Field of Glory: Empires has been updated to version 1.05

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.

Moderator: Pocus

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Daniele
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Field of Glory: Empires has been updated to version 1.05

Post by Daniele »

Hi everybody,

Field of Glory: Empires has been updated to version 1.05.
This version brings many improvements and changes, from gameplay mechanics, Balancing to AI and more.

Be sure to download the update from here

Mirrors links:
http://ftp.eu.matrixgames.com/pub/Field ... v1.0.5.zip
http://ftp.us.matrixgames.com/pub/Field ... v1.0.5.zip


Version 1.0.5 Changelog


GAMEPLAY (improvements and fixes)
- Fix to population growth penalty occurring in all regions
- City garrisons revised and improved in diversity
- Fix to resource cap being applied before upkeep
- In balanced difficulty, players don't pay extra upkeep from veteran units or rare units (with Money Increase Cost)
- Max stockpiling of metal increased by 50%

AI
- AI Dogpiling against player reduced a lot in balanced difficulty (easier game)

UI
- Dynamic route coloring option (see the Options Window to activate it)
- Supply overlay: Seas adjacent to a friendly coast show in blue
- Fixed legacy from regional culture being overreported in UI for AIs
- Show top legacy producing buildings in wonders tooltip on legacy panel
- Added sort by Human Players to Faction, CDR, and Legacy ledger pages

BALANCING & SETUP
- Elephants can now be recruited more easily (in particular by PTO)
- Roman Fort can now only be built by Roman
- Rome Civil War: less chance and longer delay between two in balanced difficulty
- Rome early legion & Alae quality slightly lowered when exported to FOG II

Various adjustments
- Rome: Tiberus: +1 Random Commerce Building Campania: +1 Random Culture Building
- Campania (Rome): + Market
- Initial equipment stockpile: 80>105
- Sparta: +Harbour + Flax Field +1 Citizen - Laconia has now an iron resource
- Syracusae: + Crafter District
- Saguntum: + Random Commerce Structure
- Armenia: +Market
- Byzantion: +Crafter District
- Carthage: +2 Citizens, + Random Commerce Structure
- Oea (Leptis Magna): +1 Citizen
- Septa: +2 Desertic Slaves
- Epirus: +3 Populations, +2 Random buildings, +Farm (in mountains), +Harbour
- Nestus (Lysimachos): +2 Hellenic Citizens, +1 Balkanic Citizen, Walls
- Orcadia (Celtic Indep.): +Cult Site
- Dacia: +1 Citizen, +1 Slave
- Dacia & Getea can now recruit Balkanic skirmishers
- (Reminder: Dacia can still recruit slingers, but you need to conquer Agrianes)
- Dacia starts with 4 Balkanic skirmishers and no Thracian slingers
- Getae starts with 4 medium infantries and 4 skirmishers
- Byzantion can recruit Thracian slingers
- (Reminder: Macedonia can recruit them at CL 3)
- Seleucids: Babylonia: Paved Road Carmania: Oil Mill Uxia: Marble Mattianus: Road
- Antigonos: Osroena: +Potter's Workshop - Market + 1 Random Commerce Building
uneducated
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Re: Field of Glory: Empires has been updated to version 1.05

Post by uneducated »

Thanks for all your work and continuous improvements to this already great fun game.
Thank you also for the Cult site in Orcadia, especially since I am in a multiplayer with Orcadia now! :) It would be nice to see some standing stones there.

Some feedback: the icon for the launcher for the game, if you use the Empires.exe, is too dark and vague. I think it needs some more definition to make it look like something than a blurry shadow.

The icon to indicate that the units are mountainmen looks more like a catapult/trebuchet than a mountain to my eye, though once you become used to it, you know what it is.

