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Marijuana and Suffering Management: Discovering Its Effectiveness

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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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Dev Diary #7 Provinces:


Scaling up your Empire: Provinces

One of the common issues for strategy games is moving from a small nation with a handful of things to do per turn to a bigger one with dozens of decisions to make. What was fun and thrilling in the early game, like deciding if you want to build a cattle ranch or a sawmill becomes more mundane. And yet, sometimes for specific reasons, you still want to check, as the wise ruler you are, what’s going on in a precise location.

Many games try to create tools for this reduction in micro-management. But most if not all adopt a ‘forced approach’, where at some point the game tries very hard to make you do things in a very specific way. In Empires we decided that you can eat your cake and sell it too … with Provinces!

Provinces are a grouping of regions, the basic geographical unit in the game. You can create a province when you have at least 51% of the regions belonging to the same provincial area. These are fixed on purpose, because they are grouped logically and historically. Plus, there are a few perks attached to them, like a regional unit. For example, the Sicilia province is made of 5 regions, the ones making up Sicily plus Melita (Malta). In our case, having 3 of these 5 regions allows you to create the province.

[www.matrixgames.com]

At this point many of you will think: “I don’t want to create a province and have my precious regions handled by the AI”. And some might add say, “by the stupid AI”

So let’s talk about eating your cake, and selling it. Twice! First, we adopted a reverse approach to how other games try to reduce micro-management. Creating a province provides bonuses. Not creating provinces mean you don’t get bonuses, but you don’t suffer any penalty. If you don’t want to create any province, then that’s fine, have it your way. But you’ll want to create them, believe us.

One of the reasons is that when regions are handled at the province level there is no mandatory automation. A region, as part of a province, can still be accessed and have all his population reshuffled to your liking, and you can order the buildings it should construct as before. But should you don’t want to do that, then you can use the Province panel to decide what the governor AI should do. For population and for buildings (one set of options for each), you can decide that the focus should be on a job (like producing more money, or constructing extra agriculture buildings). You can also decide to have the governor try to balance production with the needs. Here, the not-that-stupid AI will take into consideration the need at the region level, for each region, and at the national level. So for example if you have a severe lack of money, then clicking on balancing will result in more population than usual put into the money-making job.

[www.matrixgames.com]

The AI will also check your upkeep, so as not to overbuild structures that you would have trouble maintaining. It is even capable of checking which of the regions have particular bonuses and have them focus on something specifically. If you look at this screenshot, I have requested a balancing of production for Sicilia. And yet you see we are far from having the population split evenly within each region. For example, Melita has a lot of people in infrastructure. If you checked Melita specifically, you would see that the region is the one with the biggest Infrastructure bonus within the whole province!

So all in all, we believe these AI governors do quite a decent job. We will be honest (sometime it pays off ), the AI is not equal to a veteran player who can fine tune everything each turn. But it plays like a competent opponent…

As you see, Province management has never been so easy. You can automate in different ways, including handling everything manually. But there is more. There are province-specific bonuses.

A Province pools some of its resources and then redistributes them either equally (for food), or where it is needed (for infrastructure). So for food, it means that regions with poor land (like a mountain or an underdeveloped forest region) will benefit from the food sent by other regions, within the province, helping them grow. Also, if you have large body of troops, it might be difficult sometimes to sustain them from a single region. With a province, supply will arrive from several regions, easing the logistic challenge of feeding your army.

As for infrastructure, all regions can help the process of creating new buildings, so you end up with your structures built much faster, in a more focused way. And again, you might use this trick to funnel infrastructure from powerful regions to a poor one, helping it develop much faster.

[www.matrixgames.com]

Recruitment is also handled at the provincial level. Each province has a provincial palace, and this is the place where all units are recruited. And each province has its own special ‘provincial unit’ that you would not have access too otherwise. For example the Africa province (centered around Carthago) would provide African War Elephants, to any nation holding it. Or Crete will allow the famous Cretan slingers…

All in all, we have tried with provinces to provide you the tools so that your games scale up well when your empire grows, while staying as discreet and unobtrusive as possible, for people who like to micro-manage. We hope that you’ll come to appreciate our Province system as much as we do!

[www.matrixgames.com]. 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]

. Dev Diary #6 - Culture and Decadence:


One key feature in Empires is how it deals with the progress and decline of nations. This impacts how your empire will evolve in a major way and is a focal point for gameplay.

Practically, these mechanics first act as a limit on simply conquering as fast as possible as it is hard to assimilate your new gains without increasing your decadence. Thus your quickly acquired Empire might be impressive but will probably prove to be ephemeral. The new territories will be unruly, and in turn this can cause large issues for your government and ruler. However, decadence is not just a problem for the over-ambitious conqueror, it will affect almost every nation over time, no matter how grand, making long term stability a real challenge. Once you pass into relative decline, citizen loyalty will drop, civil wars and revolts will become more common making the risk of major collapse very real.

