After 300 h: Issues and hints on Empires
Posted: Sun May 24, 2020 3:45 pm
Hey there
I think that Field of Glory Empires is a nice game, but after playing it for some time, I feel I should say something. I played the new DLC, so it was a nice chance to return.
General
- The decadence mechanic is broken. After 100-125 years, or in mid to late game, your provinces are so developed that you steam through the world map. A few ideas on how to solve it below.
- Generally, the game is very easy and predictable. Once you solved your decadency issues, you can do whatever you want -- except for Persia, but Persia is too OP anyway.
- Unit stats do not translate easily to Field of Glory 2 stats, which makes it hard to read and plan.
DLC specific
- Persia is utterly OP. In all my campaign Persia not only conquers vast lands. If you play Persia yourself, you'll notice how much of early Persia is scripted. But why? Leave it be. It is powerful already. And the numerous extra perks and advantages do not good to the game. The Achaemenid Empire stretched far under Darius I, but it took 70-80 years to get there. In all my games Persia has eventually an very high CDR rating after 100 years, as if normal game mechanics would not apply to it.
UI
- Why is there is no building overview in the game? I am forced to open a wiki for a building overview, but why?
- The army units do not tell you how much they cost, what they need, once you own them. So, you look it up in the unit creation screen, and then switch back to your army? Urgs.
Battles / Field of Glory 2
- The unit stat overview is not helpful. It should show attack value, defense value, range etc. with tiny icons, instead of walls of text.
- Archers behave strange in FoG2, much like walls of infantry. Archers cannot pass like skirmishers the infantry? But they should. Big tactic difference. What happens with Persia is this: As Persia, you have archer-heavy armies, so your massive archer armies end up in melee with the enemy? All it needs is to allow archers pass through infantry like skirmishers.
Minor suggestions
- Could you damage buildings in provinces that were at war, where a siege or battle took place? Currently, you just build, build, and build. Even Total War is doing that. Also, remove or downgrade a random 1/3 of the buildings after every conquest. It makes the game less predictable and the world map feels more dynamic.
- Since decadency only works in the first 50-75 years, it actually breaks the game once you've solved it (due to cultural and anti-decadency buildings). From there nothing stands in your way, and the game is utterly unbalanced, much like the beginning of the DLC as Persia. The issue seems to be the anti-decadency buildings (i.e. Preceptor House). What if you remove anti-decadency buildings? Instead, focus on a culture increase. At the same time, balance the nation size punishment. This is where the courthouse etc. could help. Initially, I thought that the decadency system is an interesting change for the strategy genre, a different take on empire building, but by now decadency feels badly designed. It's so easy to break it -- and once broken, the game shows that it has no counter mechanic to balance an overexpanding empire other than decadency. Maybe find a quick, pragmatic solution for Empires 1 and drop it in Empires 2?
- "Colonization" is extremely easy in Empires, though historically this was risky business. Once you take a province, maybe let surrounding tribes attack you for a few turns? Small, ugly attacks, but nothing serious.
- Diplomacy feels a little odd, because everything depends on paying your way to friendship. In Paradox' games, there is at least common sense, common interests and goals that improve the opinions so much that the nations "cooperate". I haven't seen AIs in Empires suggesting cooperation without my help, which is pity.
- Losing whole armies is no catastrophe in Empires. In no time, you can rebuild multiple armies within 1 turn.
- "Enbolster colony", "Implant Trade Settlements" (colonization), "Build Harbor" and some other Regional Decisions are very powerful early game. Remove those. You are breaking your own game by jumping 20-30 turns ahead early game, but why?
- I should be able to liberate any region I want, whenever I want. Why? Because sometimes you accidentally conquer too much, and it affects your decadency.
- Remove the decadency and culture rating in occupied regions that are not part of your empire after a peace/truce treaty. It is weird anyway that some foreign regions that you occupied should influence your own nation right away? It makes the CDR more reasonable and predictable, I think.
- Those random "Objectives" are boring and arbitrary. Why don't you let me create them as a casus belli in the diplomacy screen or elsewhere? It is an important part of the gameplay, yet the player has no saying about it? It should be the opposite. Whenever something is important, the player should have a big influence on it, even if it is expensive and risky.
- Regions with huge slave populations remain slave regions. There is no way to solve it yet. The slavery Regional Decision is of no help once the slave population becomes huge.
