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 Free Download [Xforce] field of glory eternal empire pdf. field of glory empires dev diary. field of glory eternal empire. field of glory empires challenge. field of glory empires steam. field of glory empires. field of glory empires beta. field of glory empires gameplay. field of glory empires of the dragon pdf. field of glory empires skidrow. slitherine field of glory empires. field of glory 2 empires. field of glory empires review. field of glory empires vs imperator rome. field of glory empires - ageod. field of glory empires pc. field of glory clash of empires pdf. field of glory empires wiki. field of glory empires release date. field of glory empires release. field of glory empires download. field of glory empires forum 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 Challenge #2 Ranking and Videos: We have the final list of the participants who completed the Challenge #2 – 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. Carthage was not an easy faction to play, with scattered regions to protect and surrounded by powerful neighbours. Players had to carefully plan ahead their moves and outsmart their opponents. It was very interesting to see the different strategies employed and the different pay-offs!This is the final ranking, kudos to all the participants![www.matrixgames.com]We will announce soon the Challenge #3, its setting and task. Stay tuned!Here’s below a taste of the videos published so far, including the ones completing the challenge:www.youtube.com/watch?v=QFaw30IFSQMwww.youtube.com/watch?v=hByQfxUzSpo&list=PLGB6RkFB7ZmNZ5snmx5PoqzCw4jrBqEOP&index=7www.youtube.com/watch?v=_-LO_6ZkT_k&feature=youtu.bewww.youtube.com/watch?v=YlEyjxMCsWE&list=PLMwqkym59Zruy7LZOC70YRa3gBcPY5gMf&index=1www.youtube.com/watch?v=vkjtgwepvwc&t=17s. Field of Glory: Empires - Ask Us Anything: Field of Glory: Empires is definitely an ambitious project. Set in the Ancient World roughlyfrom the fall of Alexander the Great’s empire,Its aim is to deliver strategic empire management carved in turn-based gameplay with a high level of historical detail.On May 23rd in an exclusive event on Reddit, game designer Philippe Malacher will answer all questions for 24 hours in a live AMA!Have all your questions answered by visiting https://www.reddit.com/r/Games/ on May 23rd , starting at 11 AM EDT / 8AM PDT / 5PM CEST. Dev Diary #10 Units: Abilities and Modifiers: 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 slow and not fit to fight in terrain like forests or mountains.Another category is the medium infantry, which is apparently less powerful, more affordable and has the useful ability of being a besieger, meaning it will provide a bonus when you siege a city. This reflects the value of these formations in being able to construct heavy siege engines on the spot (you did not drag siege towers along your army when you were on the march). Given they are more affordable, you can field a lot of these troops, and this might be necessary since battles have an important concept of ‘frontage’, which is the width of the battle line. Previous players from AGEOD game will be well aware of this feature, as it appeared in 2004 with Birth of America, and it never ceased to play an important and realistic role in all our games. Failure to fill out your available front line will leave you very vulnerable to being outflanked or forced to commit your skirmishers to actual hand to hand combat (not a good idea!).[www.matrixgames.com]The skirmishers are another sort of unit. They are not costly, although the manpower they need is close to the types above (so make a lot demands on your population to fill out their ranks from the pool of conscripts used for units). In melee, they are quite weak, but this is not where they should be used. They are there to help support your main infantry, by providing a combat bonus to them. A medium infantry unit backed by a skirmisher is as strong, if not more so, than a heavy infantry without support. Add to that they will weaken the enemy before melee through their missile attack, and you will quickly come to see that they are not optional to a good army composition.Cavalry is another subset of units and plays an important role on the battlefield and the strategic map. Light cavalry will perform as skirmishers but most types can also flank the enemy. It means that should your opponent don’t fill up the battle line, then they will deal bonus attacks against the enemy. Should you manage to inflict a defeat to your opponent, then their pursuit bonus will deal significant damage during the retreat phase. On the strategic map, they are faster than even skirmishers, so can act as a fire brigade of sort. But they are not ideal if they have to fight on their own as they are rather brittle, except perhaps if they are heavy cavalry or cataphracts. Plus skirmishers help a city resists a siege, while cavalrymen don’t do much but eating the food stockpile in this situation!The important thing to remember is that through quite a lot of fine tuning and testing, we have managed to give each unit a role that defines them well. And also that costlier units are not always better in all circumstances, so if you enjoy tweaking your army composition, then you should have some fun testing out combinations.