Questions on Game Mechanics from a Newb

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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Pocus
Ageod
Ageod
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Re: Questions on Game Mechanics from a Newb

Post by Pocus »

Defensiveness is only an abstract evaluation not actually used anywhere but in the tooltip.

Each structure has a battleground and breached battleground. The structure with highest CombatOrder is used to determine number of breaches to make.
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SuitedQueens
Master Sergeant - Bf 109E
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Re: Questions on Game Mechanics from a Newb

Post by SuitedQueens »

I will be grateful if someone can confirm, disprove or add something new to this list.
Turn sequence:
- ruler death and other random events;
- diplomacy actions including war and peace;
- regional decisions;
- supply usage, health/fatigue restoration, besiege damage (or they are in the same category as random events?);
- army movement after the end of the first impulse;
- orders like pillage, assault, merge at the beginning of the next impulse;
- weather effects;
- building finished;
- orders like raid

I don't remember anyone covering this very important topic.
Swuul
Master Sergeant - Bf 109E
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Re: Questions on Game Mechanics from a Newb

Post by Swuul »

SuitedQueens wrote: Tue Apr 20, 2021 11:30 am I will be grateful if someone can confirm, disprove or add something new to this list.
Turn sequence:
- ruler death and other random events;
- diplomacy actions including war and peace;
- regional decisions;
- supply usage, health/fatigue restoration, besiege damage (or they are in the same category as random events?);
- army movement after the end of the first impulse;
- orders like pillage, assault, merge at the beginning of the next impulse;
- weather effects;
- building finished;
- orders like raid

I don't remember anyone covering this very important topic.
Those are the things basically yes, but not in that order. Most importantly (for the player to remember, that is) is that movement&combat impulses happen after everything else has happened already. Ie you can never avoid or prevent or boost anything by moving or combat, because movement and combat happen after everything else has already happened. You can however take advantage of things happening before movement, for example if you are sieging a fortified city, you can bet with yourself that troops will breach the walls, and thus order an assault (and then you are of course free to weep if you learn the troops actually did not breach the wall, if that is what happened and your forces thus ran head first into brickwall (sic!)).
There are three kinds of people, those who can count and those who can't.
SuitedQueens
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 485
Joined: Fri Mar 12, 2021 3:09 pm

Re: Questions on Game Mechanics from a Newb

Post by SuitedQueens »

Turn sequence (NEW):
- ruler death, supply usage, health/fatigue restoration, besiege damage and random events;
- diplomacy actions including war and peace;
- buildings finished;
- weather effects;
- regional and national decisions;
- army movement after the end of the first impulse;
- orders like pillage, assault, merge at the beginning of the next impulse;
- orders like raid at the end of the last impulse.

Ok, I think this sequence is right. I can't test it, but I remembered that Regional Decision go off after the building queue is calculated. I had one instance, where Harbor decision was applied after the Anchorage was built on the same turn.

Weather must work before the movement too, since it won't make sense otherwise. I think I mixed up upkeep effect and forgot about the movement penalties being applied right away.
SuitedQueens
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 485
Joined: Fri Mar 12, 2021 3:09 pm

Re: Questions on Game Mechanics from a Newb

Post by SuitedQueens »

BUMP :oops:
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