Après plusieurs mois de phase bêta, une importante mise à jour est arrivée en début de semaine pour ce 4X offrant un très réussi bac à sable stratégico-tactique sur le thème du berceau méditerranéen. Patch 1.10 qui améliore de nombreux mécanismes et propose un nouveau système pour représenter la Diplomatie, approfondissant ainsi un peu plus les choix et subtilités offertes aux joueurs.

Au passage sachez que Field of Glory II est lui passé récemment en version 1.5.25, patch qui améliore quelques aspects du gameplay, des unités ou encore de l’interface (voir ce changelog).

Pour plus d’informations sur Field of Glory – Empires, voyez cette page chez l’éditeur ou celle-ci sur Steam, puis notre article Field of Glory – Empires : veni, vidi, ludi ! Ou encore ce dossier Field of Glory – Empires : trucs et astuces et ce précédent AAR Les guerres des Gaules dans Field of Glory – Empires (3).

Concernant Field of Glory II, voyez cette page chez l’éditeur ou celle-là sur Steam. A lire également en complément notre AAR sur la bataille d’Alésia, puis ce récit de partie sur la bataille de Marathon, cet AAR sur une bataille rapide prenant pour cadre César en Britannia, ou ce précédent récit de partie sur la bataille de Larissa. Et bien entendu notre test.



Diplomacy Update is officially released

The day has come.
Field of Glory: Empires has been updated to Version 1.1.0, bringing the newly enhanced Diplomacy system on the table. It is a massive update, improving and impacting many game mechanics and features so be sure to check out the full changelog below.

Thanks to all players who helped us fine tune the new diplomacy system through 3 Beta Patches. You have done great and we hope to see you apply to our new round of beta!

Version 1.1.0

Balance and tweak to diplomacy

• Declaring a client state does not prevent getting regions from them
• Allies loiter less in your home territory
• Can’t get ships from the ‘Give Special Units’ diplomacy clause
• Validating a transaction returns you directly to the intro Diplomacy panel
• One-sided transactions will either increase (gift) or decrease (extortion) relationships
• AI will propose many less transactions
• AI Allies capturing a region formerly owned by another nation (legitimate owner in advanced diplomacy) will give it back immediately
• Can enter regions of a nation with whom you have a peace treaty (allows evacuating your army when stranded) – Human player only.
• If all your capitals are besieged (or lost), severe penalty during peace treaty
• You can now demand regions owned by the vassals of your enemy
• Having hold of an enemy region when making a peace deal makes the region cheaper
• AI Vassals don’t give back regions to human overlord anymore
• AI more reluctant to be absorbed or client-state if the other nation is not bigger
• AI will value more money, metal or manpower if it lacks some, and value less if it has enough
• AI less interested in trading units if not enough money
• Small factions will be much less prone to send transactions (less spamming)
• Explicitly name winner and loser factions in clause tooltips
• Region Clause: Lowered significantly cost if at war
• Give Units Clause: Can only be done if neighbor (sea-neighbor ok)
• War control gives less penalty
• War exhaustion triggers more rapidly (emphasis on wanting to make peace faster)
• AI will want to make peace faster as War Exhaustion accrues
• AI will not propose a cooperation during a bargain if already allied
• AI will only demand or accept the Relinquish objective clause if neighbor
• Validating a transaction returns you directly to the intro Diplomacy panel
• Additional texts for Diplomacy (FRE SPA GER)

Other changes
• Added the Sacred Estate building, an improvement to the worship place with a special effect (GC310 has some in Egypt, Armenia, Media)
• Objectives show the turn they were given in nation panel
• Sinope harbor position nudged east
• Gaining a slave in battle might mean losing a population in the region
• Updated quotes and hints, courtesy of Neilbala the Brythonic King
• Fix to Armenia having too many levied units
• Dynamic objectives can be given according to more criteria
• Food stockpile never goes below zero
• Periplus not given if you own the region
• Too big World Factions groups lose 10% of their units per turn (depending of AI level)
• Fixed overcrowding tooltip which was erroneously mentioning region terrain and not city terrain.
• Rex Custodiae can now be built from a Palace building (if CL 3)
• Nomad herd don’t have cattle as a bonus anymore
• Fix to a typo in Ptolemaic Egypt gameplay text
• Units: war elephants now provide 2 support values
• An old objective won’t be phased out if you own a region adjacent to it
• Fix to Stoa bug
• Added translation for French, Spanish and German.
• Mercenary decision has a 500-money prerequisite
• Kolchis / Armenia missions fixed and tweaked
• Debts modifiers added after gain back factored in
• Updated Empires DB archive

Compatibility notes 1.06 to 1.1.0
100% compatible
Previous versions
It is advised to restart a game


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