||  

  ||  

Back to News Listing Ageod teams up with the Sealed Knot Society for the English Civil War!

Posted: Friday, March 24, 2017 by Daniele Meneghini

Type: News

Ageod Games is very proud to announce a collaboration with the Sealed Knot Society – the largest re-enactment society in Europe – in support of the upcoming English Civil War game.

We truly appreciate their efforts in keeping alive the memory of this conflict and its heritage, and with their experience we hope to make the English Civil War game the most historically accurate wargame for PC about this fascinating setting.

 “The Sealed Knot is the oldest re-enactment society in the UK, a registered educational charity, and the single biggest re-enactment society in Europe […] The aims of the Society are not to glorify war, but to honour those that died in the many battles of the English Civil War, and to educate the public about those wars, and also about the lives and times of people in that period.” (From the Sealed Knot site)

"The development of this game will assist the Sealed Knot in its 50-year charitable obligation to educate the public in the importance of this period of British history. A period in which a nation was forged and the seeds of modern democracy were sown in this important period of British and world history. A period in which families were divided by their beliefs in how a nation should be forged and the percentage of lives lost per head of population in this conflict was greater than those of WW1." (Paul Eaglestone, Lord General, commanding the Army of Parliament in Sealed Knot re-enactments)

Click here to know more about the Sealed Knot Society and their events!

 

 

Stay tuned for further updates!

More Info

English Civil War

  ( Views : 17420 )


In Other News..

Field of Glory: Empires - The Challenge has been accepted

Wednesday, April 17, 2019

Field of Glory: Empires is a very ambitious project. It’s perfect combination between empire management and grand-strategy, united to a set of unique mechanics, will set a new standard for strategy games.

To better introduce players to this upcoming masterpiece, we have launched a great Challenge series of events, inviting influencers and media members.

Read more...

Field of Glory: Empires Dev Diary #8 Legacy

Tuesday, April 9, 2019

Winning the Game

In Empires, you are building your nation so that it endures the passage of time, and your achievement is measured through the legacy you’ll leave, even if in the end, your nation is no more.

There are several ways to achieve this goal of being first in Legacy. It’s not just something to be only achieved by conquering part of the map, although that approach remains a possibility, rest assured.

If you take a military approach, then you’ll want to plan your campaigns so that you conquer and hold your objective regions. These regions are set for each nation and represent loosely their historical progress or areas of interest. Some nations will have objectives set in a concentric way, around their capital, so they will expand outward in each direction. 

Read more...

Field of Glory: Empires - The Challenge

Monday, April 8, 2019

Fied of Glory Empires is surely a very ambitious project, aiming to bring to life the ancient world and its civilizations and to recreate the cultural intricacies of that time.  

To better explain the complexity an the scope of the game, we started writing a series of dev diaries covering the most crucial points around which Field of Glory: Empires is designed.

Today we would like to expand this experience further. Welcome to the Challenge!

Read more...

Field of Glory: Empires Dev Diary #7 Provinces

Tuesday, March 26, 2019

Scaling up your Empire: Provinces

One of the common issues for strategy games is moving from a small nation with a handful of things to do per turn to a bigger one with dozens of decisions to make. What was fun and thrilling in the early game, like deciding if you want to build a cattle ranch or a sawmill becomes more mundane. And yet, sometimes for specific reasons, you still want to check, as the wise ruler you are, what’s going on in a precise location.

Many games try to create tools for this reduction in micro-management. But most if not all adopt a ‘forced approach’, where at some point the game tries very hard to make you do things in a very specific way. In Empires we decided that you can eat your cake and sell it too … with Provinces!

Read more...

Field of Glory: Empires Dev Diary #6 - Culture and Decadence

Monday, March 18, 2019

One key feature in Empires is how it deals with the progress and decline of nations. This impacts how your empire will evolve in a major way and is a focal point for gameplay.

Practically, these mechanics first act as a limit on simply conquering as fast as possible as it is hard to assimilate your new gains without increasing your decadence. Thus your quickly acquired Empire might be impressive but will probably prove to be ephemeral. The new territories will be unruly, and in turn this can cause large issues for your government and ruler. However, decadence is not just a problem for the over-ambitious conqueror, it will affect almost every nation over time, no matter how grand, making long term stability a real challenge. Once you pass into relative decline, citizen loyalty will drop, civil wars and revolts will become more common making the risk of major collapse very real. 

Read more...

Field of Glory: Empires Dev Diary #5 Governments and Rulers

Monday, March 11, 2019

Hi and welcome to the 5th developer diary for Empires, our upcoming grand strategy game set in the Ancient Era.

Governments come and go, but nations stay. Well not always, these too can disappear in Empires, although we will only brush lightly on this subject today, as it will be the topic on our 6th diary when we turn our attention to culture and decadence!

Read more...

Field of Glory: Empires Dev Diary #4 - Commerce and Trading

Tuesday, March 5, 2019

Welcome to the fourth installment of the Empires dev diaries. This week, we will talk about trading and commerce, and how buildings are very important in relation to this.

As you might remember from our previous diary on buildings, they provide a lot of opportunities and benefits. But many will need trading goods to work to their full capacity. They will still function even if the trading good is not available, but you’ll pay a hefty sum each turn, to simulate the convoluted ways by which you manage to get a trickle of the precious trade good. For some buildings, this is sometimes worthwhile as they might be instrumental in how you have setup your empire, but in other cases you will be better to disable or destroy the building.

Read more...