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. 7aa9394dea Title: Field of Glory: EmpiresGenre: StrategyDeveloper:AgeodPublisher:Slitherine Ltd.Franchise:Field of GloryRelease Date: Coming Soon Field Of Glory: Empires field of glory empires gameplay. field of glory eternal empire. field of glory eternal empire pdf. field of glory empires release date. field of glory empires beta. field of glory empires challenge. field of glory empires - ageod. field of glory empires of the dragon pdf. field of glory empires skidrow. slitherine field of glory empires. field of glory empires download. field of glory empires wiki. field of glory empires release. field of glory 2 empires. field of glory empires pc. field of glory empires vs imperator rome. field of glory empires review. field of glory empires. field of glory empires steam. field of glory empires forum. field of glory empires dev diary. field of glory clash of empires pdf Field of Glory: Empires - The Challenge: Fied of Glory Empires is surely a very ambitious project, aiming to bring to life the ancient world and its civilizations and to recreate the cultural intricacies of that time. To better explain the complexity an the scope of the game, we started writing a series of dev diaries covering the most crucial points around which Field of Glory: Empires is designed.Today we would like to expand this experience further. Welcome to the Challenge!The ChallengesThese are a series of events focused on special versions of the game. They are designed to explore step by step the game's mechanics but with a twist. These versions have certain areas and features locked, while others are allowed.But what kind of challenge are we talking about and who can participate?There is no better way to explain them than having a look at the first one: Challenge #1: Conquer Italy playing as Rome in as few turns as possibleNation available: RomeTurns: takes as few as possibleMap: Locked to the Italian Peninsula and its closest surroundings.Mechanics and features: All activeIn this race against time, there is room for only one winner.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 challenge@slitherine.co.uk, with your name/nickname and your channel/media.Time and validity10 days from the announcement.In the 10 days of validity, we will gather the videos or the screenshots proving the completion of the challenge and will assign the scores. After all the Challenges have been played, we will declare the final winner by calculating the cumulative points gained in all the episodes.Check all the rules here: http://www.slitherine.com/FogE_Challenge Are you eager to see the Challenge in action? Then don't miss DasTactic tomorrow April, 9th attempting it on our official Twitch Channel at 6 pm BST / 1 pm EDT / 10 am PDT. 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: CarthageTurns: 50Map: All playableMechanics and features: All activeProgress and Decadence: Stay in the 1st and 2nd TierREAD HERE FOR MORE DETAILS[www.slitherine.com]. Field of Glory: Empires - The Challenge: Fied of Glory Empires is surely a very ambitious project, aiming to bring to life the ancient world and its civilizations and to recreate the cultural intricacies of that time. To better explain the complexity an the scope of the game, we started writing a series of dev diaries covering the most crucial points around which Field of Glory: Empires is designed.Today we would like to expand this experience further. Welcome to the Challenge!The ChallengesThese are a series of events focused on special versions of the game. They are designed to explore step by step the game's mechanics but with a twist. These versions have certain areas and features locked, while others are allowed.But what kind of challenge are we talking about and who can participate?There is no better way to explain them than having a look at the first one: Challenge #1: Conquer Italy playing as Rome in as few turns as possibleNation available: RomeTurns: takes as few as possibleMap: Locked to the Italian Peninsula and its closest surroundings.Mechanics and features: All activeIn this race against time, there is room for only one winner.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 challenge@slitherine.co.uk, with your name/nickname and your channel/media.Time and validity10 days from the announcement.In the 10 days of validity, we will gather the videos or the screenshots proving the completion of the challenge and will assign the scores. After all the Challenges have been played, we will declare the final winner by calculating the cumulative points gained in all the episodes.Check all the rules here: http://www.slitherine.com/FogE_Challenge Are you eager to see the Challenge in action? Then don't miss DasTactic tomorrow April, 9th attempting it on our official Twitch Channel at 6 pm BST / 1 pm EDT / 10 am PDT. 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]. Field of Glory: Empires Dev Diary #4 - Commerce and Trading: Welcome to the fourth installment of the Empires dev diaries. This week, we will talk about trading and commerce, and how buildings are very important in relation to this.As you might remember from our previous diary on buildings, they provide a lot of opportunities and benefits. But many will need trading goods to work to their full capacity. They will still function even if the trading good is not available, but you’ll pay a hefty sum each turn, to simulate the convoluted ways by which you manage to get a trickle of the precious trade good. For some buildings, this is sometimes worthwhile as they might be instrumental in how you have setup your empire, but in other cases you will be better to disable or destroy the building.So … trade goods! There are a lot around, something like 50 or so. Some are naturally