Of course, even if this does happen, your previous greatness will have generated a lot of legacy (a topic for another diary), ensuring your reputation lasts – and that you have a good chance of winning the game despite your current problems. In Empires, with this ebb and flow, and added difficulty in maintaining stable large nations, nothing is a given.

As you all know, the Roman Empire had its times of crisis, some minor, some more serious, to the point that it was, sometimes, on the edge of collapse much earlier than the date it did collapse historically. But it recovered, more or less, several times and the Western part lasted centuries, until 476 CE. All the while, it managed to expand from Scotland to Mesopotamia. And yet, over time it suffered many civil wars, usurpers and rampant inflation.



This is what we aim to simulate, albeit in perhaps a gentler, less frustrating way, in Empires! We want you to consider, seriously, that your nation is a complex, fragile construct. If you manage it well through several simple yet subtle mechanisms, then -- most of the time – things will be all right. If you throw caution to the wind, by conquering rabidly and neglecting the welfare of your citizens, then there will be an internal reaction that sends your nation into turmoil and revolts.

Ok after this long preamble focusing on the core design principle, let’s get practical! One of the very important measures of the progress of your nation is the Culture of each region. It comes from assigning your population to the Culture task, supplemented by your buildings. As with other types of ‘production’, this can be further modified by traits at the national level, from your ruler, government, etc. At the national level, there can also be events that change how much culture you generate. An artistically minded ruler can lead to benefits across the nation.

Culture is pivotal to the game, because it serves many purposes. The most straightforward and direct usage is ‘welfare’, a bonus to loyalty, which you get if you have population assigned to Culture production. Thus you can offset unrest by placing your population in ‘unproductive’ (compared producing food or money) activities. There is a limit to how much bonus to loyalty you can get from welfare, so this tool has its limits, but it works well as a ‘first line of defense’ against discontented and demanding citizens.

Because, as you might have guessed, citizens, and population in general, are not always fully happy with their condition. The more numerous the population of a region is, the lower the loyalty will be, due to citizens expecting services, welfare and entertainment. Slaves bring different challenges in this respect compared to citizens. They, oddly enough, want to change their condition by revolting, or at least escaping. This too lowers the overall loyalty in the region. And when loyalty is too low, you can get revolts, either from the slaves, or from the citizens. They might even turn back to their former nation or master, if they are not from your main ethnicity. People are so ungrateful!



The second, slightly less direct use of Culture, is to fight off Decadence. Decadence in the game appears under several conditions. First, as your government grows older, some decadence appears over time. Second, when your nation grows and conquers other people, you get extra decadence, coming from the turmoil and instability of having to assimilate new territories. And then you have what your nation is made of, its infrastructure. Some buildings are very nice and will greatly help you, but they come with the cost of generating decadence over time.

And so, you have on one side the overall culture of your nation, and on the other side its decadence level, giving you a ratio between them. If the ratio is good, you are a nation that is progressing in terms of civilization.

This ratio is compared to all the other nations in the game and will place you into one of three ‘tiers’. At the top, you have momentum and perhaps you might even be qualified as being glorious, like the ‘Glorious Roman Empire’. Then there are other nations that are in the middle of the chart. For them, nothing special. They can go either way. And then there are the ones losing ground, in term of progress. For those in the bottom tier if they do nothing to deal with their problems, bad things will happen.

All of these effects are very gradual. You don’t switch from being a young and dynamic empire to a crumbling kingdom made of senile senators and pampered citizens in a few years. You’ll have time to react and adjust, but doing so may demand considerable effort though!



All this leads to the status and civilization level of your nation.

Your status can be ‘young’, ‘stable’, ‘glorious’, ‘old’ or ‘decadent’. Civilization level gives the tier of your government. For example the Republic is a civilization level II government, as is the Monarchy. And an Empire is a tier III government. Status and Civilization level are combined, depending of your progress in civilization and how decadent you are. It is entirely possible to be the ‘Glorious Roman Republic’ but later on the ‘Decadent Roman Republic’. It will depend on how well you handle the progress and decadence of your nation.



There are rewards from being a nation progressing through the civilization levels. As time passes, if you maintain a glorious status long enough, then you might evolve to a new civilization level. And this is how the Republic might transform to an Empire for Rome! And then if you are already at the top civilization level, being again Glorious has its own reward, with the fabled Golden Age!

