||  

Back to News Listing Field of Glory: Empires Dev Diary #2 - Region Management, Population, Loyalty

Posted: Monday, February 18, 2019 by Daniele Meneghini

Type: Contest

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

 

As you can see, the population part dominates the whole panel and it is in the middle while doing so, and for good reason. Their production determines what you get out of a region (although buildings affect this as well), and their loyalty determines if the region is in unrest. Their loyalty in turn is determined by their status and ethnicity. But more on that later!

The four rows of population show which production category they are assigned to. These are (as is also written to their right where total output is shown): Food, Infrastructure, Money, and Culture. Let’s look at these for a moment:

Food has three uses: feeding the existing population, population growth (when you have a surplus) and feeding armies in or adjacent to the region.

Infrastructure is used to construct buildings, and to maintain existing ones. As such, the more buildings you have, the more population units you will need to keep them up and running. You can also gain extra Infrastructure points from several buildings, but beware: a region can only have as many buildings as it has population units, so you need to make choices. Buildings themselves are a long and interesting subject so we will cover them separately.

Money might not buy you happiness, but it is useful for a great number of things. It is mainly used to recruit and maintain military units (especially mercenaries), but also a great deal of it may be needed to push through some of the Decisions available to your nation. Money, unlike the previous two, goes into your national stockpile, not the region’s.

Culture is probably the most abstract of the four. It represents an aggregate of cultural life,  works of art, luxuries etc. While it does add to your national total Culture, it has both national and regional uses.

On the regional level, Culture reduces Unrest and helps keeping the local population content with your rule. There is a limit to that though, and for populous regions, you’ll need to boost loyalty with dedicated buildings.

Nationally, your overall Culture production drives your progress in the Progress & Decadence mechanics defining your nation’s age and status. This is a key and fairly unique system that we will be covering in a separate diary.

On the left of the population units, you can see the buildings in the region. These are organised into the same rows as the population are and they largely relate to the production row they are in, although not entirely. We have six building categories: the four outlined above plus Health and Military buildings.

 

To the right of population you see the aggregate of the region’s outputs. The four main ones we have just summarised. The other three resources are derived from your overall population level and your buildings. They concern military units:

Manpower and Metals are national resources that are required for the recruitment and maintenance of units. How much, depends on the unit type. As you might expect, armoured units require a lot of metal, whereas almost naked tribal warriors will not use that much.

Equipment is a regional resource and represents the region’s ability to equip and field new military units. It can be stockpiled (within limits) so you can gather up a reserve that will let you react to unforeseen challenges relatively quickly.

 

To finish summarising the general overview of the region panel, we should also mention the top row of the panel, which contains some general information (such as terrain, defence value, Loyalty) and icons of any good or ill conditions that apply to the region.

We have mentioned earlier how important a region’s population is, so let’s take a closer look at it.

 

 

A population unit in FoG Empires has three attributes: its Status, Ethnicity, and Unrest.

Status can be either Citizen or Slave. Citizens are your free population. They grow based on your Food production. Slaves are obtained via major battles, or events and Decisions. Citizens perform better when assigned to Money or Culture production. Slaves are very inefficient at those tasks, but they are more efficient than Citizens when it comes to Food or Infrastructure production.

Ethnicity is the cultural identity of the population unit. Each nation has a primary Ethnicity, and if the pop unit’s is different to this it affects its Unrest negatively, especially if the nation in question is at war with the pop unit’s perceived brethren (i.e. a country with a primary Ethnicity matching the population’s). Population units can, in time, convert to their region’s majority Ethnicity (only true for citizens).

Unrest shows how dissatisfied the population unit is with their lot in life. As mentioned, this is affected by Ethnicity but also by the region’s overall Loyalty rating, which is derived from a number of national and regional factors. In fact, let’s have a closer look at it!

 

Regional Loyalty is one of the cornerstones of the game, because it meshes with others major features, like progress and decadence, army recruitment, supply, and productivity. Usually at start, loyalty is not a major issue (except for the Seleucids and a few other nations). That’s because your starting regions are of the same ethnicity as your nation’s government, plus the population is not so high that the bored citizens demand too much from the state.

As you expand, and as time passes, you’ll probably conquer new regions, and they might be populated by citizens from another ethnicity group than yours. Say you are Rome and past Italy, you start conquering Gaul. Gaul is made of Celts, and Rome ethnicity is Italic. This alone will make the subdued population much more restless. With some effort and the passing of time, you might convert them (shall we say Romanize?) to your ethnicity, but it won’t happen quickly. Slaves too have an ethnicity, and they are never converted, so expect troubles from a massive influx of German slaves for example.