[www.matrixgames.com]But there is more to it than that, as units also have some custom abilities contextual to some terrain. For example, many Celtic nations have light and medium infantry which are woodmen, so they are better when fighting in the huge forests of Gallia. In the same way, German warriors benefit from this trait too, given how large and continuous, almost overwhelming, was the big Hercynian forest where many lived.You’ll also fight mountainmen, if you have to deal with Celtiberian tribes, or people from Armenia or Colchide. Arabia Felix or the vast expanses of desert bordering Carthage proper will see cameliers with the desertmen traits, etc.But some traits are not a bonus, they are a drawback. For example, elephants dislike cold terrain, and Phalanxes are not fit to assault a city.Other traits are about how units fought on the battlefield. For example, skirmishers, horse-archers and light cavalry can deal damage even when they lose a duel, or to add insult to injury, they can even shave off part of the damages they received by evading the melee! As some of you know, the battle of Carrhae was a major defeat for Rome against Parthia, mostly because the latter had a lot of horse-archers (backed up by supply wagons to replenish their stock of arrows) while the legionnaires were trying (and failing) to reach the enemy line. In Empires too, I would not bet on the mighty legions if they have no support from archers or skirmishers, against a full battle line of Parthian horse archers!Hopefully this will give you an idea about how Empires manages units and the different possible battles you will experiment.But traits, also called modifiers, are everywhere in the game. Rulers have traits, ranging from being a superior administrator to being paranoid. The variations are numerous, and the chance to get the same ruler twice is very small. This in turn will shape your nation and alter your strategy, as a good military ruler will provide a lot of bonus which will be a boon to your army, while someone who despises the idea of expanding his realm will be an issue if you wanted to conquer and gobble your neighbor.Units and rulers have traits (or modifiers) but each government is also different using their own range of abilities. For example, a tribal government will provide a bonus to manpower, and that’s fitting as units filled with warriors will need a lot of men and not that much heavy armor to be recruited. A merchant oligarchy like Carthage will enjoy extra bonuses for commerce but will be heavily penalized on manpower, thus lending to a style of gameplay where you’ll need to recruit a lot of mercenaries (and the ones for Carthage are rather good!). In the end, through the judicious (or so we hope) use of modifiers, you’ll see that all the nations play rather differently from one another. Because their units are different, or perhaps their government. And then there are the custom buildings with special abilities! Here, we are mostly not talking about something like “Get +10% from that or that”, this would be dull… Buildings have specific abilities or behaviors that significantly alter the game and how you will tackle a nation. Judea with the possible, but difficult, task to rebuild the Solomon Temple (coming in no less than 7 levels of upgrades!), Saba with the impressive Ma’rib dam which can be either a boon or a curse (depending if you repair it or not), Dacia with its mountain fortresses, etc. [www.matrixgames.com]. Field of Glory: Empires - The Challenge: Fied of Glory Empires is surely a very ambitious project, aiming to bring to life the ancient world and its civilizations and to recreate the cultural intricacies of that time. To better explain the complexity an the scope of the game, we started writing a series of dev diaries covering the most crucial points around which Field of Glory: Empires is designed.Today we would like to expand this experience further. Welcome to the Challenge!The ChallengesThese are a series of events focused on special versions of the game. They are designed to explore step by step the game's mechanics but with a twist. These versions have certain areas and features locked, while others are allowed.But what kind of challenge are we talking about and who can participate?There is no better way to explain them than having a look at the first one: Challenge #1: Conquer Italy playing as Rome in as few turns as possibleNation available: RomeTurns: takes as few as possibleMap: Locked to the Italian Peninsula and its closest surroundings.Mechanics and features: All activeIn this race against time, there is room for only one winner.Who 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.Time and validity10 days from the announcement.In the 10 days of validity, we will gather the videos or the screenshots proving the completion of the challenge and will assign the scores. After all the Challenges have been played, we will declare the final winner by calculating the cumulative points gained in all the episodes.Check all the rules here: http://www.slitherine.com/FogE_Challenge Are you eager to see the Challenge in action? Then don't miss DasTactic tomorrow April, 9th attempting it on our official Twitch Channel at 6 pm BST / 1 pm EDT / 10 am PDT. 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]. Field of Glory: Empires - Ask Us Anything - We are LIVE: https://www.reddit.com/r/Games/comments/bs3z4v/ama_i_am_philippe_malacher_from_slitherine_and_i/. New Screenshots Part II - Ask anything about them!: It's time for another group of screenshots, highlighting some unique features and mechanics. The developer will answer every question about them! Every question!Stay tuned for further updates!Click on the screenshots to see them in full size[www.matrixgames.com][www.matrixgames.com][www.matrixgames.com][www.matrixgames.com]
Field Of Glory: Empires Free Download [Xforce]
Updated: Mar 31, 2020
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