game. Indeed, you can bet that with around 400 different buildings, there is one for each situation, from a mundane cattle ranch, to a more impressive trade emporium, to the complicated (in its usage, not its understanding) Black Market with its variety of intriguing effects.But before digging into some of the benefits they offer (and we won’t give a comprehensive list there, because of the sheer magnitude of possibilities), lets talk of how they are built, as this is a gameplay mechanism that diverges from what you usually encounter in most strategy games since the beginning of the (computer-gaming) world and Sid Meier’s Civilization I appeared at the dawn of it.

Upon selecting a region and clicking on the build structure button, you will get the construction panel to pop-up, that might look like this one: like this one:



As you can see, there are 6 buildings categories: Agriculture, Health, Infrastructure, Military, Commerce, Culture. For each of these categories, a choice is offered to you, in the form of a specific building. The list is far from being random though, although there is a random element as to what choices are available. What you are shown heavily depends of what you have already built in the region (including whether you opted to specialize the region or not?). What is the current population. If the region is a plain, in forest, bordering a sea. What is your government, your ethnicity. And so on.

As you know, having meaningful choices is at the core of a good strategy game. Here too, you’ll have to weigh and decide which building you want the most from the 6 you have available. Will you want a wall to be built, because those pesky tribal raiders find your land such a pleasant place to be? Do you prefer to prioritize a ranch, to increase your food production while producing cattle you want to export? Choices … And they will be at times very difficult to make because intrinsically, all buildings provide benefits!



And as soon as you have finished your current buildings, all choices are reshuffled. So the improved walls you wanted, and the less desired commercial harbor might not reappear the next time (rest assured, they are still there and the option is not lost for ever!). To help you decide and handle your construction plans, you have a few tools at your disposal though. First, you always see the complete list of possible buildings, for each category. This helps you to decide and plan ahead. Second, there is a reshuffle button, for the time where none of the buildings are what you want. The Reshuffle action don’t cost a lot and will probably be done in 1 to 2 turns in your region (and the code is smart enough to not propose again the same buildings as the previous list). Finally, you get another tool through a National Decision (more on that later) that will force the focus of your nation to particular types of buildings among several categories.

So in the end, you have substantial control over what your regions will be made of, but this control is not complete. Hopefully you’ll come to appreciate this system, as it prevents players from being stuck doing always the same things in most of their regions (and that’s also why you get so many different buildings).



To help you picture how diverse the buildings are, we will provide a few examples.

The Vineyard is an agricultural building generating some income, plus the Wine trade good, that can be used by your own taverns and palaces or exported for profit to your neighbors. It is restricted to warm climates though.

The Sanitation system is a Health building. As such, it will speed up population growth and prevent (most of the time) bad events like disease and plague in the region. It can be upgraded to a Sewer network.

The Shrine to Epona is a military building, a building only available to Celtic nations. It will improve slightly the cavalry units recruited in the region, and should you manage to build the 4 different Celtic shrines in a region, then you are in for a nice surprise (some games would name that a ‘finisher bonus’).

The Gambling Ring is a culture building (yes, it’s culture, as in ‘entertainment’!). In addition to providing some income, it will raise the loyalty in the region. Alas it has a drawback, one shared with many loyalty-boosting buildings: turn after turn it will add a bit of decadence to your nation. But rest assured, not too much, nothing to worry about, really…

The Land Expansion is a rather special building that provides more room for even more buildings in the region (because you have a limit on the number of structures based on your population amount, this one increases it nicely).

The Satrape Palace is a provincial palace. We will talk about Provinces in another diary, and each has a palace acting as the provincial capital. But the Satrape Palace, a building unique to the Seleucids does a few other things. As a drawback, it costs a lot (and really a lot!) to maintain, to represent how easily the appointed governors (former generals of Alexander the Great for many) adopted the extravagant life style of the Persian empire. But it has benefits too: It allows the levying of powerful local militias, should the region be under attack. If not, then it provides free units to the national army of the King of Kings.

We will end up there, with this Seleucid Palace. That’s a tier II building, i.e. a building that is a bit more complex and involved than tier I buildings, like the vineyard, the cattle ranch and so on. We will let you discover the variety of effects of tier III buildings in-game, including the national unique and world wonders we have for you. In the meantime, stay tuned!. Dev Diary #5 Governments and Rulers:


Hi and welcome to the 5th developer diary for Empires, our upcoming grand strategy game set in the Ancient Era.

Governments come and go, but nations stay. Well not always, these too can disappear in Empires, although we will only brush lightly on this subject today, as it will be the topic on our 6th diary when we turn our attention to culture and decadence!

