Back to News Listing Field of Glory: Empires Dev Diary #3 - Buildings

Posted: Monday, February 25, 2019 by Daniele Meneghini

Type: Contest

One of the pillars of Empires is how regions, the basic geographical unit are handled. Regions are at the heart of the game and managing them properly will make or undo whole nations.

We have already mentioned that regions have a population, split into different ‘population units’ and the buildings constructed in the region. Today we will speak of buildings, as they are every bit as important as the citizens and slaves of your regions, if not more even!

Buildings are both a complementing to population, as they too can produce resources (money, manpower, metal, etc.) and have unique properties and aspects which complement each other and affects every sector of the game. Indeed, you can bet that with around 400 different buildings,  there is one for each situation, from a mundane cattle ranch, to a more impressive trade emporium, to the complicated (in its usage, not its understanding) Black Market with its variety of intriguing effects.But before digging into some of the benefits they offer (and we won’t give a comprehensive list there, because of the sheer magnitude of possibilities), lets talk of how they are built, as this is a gameplay mechanism that diverges from what you usually encounter in most strategy games since the beginning  of the (computer-gaming) world and Sid Meier’s Civilization I appeared at the dawn of it.

Upon selecting a region and clicking on the build structure button, you will get the construction panel to pop-up, that might look like this one:

As you can see, there are 6 buildings categories: Agriculture, Health, Infrastructure, Military, Commerce, Culture. For each of these categories, a choice is offered to you, in the form of a specific building. The list is far from being random though, although there is a random element as to what choices are available. What you are shown heavily depends of what you have already built in the region (including whether you opted to specialize the region or not?). What is the current population. If the region is a plain, in forest, bordering a sea. What is your government, your ethnicity. And so on.

As you know, having meaningful choices is at the core of a good strategy game. Here too, you’ll have to weigh and decide which building you want the most from the 6 you have available. Will you want a wall to be built, because those pesky tribal raiders find your land such a pleasant place to be? Do you prefer to prioritize a ranch, to increase your food production while producing cattle you want to export? Choices … And they will be at times very difficult to make because intrinsically, all buildings provide benefits!

And as soon as you have finished your current buildings, all choices are reshuffled. So the improved walls you wanted, and the less desired commercial harbor might not reappear the next time (rest assured, they are still there and the option is not lost for ever!). To help you decide and handle your construction plans, you have a few tools at your disposal though. First, you always see the complete list of possible buildings, for each category. This helps you to decide and plan ahead. Second, there is a reshuffle button, for the time where none of the buildings are what you want. The Reshuffle action don’t cost a lot and will probably be done in 1 to 2 turns in your region (and the code is smart enough to not propose again the same buildings as the previous list). Finally, you get another tool through a National Decision (more on that later) that will force the focus of your nation to particular types of buildings among several categories.

So in the end, you have substantial control over what your regions will be made of, but this control is not complete. Hopefully you’ll come to appreciate this system, as it prevents players from being stuck doing always the same things in most of their regions (and that’s also why you get so many different buildings).

To help you picture how diverse the buildings are, we will provide a few examples.

The Vineyard is an agricultural building generating some income, plus the Wine trade good, that can be used by your own taverns and palaces or exported for profit to your neighbors. It is restricted to warm climates though.

The Sanitation system is a Health building. As such, it will speed up population growth and prevent (most of the time) bad events like disease and plague in the region. It can be upgraded to a Sewer network.

The Shrine to Epona is a military building, a building only available to Celtic nations. It will improve slightly the cavalry units recruited in the region, and should you manage to build the 4 different Celtic shrines in a region, then you are in for a nice surprise (some games would name that a ‘finisher bonus’).

The Gambling Ring is a culture building (yes, it’s culture, as in ‘entertainment’!). In addition to providing some income, it will raise the loyalty in the region. Alas it has a drawback, one shared with many loyalty-boosting buildings: turn after turn it will add a bit of decadence to your nation. But rest assured, not too much, nothing to worry about, really…

The Land Expansion is a rather special building that provides more room for even more buildings in the region (because you have a limit on the number of structures based on your population amount, this one increases it nicely).

The Satrape Palace is a provincial palace. We will talk about Provinces in another diary, and each has a palace acting as the provincial capital. But the Satrape Palace, a building unique to the Seleucids does a few other things. As a drawback, it costs a lot (and really a lot!) to maintain, to represent how easily the appointed governors (former generals of Alexander the Great for many) adopted the extravagant life style of the Persian empire. But it has benefits too: It allows the levying of powerful local militias, should the region be under attack. If not, then it provides free units to the national army of the King of Kings.

We will end up there, with this Seleucid Palace. That’s a tier II building, i.e. a building that is a bit more complex and involved than tier I buildings, like the vineyard, the cattle ranch and so on. We will let you discover the variety of effects of tier III buildings in-game, including the national unique and world wonders we have for you. In the meantime, stay tuned!

More Info

Field of Glory: Empires

  ( Views : 2075 )

In Other News..

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!


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. 


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!


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.


Field of Glory: Empires Dev Diary #3 - Buildings

Monday, February 25, 2019

One of the pillars of Empires is how regions, the basic geographical unit are handled. Regions are at the heart of the game and managing them properly will make or undo whole nations.

We have already mentioned that regions have a population, split into different ‘population units’ and the buildings constructed in the region. Today we will speak of buildings, as they are every bit as important as the citizens and slaves of your regions, if not more even!


Field of Glory: Empires Dev Diary #2 - Region Management, Population, Loyalty

Monday, February 18, 2019

During the next few weeks, we will aim to show how you manage a country in Field of Glory: Empires.  So let’s get stuck in!

The map of FoG Empires is divided into Regions. Although as your realm grows you will be able to organise these into Provinces, Regions are where the game “happens” – your armies move from Region to Region, and your population, buildings, and trade are all linked to individual Regions


Field of Glory: Empires Dev Diary #1 - A Brief Overview

Wednesday, February 6, 2019

Welcome to the first Field of Glory: Empires developer diary! We felt we ought to start off with a summary of what the game is, and what you can expect. We will be following on with detailed explanations in subsequent diaries.

FoG: Empires is a strategy game set in the Ancient World roughly from the fall of Alexander the Great’s empire. It seeks to provide strategic empire management together with the AGEOD staple of turn-based play and historical detail.  We believe we have unique features to deliver these, while also remaining familiar and easy to understand for the fans of the genre.

Speaking of the features themselves, we certainly have plenty of them in Empires, closely interconnected with one another as it should be in a grand strategy game.