Provincial growth

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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Watgarduin
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 1
Joined: Wed Aug 21, 2019 12:28 pm

Provincial growth

Post by Watgarduin »

Thank you Pocus for your wonderful game. I am delighted with this game due to the presence of several wonderful things. Firstly, it is an interesting combat mechanics. Secondly, it is an excellent mechanic for choosing the construction of buildings. But the most important thing is the amazing mechanics of the burden for expansion (decadence). This is what Paradox games are lacking.

The only thing I don’t like is the possibility of super-rapid growth of the backward barbarian regions. I have an idea how to fix this. It would be nice to make something like a technological penalty for remoteness from developed provinces. This can be implemented in many ways. The easiest way is to enter the infrastructure cost coefficient depending on the development of the nearest most developed province (or the province in the third radius). You can also make a tree of technologies that are studied after accumulating the points of development of neighbors (this has been successfully implemented in EU4). That is, you cannot build buildings of the next level without the necessary technology.

What do you think about it?
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