In addition to that, each of your national citizens, when your main cities grow bigger, will demand more and more from the state, and this translates to an increase in their unrest, which in turn can lead to revolts. As you can guess though, you have several possibilities to fight off unrest. A major one is to build loyalty-boosting buildings. Some are rather virtuous in their use, like the line of religious buildings, which provide a moderate loyalty boost and an increased chance of converting the local population to your ethnicity. But for larger effects, it will be required to build structures like an arena, a gambling ring, a pleasure house, a noble district, and many more. And in the short term, they are doing exactly what you need, they will up the regional loyalty quite a lot. All is well, right?

Not so. In the long run they distil their poison… They will produce a bit of decadence over time. Which in turn will perhaps make your nation regress and have larger issues, like a civil war! But we will talk more about Progress & Decadence in another diary, as this is a major feature of our game, with a quite original approach.

 

Thanks for your time, we will continue explaining the game’s regional-level features next week!

More Info

Field of Glory: Empires

  ( Views : 5893 )


In Other News..

Field of Glory: Empires Ask Us Anything

Monday, May 20, 2019

Field of Glory: Empires is definitely an ambitious project. Set in the Ancient World roughlyfrom the fall of Alexander the Great’s empire,Its aim is to deliver strategic empire management carved in turn-based gameplay with a high level of historical detail.

On May  23rd  in an exclusive event on Reddit, game designer Philippe Malacher will answer all questions for 24 hours in a live AMA!

Read more...

Field of Glory 2 Allies Feature Explained

Monday, May 20, 2019

By popular demand, Update 1.5.12 adds a major new feature to the game – Allies.

It is now possible to choose to have allies from a different army list in SP and MP custom battle armies. The main army list provides the majority of the troops available for selection, the allies provide a smaller proportion.

The permitted allies for each list are based on known historical alliances. Hence some army lists can have as many as 12 possible allies, others may have none. Altogether, well over 400 allies are currently specified, which, together with the 281 single nation army lists, makes a total of more than 700 pure or mixed army lists in the game. This in turn means that, including “what if” games, the number of possible matchups is now over 500,000! And that is before unit selection.

Read more...

The Chaos Space Marines are coming! A new DLC for Warhammer 40,000: Gladius!

Thursday, May 16, 2019

Sometimes, our battle seems eternal. We fought with Horus at Terra and with Abaddon at Cadia. A handful of ancients even remember the pacification of Luna, fighting alongside the False Emperor as we crushed the gene-cultists.
 
Yes, we have fought a long, long war. Yet, these ten thousand years, our Warband has been undivided in its faith, even though the Imperium still stands. 

Read more...

Skulls for the Skull Throne! Sale on all our Warhammer range plus new content!

Thursday, May 16, 2019

Skulls for the Skull Throne!

In order to please the Dark Gods there is a big discount on all our Warhammer titles lasting until Monday May 20th.

Read more...

Field of Glory: Empires Challenge #2 Ranking and Videos

Wednesday, May 15, 2019

We have the final list of the participants who completed the Challenge #2 – Amass 7500 money in your treasury while reaching at least 20 regions in less than 50 turns and avoiding to be in the last tier in the progress & decadence chart. 

Carthage was not an easy faction to play, with scattered regions to protect and surrounded by powerful neighbours. Players had to carefully plan ahead their moves and outsmart their opponents. It was very interesting to see the different strategies employed and the different pay-offs!

This is the final ranking, kudos to all the participants!

Field of Glory: Empires is on Steam! Whish list now!

Read more...

Battlestar Galactica Deadlock - Dev Diary #18 'Methods of War'

Monday, May 13, 2019

“Private.” The First Sergeant grimaced as the explosion rocked the narrow interior. “Medes once posited that if you discarded a single grain of sand for every dollar of bad debt created by this godsforsaken city, Canceron would run out of beaches within ten years.”

Walls groaned, and fine concrete dust fell in gentle spirals to the floor. Sandstone concrete creaked, but the church interior held firm.

Read more...

Field of Glory II - The Wolves have arrived

Friday, May 10, 2019

"Horses ramp high and rock and boil / And break their golden reins,

And slide on carnage clamorously, / Down where the bitter blood doth lie,

Where Ogier went on foot to die, / In the old way of the Danes.

"The high tide!" King Alfred cried. / "The high tide and the turn!

As a tide turns on the tall grey seas, / See how they waver in the trees,

How stray their spears, how knock their knees, / How wild their watchfires burn!"

G. K. Chesterton – The Ballad of the White Horse

Read more...