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Title: Field of Glory: Empires
Field of Glory
Release Date: Coming Soon
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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!).
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.
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.
. Field of Glory: Empires - Gameplay Stream Reveal:
Here's the VOD of our live event where we announced Field of Glory: Empires as well as showed you some gameplay and answering your questions.
www.youtube.com/watch?time_continue=2889&v=a4O91Xtev_4. 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…
. 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.
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.
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.
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!
. Field of Glory: Empires Dev Diary #9 Battle System:
Warfare in Empires
One of the major components of Empires is waging wars. Ultimately, you will win if you gain more Legacy than any other nation, but conquering your objectives and holding rich regions, some with world wonders, is definitely the most straightforward way to achieve that.
Once you have defined the objectives for your military campaigns, you’ll have to assemble your units into armies. And this process is not something to do at random, because, as you all know, battles are often won before they are actually fought.
This was one of our design goals in Empires. To have the players enjoy a bit of ‘theory crafting’, by thinking what the force composition is needed to secure your goals as efficiently as possible. We tried hard, and we believe have succeeded for the most part, in having no unit that excels at everything. Sure, if your economy is ten time as strong as your opponent, then you can probably drown him under the sheer number of your legions, to cite one of the best units of the game. But even legions have weaknesses, like not fighting that well in forests and mountains, and being pretty costly, both to recruit and maintain.
So how does it work, in a situation where you have a decent economy, but need to recruit a powerful force to defeat your enemy? You’ll have first to identify if your opponent’s strongholds are in difficult terrain or not. If yes, then the heavier units might not fight much better than the lighter ones, while being much more costly (so if you are not careful you may end up using an expensive, inefficient, army that is outnumbered, and out-classed by your opponent’s cheaper troops). If he has large walled cities, then again, some units will perform much better. You’ll also want to combine your powerful melee units with support units, as these weaker units are essential when the actual battle starts. For example, your army might be cut into shred by weaker infantry, if they benefit from skirmishers or archers in the support line and you lack these lighter troops. Then you have cavalry units. On the strategic map, they are very fast and will allow you to do all sort of things, like acting as a fire brigade, or snatching an enemy region then pillaging it. In the tactical battle, some cavalry on the flanks (or in reserve) will go a long way in winning a battle, and if this does happen then their ability to pursue will greatly inflate the losses of your defeated opponent.
Then there is the matter of the navy. Never move unescorted your units through a sea, as this is a sure recipe for a disaster if they are intercepted. Losing precious and costly phalanxes, when their transports are sunk by humble light warships really is a waste of good men. Ships will also be almost mandatory to conduct successful sieges against cities with harbors. Don’t think you can starve a garrison that has the backup of an unblockaded harbor.
It is also said that an army marches on it’s stomach. This is quite true in Empires. Supply will be given automatically to units from adjacent friendly regions, but beyond that, if you don’t maintain your supply lines, then your units will weaken over time and will be of no use. Equally a large army in a poor region, or where the land is already pillaged, will suffer supply shortages.
But without further ado, on to battle! Once two enemy armies meet in a given region, a battle will ensue, unless if one side has retreated behind the walls of a city (in this case there will be a siege, with a possible assault, at the besieger’s initiative). The first important factor is the terrain. Terrain has two main effects in battles: how much they provide in defense, simulating that the defender had some time to set up and prepare positions; and, what is the frontage, or battle width for the following combat. Frontage is a concept known by veterans of the AGEOD games and is very important in battles. Depending if you have enough troops to fill the battleline or not, the battle will shape very differently. For example if you are fighting in a forest, then the frontage is 6 in fair weather and 5 in harsh weather. If your army has 12 or more units, then your deployment will be optimal, as 6 can fill the front rank and 6 will provide support to the melee.
Now imagine you get caught in the open field, like a plain, a steppe. Frontage here is 12. Your army of 12 units will deploy in its entirety in the frontline! Imagine your archers and slingers to the front having to fight a melee with better equipped troops … Chances are that, unless the opponent is not too numerous, you’ll be beaten.
