That is why I cannot understand why have you decided not to implement units in FoG:Empires exactly as the were in FoG2. An example: Gallic warriors in Empires convert to warband in FoG2 or horse archers convert to a mixture of light cav and cav because
?! I don't think it's a good idea to force a player to fight the way you want because it's more "historical". Why cant it be simple lets say hoplites in Empires convert to hoplites in FoG2 and so on?that leads to more historically realistic armies
In a way Empires is similar to Total War (turn-based campaign with turn-based battles vs turn based campaign with real time battles) and yet in Total War if a player with a 20 units army initiates a battle agains enemy with 20 units army gets exactly that, starting from EXACT unit count, EXACT unit types to EXACT unit names! Basicaly nothing changes. So my question is why did you decided to follow a different path that has no advantages (either for devs nor for the players) or logic? You knew from the start about merging Empire with FoG2 so why complicate things.
The other feature that has been denied to us is the pursue mechanic from FoG2. This feature has been added to FoG2 because of the amount of people strongly requesting it. I dont get it why have you not implemented it. Instead we get
. Which basically means automated calculation and ... that's it....any losses due to retreating will be applied using the Empire game logic
I have read some negative FoG:Empire reviews solely because of this scaling/converting idea, so it's not just me who dislikes it.
I still have faith that you will change that in the future patches so we can enjoy the battles in FoG2 exactly as they are represented in Empires.






