Ace wrote:I watched Twitch stream of Empires and it seems Empires will be more Empire building games vs strategy/tactical games of previous titles. I feel that we can't have it all. If they tried to put it all in one game, it could end up a mess. Empires feels like a Civ/TW type of game.
marek1978 wrote:Ace wrote:I watched Twitch stream of Empires and it seems Empires will be more Empire building games vs strategy/tactical games of previous titles. I feel that we can't have it all. If they tried to put it all in one game, it could end up a mess. Empires feels like a Civ/TW type of game.
thats clear for me, yet i wonder whether it is direction for future ageod games
loki100 wrote:I don't think anything is set.
But there is no reason why you couldn't remake say Rise of Prussia using this engine, even better it would be easier to intergrate with the WiA scenario - a key gain is the British reinforcements can only be used once .. on the Rhine or to shore up N America. That alone is a significantly interesting option.
wosung wrote:Don't forget it's the very first Ageod game with the new engine.
I'd think for future games the scales of space and time (regional seize and turn span) may vary, depending on the game subject.
This game is about "our" antique world. So it's better to compare it with AJE rather than with ACW, TEAW or RUS.
And I really like the scales of FOG:Empires. We'll have:
1. a stategic layer not so different from AJE,
2. two possible tactical layeres (FOG:Empire, FOG2),
3. all the empire building stuff,
4. a long time span & a vast map containing practically "our" whole antique world.
AJE is lacking 2. & 3. & 4. And somehow I felt a tactical layer was really missing, as well as the empire building stuff.
Plus, it's a new engine and Pocus already posted that turn resolution is much faster than with the old engine. This is great news.
Last but not least, historical games in a broader sense really are popular when they are focussed on Empire building and/or add a tactical layer. Think of Total War, Civilization, or Ultimate General Civil War. Thus, FOG: Empire is a big chance for Ageod. If they are successful we are getting more historical games.
SMikh wrote:Good news!
Tamas, thanks a lot for this post.
I guess all you have wrote above is extremely important for all AGEod players.
There is not so much information at the moment but many more questions.
Tamas wrote:Empires does have more strategic and (slightly more) tactical focus than older Ageod games, and consequently there are slightly less options to micro-manage operational detail.
However, often this simply switches the decision-points elsewhere. For example, we don't deal with the construction of supply depots, but your supply level is derived from food production of the nearby area, something that you can directly set under normal circumstances, as you'll be drawing enemy regions under your control during your advance.
In terms of future games, well we first want to make this one as great a strategy game as we can,, then we have plenty of plans how to grow on what we have/will have in Empires.
Just Empires itself has a lot of systems that can easily be a foundation to a series of games just like Birth of America was in its own time. And Slitherine's engine that Ageod can now utilise has been made (and being constantly improved) with war and strategy games in mind. You already see how well it works for Field of Glory (a tactical game) and Slitherine has several games in development of different scales and timeframes. So we have more versatility in our toolset than ever before.
Tamas wrote:
We are planning to have regular posts from Pocus (mainly) explaining details about Empires. Stay tuned.
Tamas wrote:Empires does have more strategic and (slightly more) tactical focus than older Ageod games, and consequently there are slightly less options to micro-manage operational detail.
However, often this simply switches the decision-points elsewhere. For example, we don't deal with the construction of supply depots, but your supply level is derived from food production of the nearby area, something that you can directly set under normal circumstances, as you'll be drawing enemy regions under your control during your advance.
In terms of future games, well we first want to make this one as great a strategy game as we can,, then we have plenty of plans how to grow on what we have/will have in Empires.
Just Empires itself has a lot of systems that can easily be a foundation to a series of games just like Birth of America was in its own time. And Slitherine's engine that Ageod can now utilise has been made (and being constantly improved) with war and strategy games in mind. You already see how well it works for Field of Glory (a tactical game) and Slitherine has several games in development of different scales and timeframes. So we have more versatility in our toolset than ever before.
Tamas wrote:Empires does have more strategic and (slightly more) tactical focus than older Ageod games, and consequently there are slightly less options to micro-manage operational detail.
However, often this simply switches the decision-points elsewhere. For example, we don't deal with the construction of supply depots, but your supply level is derived from food production of the nearby area, something that you can directly set under normal circumstances, as you'll be drawing enemy regions under your control during your advance.
In terms of future games, well we first want to make this one as great a strategy game as we can,, then we have plenty of plans how to grow on what we have/will have in Empires.
Just Empires itself has a lot of systems that can easily be a foundation to a series of games just like Birth of America was in its own time. And Slitherine's engine that Ageod can now utilise has been made (and being constantly improved) with war and strategy games in mind. You already see how well it works for Field of Glory (a tactical game) and Slitherine has several games in development of different scales and timeframes. So we have more versatility in our toolset than ever before.
Tamas wrote:Sorry for the late reply!
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.
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