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Tamas
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Field of Glory: Empires Dev Diary #5 Governments and Rulers

Mon Mar 11, 2019 6:43 pm

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!

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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!).

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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!

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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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ajarnlance
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Re: Field of Glory: Empires Dev Diary #5 Governments and Rulers

Mon Mar 11, 2019 8:14 pm

Will the player have any say in which type of government his nation transforms into?

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Tamas
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Re: Field of Glory: Empires Dev Diary #5 Governments and Rulers

Tue Mar 12, 2019 11:58 am

ajarnlance wrote: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 of it is that these are steps of progression and your nation can move on these steps both ways. The direction and speed of that movement will largely depend on your decisions but you won't be able to skip steps, so to speak.

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ajarnlance
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Re: Field of Glory: Empires Dev Diary #5 Governments and Rulers

Tue Mar 12, 2019 9:23 pm

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?

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Tamas
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Re: Field of Glory: Empires Dev Diary #5 Governments and Rulers

Thu Mar 14, 2019 3:43 pm

ajarnlance wrote: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 types as a path of historical evolution for a given type of society. For example we have taken it as a default that a republic like Rome, when reaching the top cvilization level, would turn into an Empire.

The government type for a nation is set in the scenario and you cannot change it. The nation's move between the 3 civilization levels though, as mentioned, very much depends on the player.

The governments, however, can be "adjusted" in nature. A secondary attribute for governments is what we call their Qualifier - this is a sort of governing ethos/philosophy, like Aristocratic, or Merchant. Having fulfilled the relevant requirements, the player will be able to change this. It is akin to a shift in what the ruling class of the nation is.

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ajarnlance
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Re: Field of Glory: Empires Dev Diary #5 Governments and Rulers

Fri Mar 15, 2019 11:16 am

Thanks for the explanation. The qualifiers look to be very interesting and I like the idea that they can be influenced by the player. Will government types be moddable?

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Pocus
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Re: Field of Glory: Empires Dev Diary #5 Governments and Rulers

Fri Mar 15, 2019 4:47 pm

Yys you can mod governments, or even add multi-choice events where governments can branch to others if you like.

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ajarnlance
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Re: Field of Glory: Empires Dev Diary #5 Governments and Rulers

Sat Mar 16, 2019 11:27 am

That's great. It looks like the new ageod engine will be much more mod friendly. Is there a mechanic in the game that could lead to civil wars in a nation? I'm thinking particularly of the late Roman Republic civil wars, for example, between Caesar and Pompey?

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Pocus
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Re: Field of Glory: Empires Dev Diary #5 Governments and Rulers

Tue Mar 19, 2019 12:14 pm

There are civil wars, based on regional loyalty (slaves and citizens revolts or uprising of a subdued nation) and a special mechanism for Rome based on size. We don't have loyalty for generals as of now (perhaps in the future?) so there is no betraying general seceding, but this is simulated with the 2nd type of CW.

And Rome can have up to 8 usurpers competing at the same time against the legitimate Empire. All at wars with each other, except they can make peace with each other, over time. But not with the Senate or the 'legitimate' emperor in place.

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