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Field Of Glory: Empires Download For Pc [full Version]

Updated: Mar 12, 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. 1075eedd30 Title: Field of Glory: EmpiresGenre: StrategyDeveloper:AgeodPublisher:Slitherine Ltd.Franchise:Field of GloryRelease Date: Coming Soon Field Of Glory: Empires Download For Pc [full Version] field of glory empires release. field of glory empires pc. field of glory empires beta. field of glory empires release date. field of glory empires wiki. field of glory eternal empire pdf. field of glory 2 empires. field of glory empires review. field of glory clash of empires pdf. field of glory empires download. field of glory empires gameplay. field of glory empires vs imperator rome. field of glory empires of the dragon pdf. field of glory empires steam. field of glory empires. field of glory eternal empire. field of glory empires dev diary. field of glory empires - ageod. slitherine field of glory empires. field of glory empires challenge. field of glory empires forum. field of glory empires skidrow 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]. 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. 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 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]. 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 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]

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