A quality of life improvement I would like is to be able to see how many citizens I could move from one task before the number of turns it would take to complete that task would be increased. This could be accomplished by changing the shading of the citizens slightly for instance.
Empires Citizen tasks groupings.jpg
Empires Citizen tasks groupings.jpg (386.94 KiB) Viewed 2954 times
Last edited by uneducated on Thu Oct 10, 2019 2:09 pm, edited 1 time in total.
Jagger2002
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Re: Field of Glory: Empires has been updated to version 1.05

Post by Jagger2002 »

As for compatibility, the changes to the setup will obviously not be added dynamically to an ongoing game, for the rest everything but the fix to population cap will be dynamic.
Thanks for the quick fix! On the steam forum, I noticed the above comment by Pocus. I am confused as to what exactly it means that "the population cap fix is not a dynamic fix to on going games"?
Last edited by Jagger2002 on Thu Oct 10, 2019 2:29 pm, edited 1 time in total.
Pocus
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Re: Field of Glory: Empires has been updated to version 1.05

Post by Pocus »

At game start the initial population of each region is used to determine how easy it will be to grow past high level of population (say 20+). This is how in games started in 1.05 you'll have some difficulty to have 50 populations in Melita or in a forlorn desert region.
This won't be retroactive for ongoing games though ... You need to start fresh for that. Also 1.04 had a bug that penalized too many regions on this point, meaning that even Rome will have difficulty grow past 30+ more or less.
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
Jagger2002
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Re: Field of Glory: Empires has been updated to version 1.05

Post by Jagger2002 »

Thanks Pocus!
krieg63
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Re: Field of Glory: Empires has been updated to version 1.05

Post by krieg63 »

no way to download the update

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Re: Field of Glory: Empires has been updated to version 1.05

Post by MARVIN_THE_ARVN »

Keep up the update chaps, I bet it can get a bit negative with folk complaining about this and that but updates will get the game to a great place.
"I'll gladly trade you some ARVN rifles, never been fired and only dropped once"
krieg63
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Re: Field of Glory: Empires has been updated to version 1.05

Post by krieg63 »

don't know if I'm better or if the game is easiest but my Maurya become an empire before turn 40
polkad
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Re: Field of Glory: Empires has been updated to version 1.05

Post by polkad »

Do you have any product roadmap to see? Any plan to add a dlc or expansion?

I think that the most important thing to upgrade is the diplo, with more options. for example military access and buy units from other ( Like Hanibbal did it trough Hispania ).
OldSarge
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Re: Field of Glory: Empires has been updated to version 1.05

Post by OldSarge »

Thanks, Pocus!
You and the rest, you forgot the first rule of the fanatic: When you become obsessed with the enemy, you become the enemy.
Jeffrey Sinclair, "Infection", Babylon 5
Pocus
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Re: Field of Glory: Empires has been updated to version 1.05

Post by Pocus »

polkad wrote: Fri Oct 11, 2019 2:21 pm Do you have any product roadmap to see? Any plan to add a dlc or expansion?

I think that the most important thing to upgrade is the diplo, with more options. for example military access and buy units from other ( Like Hanibbal did it trough Hispania ).
We are working on improving diplomacy, but this will be a free update :D
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
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Re: Field of Glory: Empires has been updated to version 1.05

Post by lostangelonline »

Pocus wrote: Thu Oct 10, 2019 2:03 pm At game start the initial population of each region is used to determine how easy it will be to grow past high level of population (say 20+). This is how in games started in 1.05 you'll have some difficulty to have 50 populations in Melita or in a forlorn desert region.
This won't be retroactive for ongoing games though ... You need to start fresh for that. Also 1.04 had a bug that penalized too many regions on this point, meaning that even Rome will have difficulty grow past 30+ more or less.
Hi Pocus, big thanks for such awesome game, I was waiting for a long time for a history game more realistic than EU4 and IR. Than being said, I still can not find a realistic explanation for why two regions with 20 population each, and the only difference being that one started with population 1, and the other with population 10, can not advance to population 50 with the same difficulty (if i understand correctly)?
Maker of "Realistic Stone Age" DoM mod
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