But frontage provides another interesting benefit to how the game plays. It really reduces the effect of ‘death stacks’, i.e. stacks that can overwhelm their enemy through sheer numbers. Because once you have filled your battle line, the rest of your army will be in reserve, and will only fight if there is a draw when they can replace weakened units in a subsequent round. Otherwise, they will do nothing (apart from cost you money and supplies). Think of the Thermopylae battle in 480 BCE as the perfect illustration of a very low frontage situation…
So our armies are setup, with melee units to the front and supporting units behind them. The very first phase of battle will be the ranged phase, where each unit capable of ranged attack will do so (the others will only throw insults at the other side). As a cosmetic enhancement, the skirmishers will appear to the front of the melee units, perform their attack and then retreat through the frontline to their final position at the back. That’s cosmetic, but it’s nice to watch! Seeing a line of legionnaires throwing their pilum, while the Velites to their front harass the enemy, and then fall back through the cohorts, is quite pleasing for the would-be Imperator.
hen the main phase will begin, the melee phase. There will be a series of duels, between each melee combatant of each side. If one side has extra units (because he is more numerous than the opponent), then flanking attacks happen to the unlucky wing of the enemy.
The battle system is an example of the Triangle Rule. The Triangle Rule is the very core design element of all battles. We thought hard to have a system where winning was not simply the matter of maximizing a given parameter and forcing your way to victory by exploiting this aspect. It had to be subtler. We want the player to balance and consider three things at once (so the Triangle Rule…):
How powerful a unit is;
How experienced and what is its current fighting condition; and,
How good is the general in charge
For us, it was very important that none of these 3 aspects outweigh the others. Said differently, you must design your armies and conduct war in such way that each of these 3 criteria are the best possible, knowing that having ‘only’ one of them as very good will not compensate for the others.
So back to our duels. The aim is to achieve the highest possible duel score. This score comes from two things: the total combat value of the unit, and the dice rolled.
The total combat value of the unit is made of the base combat strength of the unit. For example, a medium warband will have 3, a legion 5 (well, there are 3 generations of legion, so I’m speaking of the pre-Marian one here), and a phalanx 7 in attack but only 5 in defense (most units behave differently in attack and defense). Note also that this value by itself might have been modified by the terrain. A legion fighting in wood would be worth only 3, like, for example, a mundane medium infantry.
To this value is added the support value, between 1 and 3. The best support units are the Archers (but they are rare for most nations, costly and have no extra abilities). Many skirmishers will provide a value of 2, and the simple fact of having another friendly unit as a support (even another melee unit) will provide a 1. So, as you see, having superior numbers is important, but having a similar ratio of melee and support units is more important (although the melee units are more likely to be lost in combat so you need some replacements for them, even if you are victorious).
This combination of factors will tend to produce a value between 2 to 8, in most cases. Now for the second part, the dice rolls. That’s where the two other sides of our ‘Triangle’ kick-in…
Each unit will add up his best dice (ten-sided dice) to his combat value. And a unit will get one dice roll plus one per rating of the general in charge. This rating varies from 0 to 2 (again generals have attack and defence scores and will use this is appropriate if they are leading the attacking or defending army). So the best general would be a 2-2 general, with this possibly modified by an appropriate trait (many Generals are better – or worse – in certain circumstances …). Now there is an added twist to the formula, and this is where unit experience and effectiveness (a combination of fatigue and morale) comes in to play, the third and last facet of our Triangle rule.
From all the. 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.
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!
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. Field of Glory: Empires - The Challenge has been accepted:
Field of Glory: Empires is a very ambitious project. It’s perfect combination between empire management and grand-strategy, united to a set of unique mechanics, will set a new standard for strategy games.
To better introduce players to this upcoming masterpiece, we have launched a great Challenge series of events, inviting influencers and media members.
We have gathered in a playlist the main efforts played so far, so you can have a look at first hand how the game unfolds, even in more strict environment.
You can watch some sample below:
Stay tuned for further updates!
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