Field of Glory: Empires “Triumph” Update is out . Version 1.04 brings tons and tons of improvements and additions, the most important (as previewed last week) are: - Military Buildings overhaul (see below dedicated paragraph) - Cavalry overhaul: in some terrains part of the battlefield is for caval...
The second official update for Empires is finally here, with remarkable changes and improvements. It’s been two intense weeks after the release, with many positive feedback from the community along with some constructive criticism. Developers haven’t rest on their laurels and after fixing the most i...
The day has come! Today you’ll have the opportunity to get one of the most anticipated strategy games, set in the Ancient Era. Today is Field of Glory: Empires day! Choose one from among 77 civilizations of that time and be prepared for the greatest challenge ever made: to preserve and to enrich the...
Mark the date into your calendar (Julian Calendar of course), as Field of Glory: Empires will be released on July, 11th! In a month you’ll be able to forge your civilization and lead it toward the heights of History! Get more information on its official product page Are you still on the fence about...
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 slo...
With a slight delay, but here is our next developer diary! 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...
Winning the Game In 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 somethi...
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 ...
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 ...
You mention different choices at each civlisation level e.g. republic or city-state, federation or empire. Will the player be able to direct his nation into one of these types? There are 5 government types and 3 civilization levels, these give you 5*3 possible governments. Think of the 5 government...
Will the player have any say in which type of government his nation transforms into? If you mean the government's status of stable/young/old etc. then the answer is no and yes. :) This is very closely tied to the progress and decadence system that will be detailed next week, but the quick summary o...
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 6t...
We are planning to do a fair bit more of these diaries explaining the many details in the game, so I thought I would reorganise them into an archive thread. The latest diary will always be pinned to the top on its own, but the previous ones will be listed here, so as to not clutter our precious pinn...
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...
Sounds like some great depth to the game. The black market is intriguing. So a slave market will let me enslave captured enemy units from battles I win? Is there a mechanism in the game to convert the enemy troops listed as 'captured' in the FOG tactical battles into 'slaves' in my slave market? Th...
One of the pillars of Empires is how regions, the basic geographical unit are handled. Regions are at the heart of the game and managing them properly will make or undo whole nations. We have already mentioned that regions have a population, split into different ‘population units’ and the buildings ...
Hi All, Here is our next developer diary, concerning Regions, Population, and 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...
Hi Everyone, Finally we have started our series of developer diaries! If you were taking notes when Pocus was playing it live, the first one probably won't give you too much new detail, as it is a summary of some of the main features that we are planning on covering separately and in more detail soo...
Presently we do not have traits for military leaders (rulers have them, but leaders do not). They have an attack and a defense rating. Traits were at least important for flavor. Do leaders have historical name? not random (Not so a joke, it's a sudden worry wondering) See above on how historical le...
It is definitely an interesting idea. Possibly a bit challenging to make it easy to oversee and manage for the player, but it would be an interesting solution for games set in later historical eras.
Presently we do not have traits for military leaders (rulers have them, but leaders do not). They have an attack and a defense rating. These give the units bonus dice during combat and can be decisive when there's a big gap between the opposing leaders.
Whatever I write is subject to change until release of course, but the historical leaders we have are basically semi-random: during the years of their active period, they have a chance to appear in the game. Rest of the leaders are randomised of course. They do not have the long list of traits the l...
If any of you guys didn't make the first round (notification is just being sent out) do not despair: we will regularly be adding new testers as new builds will become available.
Hi, I have just tested it with our current version and Magnifier seems to work with it, without any issues I could spot. Our tooltips are on a dark background, almost always white text, although colour-coding is necessary in a few instances of individual words/numbers. On the PDF manual, could you g...
As an extra bit of information: due to logistical issues the beta test will be run on the Slitherine forum so your Slitherine account will be needed to sign up above. This is because the AGEOD forum is less integrated with our different tools, making the management of a large-scale beta test much ha...