I think that Field of Glory Empires is a nice game, but after playing it for some time, I feel I should say something. I played the new DLC, so it was a nice chance to return.
General
- The decadence mechanic is broken. After 100-125 years, or in mid to late game, your provinces are so developed that you steam through the world map. A few ideas on how to solve it below.
- Generally, the game is very easy and predictable. Once you solved your decadency issues, you can do whatever you want -- except for Persia, but Persia is too OP anyway.
- Unit stats do not translate easily to Field of Glory 2 stats, which makes it hard to read and plan.
DLC specific
- Persia is utterly OP. In all my campaign Persia not only conquers vast lands. If you play Persia yourself, you'll notice how much of early Persia is scripted. But why? Leave it be. It is powerful already. And the numerous extra perks and advantages do not good to the game. The Achaemenid Empire stretched far under Darius I, but it took 70-80 years to get there. In all my games Persia has eventually an very high CDR rating after 100 years, as if normal game mechanics would not apply to it.
UI
- Why is there is no building overview in the game? I am forced to open a wiki for a building overview, but why?
- The army units do not tell you how much they cost, what they need, once you own them. So, you look it up in the unit creation screen, and then switch back to your army? Urgs.
Battles / Field of Glory 2
- The unit stat overview is not helpful. It should show attack value, defense value, range etc. with tiny icons, instead of walls of text.
- Archers behave strange in FoG2, much like walls of infantry. Archers cannot pass like skirmishers the infantry? But they should. Big tactic difference. What happens with Persia is this: As Persia, you have archer-heavy armies, so your massive archer armies end up in melee with the enemy? All it needs is to allow archers pass through infantry like skirmishers.
Minor suggestions
- Could you damage buildings in provinces that were at war, where a siege or battle took place? Currently, you just build, build, and build. Even Total War is doing that. Also, remove or downgrade a random 1/3 of the buildings after every conquest. It makes the game less predictable and the world map feels more dynamic.
- Since decadency only works in the first 50-75 years, it actually breaks the game once you've solved it (due to cultural and anti-decadency buildings). From there nothing stands in your way, and the game is utterly unbalanced, much like the beginning of the DLC as Persia. The issue seems to be the anti-decadency buildings (i.e. Preceptor House). What if you remove anti-decadency buildings? Instead, focus on a culture increase. At the same time, balance the nation size punishment. This is where the courthouse etc. could help. Initially, I thought that the decadency system is an interesting change for the strategy genre, a different take on empire building, but by now decadency feels badly designed. It's so easy to break it -- and once broken, the game shows that it has no counter mechanic to balance an overexpanding empire other than decadency. Maybe find a quick, pragmatic solution for Empires 1 and drop it in Empires 2?
- "Colonization" is extremely easy in Empires, though historically this was risky business. Once you take a province, maybe let surrounding tribes attack you for a few turns? Small, ugly attacks, but nothing serious.
- Diplomacy feels a little odd, because everything depends on paying your way to friendship. In Paradox' games, there is at least common sense, common interests and goals that improve the opinions so much that the nations "cooperate". I haven't seen AIs in Empires suggesting cooperation without my help, which is pity.
- Losing whole armies is no catastrophe in Empires. In no time, you can rebuild multiple armies within 1 turn.
- "Enbolster colony", "Implant Trade Settlements" (colonization), "Build Harbor" and some other Regional Decisions are very powerful early game. Remove those. You are breaking your own game by jumping 20-30 turns ahead early game, but why?
- I should be able to liberate any region I want, whenever I want. Why? Because sometimes you accidentally conquer too much, and it affects your decadency.
- Remove the decadency and culture rating in occupied regions that are not part of your empire after a peace/truce treaty. It is weird anyway that some foreign regions that you occupied should influence your own nation right away? It makes the CDR more reasonable and predictable, I think.
- Those random "Objectives" are boring and arbitrary. Why don't you let me create them as a casus belli in the diplomacy screen or elsewhere? It is an important part of the gameplay, yet the player has no saying about it? It should be the opposite. Whenever something is important, the player should have a big influence on it, even if it is expensive and risky.
- Regions with huge slave populations remain slave regions. There is no way to solve it yet. The slavery Regional Decision is of no help once the slave population becomes huge.