Poll on decisions

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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Geffalrus
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Re: Poll on decisions

Post by Geffalrus »

Southern Hunter wrote: Wed Dec 11, 2019 12:45 am That is fascinating. I try and play different styles all the time. You must be pretty great with the Antigonid faction if that is all you play!

I just played a game as Antigonid and found them incredibly strong, once you can stabilise the early game (culture problems and wars everywhere).
I do alright. :lol:

Haven't played this in a month or so due to the Field of Glory 2 Digital League, so I'm probably behind the times when it comes to up-to-date strategies. When I did play them, my early game focus was definitely all about either Diplomacy (multiplayer) or Military (single player). Good diplomacy in MP can set you up quite nicely, though you will run into decadence problems since you won't be getting as many Tokens from objective conquest. In SP I'd do my best to hamstring the Ptolemy main army somehow, push back the Seleucids, and gobble up Bithynia/Paphlagonia. Grabbing those objective tokens allows you to focus on your eco and delay culture a bit until you're more stable. Once you can get Anatolia up and runnning, you can get VERY strong.

If you're real fancy, swinging an early alliance with the Seleucids and Macedon can allow you to do a surprise naval invasion of Italy and deal with Rome nice and proper. :wink:
We should all Stand With Ukraine. 🇺🇦 ✊
Yarev
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Re: Poll on decisions

Post by Yarev »

I will only point those who I never use ( the rest is important to me)

-Emergency levy
-Gather Mercenaries
-Exploration Expedition x12
-I dont really care about Legacy

The (Buildings development focus) I would definetly use in the early/mid game but I never meet the requirements, when I finally meet them I dont really need that decision anymore.

What I would really love to see in a recruitment panel is all of the units available to recruit (from turn 1) once I construct specific buildings or reach a certain Civilization level/tier, even though they are greyed out (not available for the moment as I dont meet the requirements).
Fieswurst
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Re: Poll on decisions

Post by Fieswurst »

Slaves status and freedmen laws is very good decision i always take. But in my current game it stopped appearing at about turn 50. What can i do to get this decision again?
Kriegsspieler
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Re: Poll on decisions

Post by Kriegsspieler »

Fieswurst wrote: Fri Dec 27, 2019 8:31 am Slaves status and freedmen laws is very good decision i always take. But in my current game it stopped appearing at about turn 50. What can i do to get this decision again?
Is it possible that you had already distributed your slaves evenly enough that the decisions wouldn't trigger? That's my guess.

Meanwhile, I have no general comments that haven't already been posted above. However, I do want to make a comment about the three "Merchants and Patricians" decisions. The one called "In the Army" strikes me as a pure exploit, because I can seemingly lower the recruitment payment an infinite number of times and never get it down to zero or hurt my manpower pool appreciably. Is it bugged in some way?

The other thing about those events is that I never convert money to manpower or metal, because I always have those in superabundance, whereas I seemingly always need money. So in that sense they're not "decisions" at all - they're just this game's equivalent of passing "Go" in Monopoly -- free money!
Fieswurst
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Re: Poll on decisions

Post by Fieswurst »

Kriegsspieler wrote: Mon Dec 30, 2019 1:27 pm
Fieswurst wrote: Fri Dec 27, 2019 8:31 am Slaves status and freedmen laws is very good decision i always take. But in my current game it stopped appearing at about turn 50. What can i do to get this decision again?
Is it possible that you had already distributed your slaves evenly enough that the decisions wouldn't trigger?
...
The other thing about those events is that I never convert money to manpower or metal, because I always have those in superabundance, whereas I seemingly always need money. So in that sense they're not "decisions" at all - they're just this game's equivalent of passing "Go" in Monopoly -- free money!
Maybe i used the wrong name but i meant the decision with which you can lower the unrest of your slaves not the one about Distribution buying or selling slaves.

Metal i have in abundance in all my games too but manpower is a totally different beast try sparta and you will be converting money to manpower... (at least i did multiple times)
Kriegsspieler
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Re: Poll on decisions

Post by Kriegsspieler »

Fieswurst wrote: Mon Dec 30, 2019 5:24 pm Metal i have in abundance in all my games too but manpower is a totally different beast try sparta and you will be converting money to manpower... (at least i did multiple times)
That's a good point. I too have played as one of the Greek city-states, and manpower was definitely a scarce resource! But that's the only time I have experienced this. In all other cases I have never had a manpower shortage.

I play on experienced level, by the way, if that matters in this discussion.
Culthrasa
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Re: Poll on decisions

Post by Culthrasa »

My two dinarii :)

Land Tax law - Never
Merchants and Patricians (x3) - the legecy ones? Never
Slave Markets / Exchanges - never.. hate slave markets
Emergency levy - Good thing it is there... used it when needed..
Gather Mercenaries - likewise as levy
Gather food from the land - never
Develop Infrastructures - whenever i can (always option 2, foreign equipment)
Gods of Old: Religious Ceremony - Often
Sanctification decree - Often
Dura Lex Sed Lex: Justice in Ancient Time - Often
Impose common language and practices - Never had that one i think.. can't remember...
Elites conversion - Ofcourse!
Corn Law and health regulations - Never
Slaves status and freedmen laws - Always! Free those slaves!
Citizenship status and state reforms - Always
Exploration Expedition x12 - Once, i think....
Military Reform x6 - Heck yes!
Seize commerce light ships - Often, and good it is there.. good for bootstrapping a navy
Buildings development focus - Often
Support Science and Culture - quite expensive but nice to have...
Improve Trade Efficiency - Never.. doesn't seem worth the cost
Change our Civilization society (qualifier) - Is this to bump up in tier? Then yes..
Pocus
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Re: Poll on decisions

Post by Pocus »

You hate slave markets? Are you one of these players that play against the system and never build a structure that generates decadence? :wink:
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
Culthrasa
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Re: Poll on decisions

Post by Culthrasa »

Pocus wrote: Mon Jan 06, 2020 2:18 pm You hate slave markets? Are you one of these players that play against the system and never build a structure that generates decadence? :wink:
lol no :)

Just stacking culture (buildings) in my capital... Never had my capital revolt so it is possible ;)
In my current rome game i conquered quite a lot and a ton of slaves, and i am starting to feel it now... 38 pop and about 50 loyalty... we will see :)
Pocus
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Re: Poll on decisions

Post by Pocus »

Good to know though, it means and confirms that if you are willing to build the big loyalty producing buildings, even if they generate decadence, you can offset for a long time the issue of accumulating slaves...
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
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