So we talked about how nice it is to have significant culture in your nation. We also spoke of Decadence and how it is gained. Rest assured, you also have some tools to remove decadence, even if they are rarer. First, when you manage to make your nation evolve, moving from young to stable, or even from a civilization level to another, you remove half of the accumulated age of your government, which automatically will remove quite a lot of decadence. Then when you conquer a region, over time turmoil will recede and this will in turn remove some decadence. And then a few buildings will remove decadence over time, like an Academy for example. But for the most part, the more powerful buildings tend to have some drawbacks…

This is where we have almost come full circle back to our loyalty issue we talked about initially (as you can see the game features mesh with one another). It won’t be possible, if you want large populous regions, to fight off disloyalty only with the welfare bonus from culture. You’ll need something else. It happens that we have a lot of buildings in the game (400). Several of these (circuses, gambling rings, theaters, noble districts, brothels, monuments, gladiator arenas, etc) will greatly boost loyalty in your region. In a very ‘panem et circus’ way of the Romans (we want bread and games!). The only issue with these buildings is that they generate decadence over time. And so we are back to the problem of fighting off decadence.

We said earlier that we did not want to be too punishing and frustrating, it’s a game after all. Depending of your difficulty level and rate of expansion, it will be entirely possible for a player paying some attention to his empire to avoid the more acute crisis that struck the roman empire (civil wars mainly). But you’ll have to make choices and be watchful of your expansion rate and how your citizens feel. Failing that, a usurper is always around the corner!

As you can guess the AI nations too are subject to this ebb and flow of progress and decadence. This makes for a rather dynamic map where empires expand, splinter and reform. Some nations can even be reborn because their old master is crumbling in decadence! So there are opportunities to grab desirable regions, if you see that your neighbor is rife with internal problems…

. 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 #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]

. Field of Glory: Empires - Challenge 1 with DasTactic:
Watch DasTactic playing Challenge #1 of Field of Glory: Empires!

www.youtube.com/watch?v=1sSomUSZgrs&t=14s

Here are the rules:
- Conquer Italy playing as Rome in as few turns as possible
-The map is locked to the Italian Peninsula and its closest surroundings.
- All mechanics and features are active

Who can join?

Influencers and media members. The participation is mainly by invitation, but if you think you qualify to compete, write to us at [email protected], with your name/nickname and your channel/media.

If you want more info please visit http://www.slitherine.com/FogE_Challenge. Field of Glory: Empires Dev Diary #1 - A Brief Overview:


Welcome to the first Field of Glory: Empires developer diary! We felt we ought to start off with a summary of what the game is, and what you can expect. We will be following on with detailed explanations in subsequent diaries.

FoG: Empires is a strategy game set in the Ancient World roughly from the fall of Alexander the Great’s empire. It seeks to provide strategic empire management together with the AGEOD staple of turn-based play and historical detail. We believe we have unique features to deliver these, while also remaining familiar and easy to understand for the fans of the genre.

Speaking of the features themselves, we certainly have plenty of them in Empires, closely interconnected with one another as it should be in a grand strategy game.

[www.matrixgames.com]


Region and population management. In Empires, the map is divided into Regions. Each region has its own population, represented by abstracted units. Each population unit has a culture (which can change) and a status – citizen or slave.

The regions can host a number of buildings depending on the level of population. We have a lot of different buildings in the game, both generic and nation-specific. There are a lot of possible synergies in building up your empire-wide infrastructure, but you do not have total control over what is available to build in a certain region at a given time. You will need to adapt to circumstances and make the best of it.

Every region also shows its major city/settlement on the map, which can be fortified via building choices to resist siege attempts by the enemy.

Finally, trade happens between regions. While it is automated, you will have a lot of influence over it via buildings and other choices.

We will talk about all this in detail in the next diary!




Battle system. Our battles are much more than just trying to pile up the most number of units in the same place. Unit abilities, quality, and leadership are decisive and will influence your approach to battles and how to conduct your wars. Understanding the strengths and weaknesses of your own forces and those of the enemy will decide the winner.

Progress and Decadence. This mechanic simulates the dynamics behind the rise and fall of empires. It has been tried in a few games before, but we believe our approach should please you, as it captures particularly well the momentum some countries can get, and the ebb and flow of successful empires trying to deal with their own success and with new challenges.

The details will be the topic of a separate developer diary. The gist of it is, that you will feel pressed to move your nation upward on the "ladder" of nations, but with moving ahead you are sowing the seeds for an eventual decline and possible collapse. A collapse that in turn can lead to a rebirth and restoration, or the start of something new. A fall is not inevitable, but it does not mean game over, either.

There are a lot more we want to cover (provinces, decisions, types of nations, etc), but we hope to have given you a general idea on what we are aiming for with the game.

Stay tuned for the next Diary!

Follow us on Facebook[www.facebook.com]

[www.matrixgames.com]

. Field of Glory: Empires - Ranking and videos:
We have the final list of the participants who completed the Challenge #1 – Conquer Italy playing as Rome in as few turns as possible.

It was a bitter fight and many valorous soldiers have died trying. But what are they compared to the sempiternal glory of Rome?

This is the final ranking, kudos to all the participants!



Read here for the full entry[slitherine.com]


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