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Field Of Glory: Empires Cracked

Updated: Mar 19, 2020





















































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. a09c17d780 Title: Field of Glory: EmpiresGenre: StrategyDeveloper:AgeodPublisher:Slitherine Ltd.Franchise:Field of GloryRelease Date: Coming Soon Field Of Glory: Empires Cracked field of glory 2 empires. field of glory empires gameplay. field of glory empires challenge. field of glory eternal empire pdf. field of glory empires release date. field of glory empires skidrow. slitherine field of glory empires. field of glory eternal empire. field of glory empires beta. field of glory empires dev diary. field of glory empires vs imperator rome. field of glory empires wiki. field of glory empires review. field of glory empires forum. field of glory empires of the dragon pdf. field of glory empires release. field of glory empires download. field of glory clash of empires pdf. field of glory empires pc. field of glory empires - ageod. field of glory empires steam. field of glory empires Field of Glory: Empires Dev Diary #9 Battle System: Warfare in EmpiresOne 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 chargeFor 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.[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 Dev Diary #8 - Legacy: Winning the GameIn Empires, you are building your nation so that it endures the passage of time, and your achievement is measured through the legacy you’ll leave, even if in the end, your nation is no more.There are several ways to achieve this goal of being first in Legacy. It’s not just something to be only achieved by conquering part of the map, although that approach remains a possibility, rest assured. If you take a military approach, then you’ll want to plan your campaigns so that you conquer and hold your objective regions. These regions are set for each nation and represent loosely their historical progress or areas of interest. Some nations will have objectives set in a concentric way, around their capital, so they will expand outward in each direction. Other nations have several possible ‘tracks’ to follow, and when they get an objective in one of the tracks, then they are provided with another. For example, Rome has a track that represents its progress against Carthage, including Spain and Africa. Another track will let the Republic fight Epirus, Macedon and then go to Asia Minor, and so on.Another possible approach to gaining Legacy is to make your regions very cultured, so that they produce legacy points by themselves. There are two levels here, and both demand substantial investment in the right buildings and decisions with the second level being quite a challenge to achieve. But if you devote your nation to the creation of prestigious buildings, it’s a possibility.Yet another option is to pursue actively those national decisions that provide Legacy Points. These can include domestic reforms, or mounting a far away expedition to the border of the known world.A final way to generate legacy is to try enduring the difficulty of managing a nation past its glory. Like Sparta perhaps, that clung to life for centuries well beyond its climax. This has no doubt left a lasting impression to the future generations, as few people know nothing about Sparta, even nowadays. Practically speaking, when your government is old or decadent, each turn you manage to survive the vicissitudes happening to your nation, then a significant amount of Legacy Points will be given.If you can build, and sustain, a substantial legacy lead it is possible to win the game before its actual end-date of 190 CE. This might reward a high risk strategy where you try to gain legacy quickly and accept the inevitable problems such a focus will bring. A modern equivalent of the traditional Spartan instruction to ‘return with your shield or on it’? Equally possessing substantial amounts of legacy will help you during the game as there are a number of rewards to being seen as an impressive state by your contemporaries.So the game is much more about painting the map in your color. Even if in the end all nations are trying to generate more legacy than their rivals, you can still get these points from different approaches, although admittedly it is probably better to try a balanced approach perhaps with a focus on one.. 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. 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=14sHere 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 activeWho 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.If you want more info please visit http://www.slitherine.com/FogE_Challenge. Dev Diary #5 Governments and Rulers: Hi and welcome to the 5th developer diary for Empires, our upcoming grand strategy game set in the Ancient Era.Governments come and go, but nations stay. Well not always, these too can disappear in Empires, although we will only brush lightly on this subject today, as it will be the topic on our 6th diary when we turn our attention to culture and decadence!Still, governments in Empires are a fundamental part of how your nation operates. They are sorted in 3 levels, that we call ‘Civilization Levels’. Within each level, 5 possible governments exist. At the very bottom in development, your nation can be a tribal horde or a tyranny. Perhaps a sect even! Then as you progress, your nation can transform, for example, into a Republic, a City-State. Finally, upon reaching the last level of civilization, you can become an Empire or a Federation!And all this is not just cosmetic, as you can guess. Each government has specific traits also called modifiers, and there are dozens possible. A City-State might have a bonus in commerce, while a Monarchy allows more experienced troops to be trained in your barracks. Combining these traits with other possible modifiers derived from your ruler (or political party for Republican Rome and Carthage), so that each state ends with a very diverse profile, and these can work together or, on the contrary, can help to offset a specific penalty.This means that most of the time you’ll see that a clear identity is created for a nation, through its government, its ruler and its national modifiers. For example, Carthage is a merchant oligarchy and has some good bonuses for trading and commerce. On the other hand, it has great difficulties in levying en masse its citizenry, so it will have to rely on mercenaries to compensate for this lack of manpower. But Carthage being Carthage, the national treasury should be sufficient to recruit quite a lot!Then there is your ruler. He too comes with modifiers related to his profile. Here again, there is a wealth of possibilities and rulers are generated randomly for near infinite combinations. Rest assured though, there is a sound logic applied when a ruler is generated, and mutually antagonistic traits won’t appear. You can then end up with a good administrator which is also a reformer (if you are lucky). But on the other side of the coin, should you be unlucky, a depraved and cowardly king is always a possibility! This will in turn greatly influence what you’ll do with your nation. For example, some rulers will allow easier conquest, either through giving a bonus to your military or how well they can administer the new conquered, unruly, regions. But some will cripple and syphon away your money or will negotiate so badly that a war might erupt from their blunders (try coming at the negotiation table and insulting a tyrant, see how it goes!).Another important strand in this multi-layered approach to your nation profile is your government status, which is strongly tied to progress and decadence. Over time, your government will have a change of status and might become stable, old, decadent even? This, in turn, will influence how you can play your nation and can even influence when and how your ruler dies! Perhaps you’ll then wish ‘good riddance’ to the old fool who was ruling your nation if he decides now is a good time to wrestle a bear in an arena!Next week, you’ll see how governments mesh together with culture and decadence to create the sense of ‘rise and decline’ for your nation. Stay tuned!

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