Still, governments in Empires are a fundamental part of how your nation operates. They are sorted in 3 levels, that we call ‘Civilization Levels’. Within each level, 5 possible governments exist. At the very bottom in development, your nation can be a tribal horde or a tyranny. Perhaps a sect even! Then as you progress, your nation can transform, for example, into a Republic, a City-State. Finally, upon reaching the last level of civilization, you can become an Empire or a Federation!

And all this is not just cosmetic, as you can guess. Each government has specific traits also called modifiers, and there are dozens possible. A City-State might have a bonus in commerce, while a Monarchy allows more experienced troops to be trained in your barracks. Combining these traits with other possible modifiers derived from your ruler (or political party for Republican Rome and Carthage), so that each state ends with a very diverse profile, and these can work together or, on the contrary, can help to offset a specific penalty.

This means that most of the time you’ll see that a clear identity is created for a nation, through its government, its ruler and its national modifiers. For example, Carthage is a merchant oligarchy and has some good bonuses for trading and commerce. On the other hand, it has great difficulties in levying en masse its citizenry, so it will have to rely on mercenaries to compensate for this lack of manpower. But Carthage being Carthage, the national treasury should be sufficient to recruit quite a lot!



Then there is your ruler. He too comes with modifiers related to his profile. Here again, there is a wealth of possibilities and rulers are generated randomly for near infinite combinations. Rest assured though, there is a sound logic applied when a ruler is generated, and mutually antagonistic traits won’t appear. You can then end up with a good administrator which is also a reformer (if you are lucky). But on the other side of the coin, should you be unlucky, a depraved and cowardly king is always a possibility! This will in turn greatly influence what you’ll do with your nation. For example, some rulers will allow easier conquest, either through giving a bonus to your military or how well they can administer the new conquered, unruly, regions. But some will cripple and syphon away your money or will negotiate so badly that a war might erupt from their blunders (try coming at the negotiation table and insulting a tyrant, see how it goes!).



Another important strand in this multi-layered approach to your nation profile is your government status, which is strongly tied to progress and decadence. Over time, your government will have a change of status and might become stable, old, decadent even? This, in turn, will influence how you can play your nation and can even influence when and how your ruler dies! Perhaps you’ll then wish ‘good riddance’ to the old fool who was ruling your nation if he decides now is a good time to wrestle a bear in an arena!



Next week, you’ll see how governments mesh together with culture and decadence to create the sense of ‘rise and decline’ for your nation. Stay tuned!. Dev Diary #9 Addendum - Playing Empires Battles in FOG2:
Playing Empires Battles in Fog2
by Richard Bodley Scott

From an early stage in development it was planned that, in addition to the in-game battle resolution system, Empires would also have the option to fight out battles in FOG2 if the player so chooses.
The main objectives were:

1)That Empires battles fought out in FOG2 should be varied and fun. (Number one priority!)
2)That the armies of each nation should be represented by the correct FOG2 units for their nation.
3)That general skill and traits, unit experience, unit effectiveness, hit points etc. from Empires should carry over into the FOG2 battles.
4)That terrain should be representative of the terrain in the region where the battle takes place.
5)That there should be no adjustments to make the battles more “even”, and no adjustments to take into account the FOG2 difficulty setting. The situation should be as per the campaign situation.
6)That the export/import process and switching between the games should be as automated a process as possible.

How does the game decide which FOG2 unit type to convert an Empires unit to?
Empires has a database specifying which FOG2 unit type each Empires unit type maps to, with a quality adjustment for some. The mapping is different depending on the national archetype. This information is passed in the export file, along with various other factors affecting the conversion.
The Empires system potentially gives "Heavy Foot, Warriors, Mercenary Foot, Urban Militia etc." to every nation. The FOG2 conversion system attempts to convert each nation's forces to FOG2 units that are appropriate to their historical prototype. So for example "Warriors" in a Gallic Army will translate to FOG2 Warbands, but those in an Italian army will translate to FOG2 Italian Foot. This means that Empires "Heavy Foot", for example, may translate to FOG2 Medium Foot for some nations, if the nation never actually had any troops that FOG2 would rate as Heavy Foot.
Also some units translate to a mixture of FOG2 units, because this leads to more historically realistic armies. Pre-Marian Roman legionary units translate to a mixture of hastati/principes and triarii units, in approximately a 2:1 ratio. Horse archer units, if present in large numbers, translate to a mixture of Light Horse and Cavalry.

How does the game decide how many FOG2 units each Empires unit maps to?
The Empires : FOG2 unit conversion ratio depends on the unit type, because it is points based. This is because the difference in effectiveness between various Empires units is often significantly greater than the difference between the effectiveness of their FOG2 equivalents. To get the same relative effectiveness as in Empires-resolved battles, the more expensive (and more effective) Empires units translate to more FOG2 units than the cheaper ones. Some of the cheaper Empires units may only map to 1 FOG2 unit, but some of the more expensive ones could potentially map to as many as 4 or 5 (cheap) FOG2 units in armies of nations that historically did not possess powerful units like Pike phalanxes or legions. Most units will have a conversion ratio somewhere between these two extremes.