produced in regions, and you don’t have to do much to gain access to them, even if by themselves they won’t generate any benefits (you would still need an appropriate building for that). Here, we are talking of wood, stone and the like. Some are manufactured, like pottery, clothes, weapons, sails. And a third category are imported resources, which are produced by another region or country (although as you can guess, these too are either natural or manufactured).Buildings will often need a trade good. Some good examples would be a spinning mill, in need of cotton (or flax). A mint would need gold, and stables would need horses. This will generate trade between your region, where the structure is, and an exporting region. And, depending of how good your nation is at commerce, the exporting nation can be a neighbor, someone on the other side of the sea or one of your own regions (if it has the trade good obviously). The whole process is automated, and you don’t have to worry about who can provide what, as given the scope of the map and the possible size of your empire, this would become daunting to handle, and then, to put it simply, a source of tedium. Now, we did not say it was done randomly. There is a measure of your trading efficiency, named ‘Trade Acumen’, which will be used when there is competition between several potential sources of supply. As you can guess, your internal trade is much favored here, as well as trade with your allies. But sometime, a powerful trading nation, like Carthage, will literally snatch trading opportunities and get richer from doing this. And that’s how you end up with Carthaginian olive oil in Rome while some Sicilian farmers are discontented!Trade Acumen is something you can improve though, either at your national level, with the right decisions and a proficient ruler, or at the local level, by building trade ports, paved roads, trading centers. All in all, trading is a smooth process in which you can gain significant money, while providing your buildings with what they need. Now, sometimes, trade is not a possibility or is too difficult to achieve, so you’ll want to inspect the ledger and see where the nearest source of iron is and then snatch it from the hands of its current owner…You might think that’s all about trading, but definitively no! Because having a good availability of trading goods is much more useful than just having your buildings work without an extra fee. Trading goods also play a very important part in what the buildings will themselves produce. This is done through the mechanism of bonus trade goods. An example will probably be the quickest way to convey how it works.Let’s take a fairly advanced building, the Thermes, in which your citizens will wash, relax and gossip. The Thermes are a healthcare building, and as such give a health bonus in the region, which speeds up population growth while protecting (partially) against diseases. By itself it requires no trading good to work smoothly. But, should you happen to have, either in the region it is in, or an adjoining region, marble or perfume, then you’ll gain extra culture and money from the building, as it operates much more efficiently, being now so beautiful and sophisticated! So playing and optimizing these bonuses, although definitively not mandatory to get a good game and win, is one way of getting the most out of your nation. And this might be mandatory, if you like to play at a high difficulty level or against live opponents. For some, this will be the pleasure of enjoying the ‘mind game’ that this kind of gameplay demands, finding the right supply chain and combining buildings so that one needs a resource that will then be further used by another, etc. A game in a game, for those minded to paying close attention!And so, to sum up, the surface of trading and commerce will feel simple and easy for newcomers, and it is, as everything works by itself. But when you start delving into the numerous buildings, the goods they need and the goods that would provide extra bonuses, you get a quite rich system, strongly tied to the general economy.. Check the latest screenshots!: Hi Everyone,We got something special for you. Developers have gathered together a vast array of screenshots showing different situations you might find in Field of Glory: Empires. They range from in-game events, tactical battles, special buildings and many many more, and guess what? The developer will answer every question about them! Every question!So don't be shy and take a look at the first group being posted below![www.matrixgames.com][www.matrixgames.com][www.matrixgames.com][www.matrixgames.com]. Dev Diary #9 Addendum - Playing Empires Battles in FOG2: Playing Empires Battles in Fog2by Richard Bodley ScottFrom 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.FrontageEmpires 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 - Ask Us Anything: Field of Glory: Empires is definitely an ambitious project. Set in the Ancient World roughlyfrom the fall of Alexander the Great’s empire,Its aim is to deliver strategic empire management carved in turn-based gameplay with a high level of historical detail.On May 23rd in an exclusive event on Reddit, game designer Philippe Malacher will answer all questions for 24 hours in a live AMA!Have all your questions answered by visiting https://www.reddit.com/r/Games/ on May 23rd , starting at 11 AM EDT / 8AM PDT / 5PM CEST. 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: CarthageTurns: 50Map: All playableMechanics and features: All activeProgress and Decadence: Stay in the 1st and 2nd TierREAD HERE FOR MORE DETAILS[www.slitherine.com]
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Field Of Glory: Empires
Updated: Mar 24, 2020
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