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Aggressors: Ancient Rome

Product News

Aggressors Dev Diary 5 - Home Politics

Posted: 6 JUL 2018

Throughout human history it has been expected that those accepted as leaders or emperors would be responsible for bringing the country wealth, prestige and prosperity.

I have always felt that country management has been quite underrated in many other strategy games. The reason is simple, micro- and macro-management can be quite tedious, repetitive and in a way ruining the “fun”.
But sidelining country management has, in my opinion, also provided less realistic experiences. We accepted the challenge and came up with a few new game concepts that on one hand keep the economic, military, social and cultural decisions in the hands of the player whilst, on the other hand, complementing the robust and logical game mechanics. All whilst bringing in surprising elements that deepen immersion. Country management should be mostly automated and decisions should be either made actively by the player or he should be alerted in special circumstances to reduce the boring and monotonous tasks.

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Aggressors - Check the units infographics

Posted: 29 JUN 2018

Friday is Aggressors day, and today we have something special to show you.

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Aggressors Dev Diary 4 - Historical Accuracy

Posted: 22 JUN 2018

We are all big fans and admirers of the ancient era and we wanted this to be visible throughout the whole game. We want the player to relive the highs and lows of the old times with the ancient nations as if they were really there. All the game concepts of Aggressors were designed with the desire to be as close to historical reality as possible.

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Aggressors Testers Diary - Modding

Posted: 15 JUN 2018

As a young player I was always browsing game files trying to find a way to change them. It was partially curiosity and partially a wish to modify the rules to my own liking, because no matter how great a game is, there is always something you want to tweak or adjust.

The option of modding was part of the game design from the very beginning as I wanted to give the players the opportunity to create the Aggressors realm with me in an easy and user-friendly way. Over time, the idea was brought even further – I decided to create a framework for strategy games of different worlds and historical eras.

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Aggressors Dev Diary 3 - Diplomacy

Posted: 8 JUN 2018

Diplomacy makes strategy games feel alive. No matter how many barbarian hordes invade your borders nor how cunning their attacks are, without a leader who you can talk with to negotiate a potential ceasefire the enemy simply does not feel real.

We wanted to make Aggressors feel realistic, so we tried to bring some "life" into diplomacy. Interactions with an AI cannot replace the nuances of a communication between two human players, but if you give the AI a number of tools that it can use whilst following its own goals then the interaction suddenly feels much more real.

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Five facts about Aggressors...

Posted: 1 JUN 2018

Aggressors: Ancient Rome is a new 4x strategy game developed by Kubat Software. It is currently into beta (click here to apply) and we recently started to publish dev diaries about it. We want to provide as much as information about the game as possible since it is a deep game and many of its mechanics work subtly underneath the surface.

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Aggressors Dev Diary 2 - Military Command

Posted: 25 MAY 2018

I am a huge fan of 4X strategy games. I love the whole idea behind it: you start as a small nation which slowly gains the respect of others, you see your economy grow, you advance in technology, build an army… You watch your empire rise and you develop an attachment to your own people. You care about them. If your country is invaded you literally feel betrayed and in danger because you know your people suffer. 

On the other hand, I have always liked tactical games like Panzer General where you don't command small units but have a full control of your army. You are in charge of all the important aspects of a military campaign from a macro level.

Being an emperor and a general at the same time - that was what I wanted to achieve when I started the development of Aggressors. In my mind, Aggressors should be a simulation of a real military campaign with the need to balance realistic aspects like supply management, loyalty, army morale, soldiers a

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Aggressors - Dev Interview!

Posted: 18 MAY 2018

We had the chance to chat a bit with Pavel Kubat, developer of Aggressors, our epic upcoming 4x game set during Ancient Rome!
 
Matrix: First of all, thanks a lot for your time and congrats for the outstanding job with this game so far. What moved you to adopt the Ancient Mediterranean during the period of the rise of Rome as setting?
 
Pavel Kubat: The Aggressors was initially supposed to be released as a multimod game, but I eventually realized that this was simply not possible. Not just because we had a very small development team, but also because the amount of testing required and likelihood of bugs would not let us finish it. 

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Aggressors Dev Diary

Posted: 11 MAY 2018

Origins of the game

Hi all! My name is Pavel Kubat and I am the lead developer and designer behind Aggressors: Ancient Rome. This will be the first of a series of Dev Diaries introducing the game and its gameplay. In this first episode I will tell you the story of Aggressors, of how it all started, how the original idea developed in time and what the current plans for the game are.

The development of the game Aggressors goes way back: it started at the end of 2008 but the origins of the game go all the way back to 1995 when the rules for a board game called Aggressors were set down. It was set in the time of World War II and one game lasted several days. Up to 8 players could play, each leading a different country. Alas, soon it became clear that getting the players together for such a long game will eventually put the game on a shelf in a hope that it will be taken out again one day!

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Aggressors: Ancient Rome is announced!

Posted: 4 MAY 2018

Cowards die many times before their deaths;
The valiant never taste of death but once.

 Julius Caesar, Shakespeare

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Details


Aggressors: Ancient Rome

Release Date: Coming Soon

Language: English
Genre: Strategic
Turns: Turn-Based
Complexity: Intermediate
Period: Ancients


Developer
Kubat Software


Official Forum


Product Specs

  • Theatre: Western Europe, Middle East, Mediterranean
  • Players: 1
  • AI: Yes
  • PBEM: No
  • File Size: 0mb
  • Download Time:
  • - 56K Modem: 0min
  • - DSL or Satelite: 0min
  • - High Speed: 0min
  • Manual: PDF E-Book, Printed - Color
  • Editor: Yes

Product Requirements :
    Windows 7 or later
    Dual Core 2.0 GHz
    2 GB RAM
    DirectX 9 class GPU with 1GB VRAM
    1500 MB Hard Drive

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Digital Express Edition: This edition comes with a full color printed box, full color printed CD (with your order number and serial number printed on it) and a PDF E-Book indexed manual.
Standard Edition: This edition comes with a full color printed box, full color printed CD (with your order number and serial number printed on it), a Printed grayscale manual and a PDF E-Book indexed manual.
Collector's Edition: This edition comes with a full color printed box, full color printed CD (with your order number and serial number printed on it), a Printed full color manual and a PDF E-Book indexed manual.