For example, because Italian Foot in FOG2 are cheaper (and less effective) than Warbands, the unit conversion ratio for Empires Warriors > FOG2 Italian Foot will be higher than the unit conversion rate for Empires Warriors > FOG2 Warbands. Also, where different Empires unit types convert to the same FOG2 unit type, the quality of the FOG2 units may be adjusted depending on which Empires unit type they come from. (Thus, for example, Urban Militia in some national archetypes may be extremely low quality versions of the standard units. They will also have a lower unit conversion ratio as they are much lower rated in Empires points).
Because the points value ratios do not match up to an exact number of FOG2 units, there is a random element. For example, if the points system means that an Empires unit is equivalent to 1.37 FOG2 units, the system will generate at least one FOG2 unit, with a 37% chance of another one. So usually it will generate 1 unit, but 37% of the time it will generate 2.
A damping system on the chances of selecting subsequent "partial" units is used to ensure that the overall strength of the army does not vary excessively (about 3% in tests), and a unique random number generator seed number for each exported battle ensures that if you play the same battle (from the same export file) in FOG2 multiple times, the OOBs (and map) will be the same each time. (Unless you go back to the pre-battle Empires save and re-export it, in which case there will be a different seed number each time).

How does the conversion take into account Empires general skill and traits, unit experience, effectiveness and hit points etc.?
Unit Experience and Effectiveness affect FOG2 unit Experience and Elan respectively. FOG2 unit Quality is the average of those ratings.
Empires Hit Points represent current strength compared with full paper strength, so affects the unit conversion ratio.
Generals use their Empires skill rating for attack or defence depending on which side counts as attacking in Empires. General traits applicable in the regional terrain add their modifiers to those skill ratings. If there is an overall difference between the skill ratings of the opposing generals, then usually an adjustment is made to the quality of the opposing units, representing the effects on morale, physical condition and state of preparedness of the troops resulting from the better general's more skilful pre-battle manoeuvres. Sometimes, instead of a quality adjustment, the lower skilled general will have some of his troops arrive late at the battle.
Unit traits are not explicitly taken into account in the conversion process, because FOG2 already takes into account the different effectiveness of different troop types in different terrain.

Frontage
Empires units convert to an average of 2 to 3 FOG2 units, some more, some less.
We decided not to artificially constrain the frontage in FOG2 battles because it would severely restrict the tactical options – which would rather defeat the point of playing the battle in FOG2. We did not think it would be fun.
Also, as FOG2 battles take some time to play out, we wanted a decisive result, so wanted all of the troops present to be able to take part.

Therefore, the normal FOG2 map generation is used, based on the prevailing terrain in the Empires province. Hence a mountainous, forest or swamp province will result in a mountainous, forested or marshy map, which may result in choke points, but isn’t guaranteed to do so.
This does mean that playing Empires with FOG2 battles will have strategic implications, meaning that the game will play out somewhat differently depending on whether you play all the battles in Empires or not. Personally, I resolve very one-sided battles in Empires and play the rest in FOG2.
Siege assaults are left to the Empires system and cannot be exported to FOG2. Field of Glory: Empires Challenge #2 – Carthage:


With the Challenge #1, you have witnessed the birth of Rome and its military power in Italy. Now, it’s time to see what one of its first mortal enemies can do, on a bigger scale.

Welcome to the Challenge #2 – Carthage!

This time the Challenge goal will be different. While in the first one you had to focus mostly on the military aspect of the game, this challenge adds a new layer of complexity (and fun!).

Carthage was renown to be a very wealthy civilization, establishing colonies in many Mediterranean regions and creating a successful trade network. Its defense was guaranteed by a powerful navy and a semi-standing mercenary army.

To better reflect this historical situation, the Challenge #2 is shaped more on the economic element of the game.


Challenge #2: Try to amass 7500 money in your treasury while reaching at least 20 regions in less than 50 turns and avoiding to be in the last tier in the progress & decadence chart.

Nation Available: Carthage

Turns: 50

Map: All playable

Mechanics and features: All active

Progress and Decadence: Stay in the 1st and 2nd Tier

READ HERE FOR MORE DETAILS[www.slitherine.com]

. Dev Diary #10 Units: Abilities and Modifiers:


Units in Empires have very diverse profiles and different roles. Some are heavy hitters, like phalanxes, legions and other heavy infantry. These units cost a lot to recruit and maintain, and will use a lot of metal, so can’t be mass produced easily. They have drawbacks too, like being relatively slow and not fit to fight in terrain like forests or mountains.

