Region & Province Strategies

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.

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Hoggers
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 14
Joined: Thu Jun 07, 2012 10:20 pm

Region & Province Strategies

Post by Hoggers »

What with the randomness eligible buildings the player is able to construct in their regions, are there any general strategies people are using for region/province development?

I've only got about 10 hours in game so far and mainly as Rome and I can pretty much build whatever I want without too much forward thinking or strategy and it seem to work out. This is different with some of the smaller Greek nations I've tried where money can be very tight so I'm assuming its a symptom or Rome's power (which is understandable).

In respect of provinces, is it a good idea to specialise regions within a province or does each region still need a little bit of everything in the long run? I guess it's a good idea to build three of one category of building type if you particularly want to develop a region for a particular category i.e commerce or industry but is it ever a good idea to completely ignore the other categories and just have industry buildings in one region and rely on resources pooling in the province to make up the shortfall of the parts you have neglected?
loki100
Major-General - Tiger I
Major-General - Tiger I
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Joined: Tue Dec 02, 2014 4:18 pm

Re: Region & Province Strategies

Post by loki100 »

you're right, I think some richer regions sort of reward a broad and even development, poorer regions and you need to specialise,

in poorer regions especially the 0 slot buildings are a lifeline - build them all

in richer regions I tend to specialise a bit once I am into tier II. As egs, irrigation canals give papyrus (which can save you a lot of money) but you don't need many regions with tier III agriculture buildings so maybe start to push one region this way. You'll need to get into tier III of the military buildings for some that unlock particular troop types, but again you only need one region going this way (& some of these buildings are unique to your nation).

but in general, build as much culture as you can and then a split commerce/infrastructure ... you almost always will need these

be careful of the trade model, you may need more than one of a given building type in a province, esp if you are a faction with a low trade acumen
GodOfNothing
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
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Re: Region & Province Strategies

Post by GodOfNothing »

if there isnt a dire need for a certain type of build/resource in the list then my go to so far has been infrastructure then food then money/culture buildings for my order of developing regions. Besides that my strategy has turned into a take what opportunities present themselves i.e. buildings with 2 or 3 trade good bonus synergy. Usually I find the "no strategy" strategy to be terrible with most games but for this one it really seems there isnt much of a cookiecutter build (at least just yet) but ive found figuring out which goods work with which buildings to be pretty helpful for longer term planning
loki100
Major-General - Tiger I
Major-General - Tiger I
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Joined: Tue Dec 02, 2014 4:18 pm

Re: Region & Province Strategies

Post by loki100 »

agree - one bit of linking that is worth doing is there are 3 similar weaver/cloth etc commerce buildings. These can all be built in the same region and if the bonuses are around give huge amounts of cash. So that tends me to create the sheep and flax agriculture buildings - less for the food and more the money I can make later.
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