Another category is the medium infantry, which is apparently less powerful, more affordable and has the useful ability of being a besieger, meaning it will provide a bonus when you siege a city. This reflects the value of these formations in being able to construct heavy siege engines on the spot (you did not drag siege towers along your army when you were on the march). Given they are more affordable, you can field a lot of these troops, and this might be necessary since battles have an important concept of ‘frontage’, which is the width of the battle line. Previous players from AGEOD game will be well aware of this feature, as it appeared in 2004 with Birth of America, and it never ceased to play an important and realistic role in all our games. Failure to fill out your available front line will leave you very vulnerable to being outflanked or forced to commit your skirmishers to actual hand to hand combat (not a good idea!).

[www.matrixgames.com]

The skirmishers are another sort of unit. They are not costly, although the manpower they need is close to the types above (so make a lot demands on your population to fill out their ranks from the pool of conscripts used for units). In melee, they are quite weak, but this is not where they should be used. They are there to help support your main infantry, by providing a combat bonus to them. A medium infantry unit backed by a skirmisher is as strong, if not more so, than a heavy infantry without support. Add to that they will weaken the enemy before melee through their missile attack, and you will quickly come to see that they are not optional to a good army composition.

Cavalry is another subset of units and plays an important role on the battlefield and the strategic map. Light cavalry will perform as skirmishers but most types can also flank the enemy. It means that should your opponent don’t fill up the battle line, then they will deal bonus attacks against the enemy. Should you manage to inflict a defeat to your opponent, then their pursuit bonus will deal significant damage during the retreat phase. On the strategic map, they are faster than even skirmishers, so can act as a fire brigade of sort. But they are not ideal if they have to fight on their own as they are rather brittle, except perhaps if they are heavy cavalry or cataphracts. Plus skirmishers help a city resists a siege, while cavalrymen don’t do much but eating the food stockpile in this situation!

The important thing to remember is that through quite a lot of fine tuning and testing, we have managed to give each unit a role that defines them well. And also that costlier units are not always better in all circumstances, so if you enjoy tweaking your army composition, then you should have some fun testing out combinations.

[www.matrixgames.com]

But there is more to it than that, as units also have some custom abilities contextual to some terrain. For example, many Celtic nations have light and medium infantry which are woodmen, so they are better when fighting in the huge forests of Gallia. In the same way, German warriors benefit from this trait too, given how large and continuous, almost overwhelming, was the big Hercynian forest where many lived.

You’ll also fight mountainmen, if you have to deal with Celtiberian tribes, or people from Armenia or Colchide. Arabia Felix or the vast expanses of desert bordering Carthage proper will see cameliers with the desertmen traits, etc.

But some traits are not a bonus, they are a drawback. For example, elephants dislike cold terrain, and Phalanxes are not fit to assault a city.

Other traits are about how units fought on the battlefield. For example, skirmishers, horse-archers and light cavalry can deal damage even when they lose a duel, or to add insult to injury, they can even shave off part of the damages they received by evading the melee! As some of you know, the battle of Carrhae was a major defeat for Rome against Parthia, mostly because the latter had a lot of horse-archers (backed up by supply wagons to replenish their stock of arrows) while the legionnaires were trying (and failing) to reach the enemy line. In Empires too, I would not bet on the mighty legions if they have no support from archers or skirmishers, against a full battle line of Parthian horse archers!

Hopefully this will give you an idea about how Empires manages units and the different possible battles you will experiment.

But traits, also called modifiers, are everywhere in the game. Rulers have traits, ranging from being a superior administrator to being paranoid. The variations are numerous, and the chance to get the same ruler twice is very small. This in turn will shape your nation and alter your strategy, as a good military ruler will provide a lot of bonus which will be a boon to your army, while someone who despises the idea of expanding his realm will be an issue if you wanted to conquer and gobble your neighbor.

Units and rulers have traits (or modifiers) but each government is also different using their own range of abilities. For example, a tribal government will provide a bonus to manpower, and that’s fitting as units filled with warriors will need a lot of men and not that much heavy armor to be recruited. A merchant oligarchy like Carthage will enjoy extra bonuses for commerce but will be heavily penalized on manpower, thus lending to a style of gameplay where you’ll need to recruit a lot of mercenaries (and the ones for Carthage are rather good!).

In the end, through the judicious (or so we hope) use of modifiers, you’ll see that all the nations play rather differently from one another. Because their units are different, or perhaps their government. And then there are the custom buildings with special abilities! Here, we are mostly not talking about something like “Get +10% from that or that”, this would be dull… Buildings have specific abilities or behaviors that significantly alter the game and how you will tackle a nation. Judea with the possible, but difficult, task to rebuild the Solomon Temple (coming in no less than 7 levels of upgrades!), Saba with the impressive Ma’rib dam which can be either a boon or a curse (depending if you repair it or not), Dacia with its mountain fortresses, etc.

[www.matrixgames.com]


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