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Imperiums: Greek Wars News

Version 1.1.3. Strategic overview extension

Hello everyone!

It's peak winter season now, with fresh snow and freezing temperatures outside. The lockdown keeps us inside most of the time, but we try to get the most out of it, dedicating all of our time to Imperiums.
We are working simultaneously on the improvements to Imperiums: Greek wars and the Age of Alexander DLC.
Speaking of Alexander, don't forget to add the DLC to your wishlist so that you don't miss the launch discount!

It has been a month since the 1.1.2. update and it is time for v1.1.3. We do our best to stick to the monthly schedule as promised, hopefully we can still manage this with the DLC release coming closer.



The February update v1.1.3. brings the enhanced Strategic Overview (voted in the last poll) and otherwise mostly UI improvements. The list of changes is pretty long so check it out:

New features and improvements added:
  • Infrastructure connections in Strategic Overview - the existing as well as the possible connections between map items are visible. This applies to blacksmiths (showing connected mines), cities (showing connected temples and mines), resource mines (showing connected blacksmiths and cities), temples (showing connected cities), sages (showing cities where a philosophy school improvement could be built), Lion of Victory statue (showing cities whose loyalty is affected by the statue) and heroes (capital cities he could still visit).

  • Banner and name of the defender in Opponent Actions Panel - the banner and name of the defending faction will be also displayed as text in the Opponent Actions Panel during AI turn (or your friend's turn in multiplayer game).

  • Position highlight in reports and dialog windows - when a player clicks on a report in the Report Panel (top left corner) or a dialog window about a particular event, the map view is shifted to the event location and now the particular position on the map will also be highlighted for easier orientation.

  • Selection of units in stack in 2D View (and Top View) was improved to make the opening of the unit selector more user friendly.

  • 3D model selection improved - the selection of units in 3D was a bit cumbersome at certain positions and situations. It should be considerably smoother now.

  • Trade Overview Window can be opened with a click on the trade reports in the Report Panel (e.g., when your business partner doesn't have enough resources to hold his end of a particular trade deal).

  • Map Item Type Window can be opened with an alternative mouse click on the Map Item Type selector (e.g., when you want to select a specialization or select a building to build).

  • Birth Rate Support Window - names were incorrectly wrapped to another line, this is fixed now.

  • Dormant factions are now part of the player selection in customized worlds (e.g. you can now play as Ionia or Celtic tribes).

  • Improved automatic GPU identification.

  • Japanese "end turn" graphics added (top right corner).

  • Japanese language updated.

  • Additional changes in Polish language.

  • Changes were made allowing to run the game under Proton. Not yet fully supported.




With this update there's also the new poll! Here is a new set of features to choose from and as always, we are looking forward to hear your feedback:
  1. Diplomacy improvements - better explanation indicating why AI rejected a particular offer/deal. If such rejection falls under the "too soon" category, the action will be disabled so that a player doesn't waste his time and wait a turn to receive a negative answer.

  2. Enable the player to preview a generated map in a customized world and select his starting position before the game starts.

  3. Allowing hotseat in a customized world.

  4. Online multiplayer enhancement - when a player is waiting for another player to finish his turn, there is not much to do other than watching his actions and the map itself. We would improve this and let the player access the whole UI and all windows so he can plan his next turn in advance, however this will not change the nature of the turn-based approach as he will not be able to perform any actions until his turn starts.


What do you think? Let your voice be heard in the Poll section on our Discord. The poll will be open for a week 🙂

We plan to show the first sneak peeks of the Age of Alexander DLC, its map and features soon, so stay tuned!

Yours,
Kube Games team.

DerStrategieNerd fights against Sparta!

DerStrategieNerd, the gaming warrior seasoned by many great battles from our history and two tester's from the team - Max and Linus - will play tomorrow together the Peloponnese scenario in German.

[previewyoutube][/previewyoutube]

Tune in for this epic encounter on Saturday, December 6 at 8PM CEST on DerStrategieNerd’s Youtube channel.

Nothing is pre-agreed, nothing is set. Let’s see if derStrategieNerd is worthy enough to become legend in his own right.

Imperiums: Age of Alexander DLC in the making

Many players keep asking about the next stop for Imperiums. The truth is that we have many great ideas on how to improve and expand the game, and many of those will come to fruition in the next DLC we’ve named Age of Alexander.

In the base game Imperiums: Greek Wars you had the chance as Phillip II of Macedon to lift backwater Macedonia to a powerful state with ambitions reaching far beyond the Hellenic world. It is only logical that we let you continue this great journey in the epoch of Phillip’s son, the great Alexander, and try to fulfill their grand plans for world domination.



As promised, Imperiums: Age of Alexander will bring unique new features that will put your military and political genius to an ultimate test.

[h3]Military Reserves[/h3]
Maintaining a standing army is extremely expensive, especially in times of peace. You will be able to demobilize your military units and send the soldiers home to their ordinary lives. This move to put your workforce, well, back to work, will boost the economy by saving substantial amounts on military spending for state coffers. You can recall the men to service in a short time if required. However, leave them without regular training for too long and they’ll lose their skills to the point you’ll no longer be able to mobilize them into ready-to-fight units.

This feature will allow you to better balance economic development and the needs of a strong standing army. It can be a useful tool that will test your political foresight and military planning skills.

[h3]Economic Specialization[/h3]
Basic resource management no longer suffices. The growing demands of the state will now require specialized facilities, built in blacksmith and cities, to operate the various resource mines and quarries in their vicinity. They represent skilled labor and special equipment needed for mining, processing, and efficiently moving resources. Such facilities are costly and every new specialization even more so, thus it will be up to you whether you decide to create one multi-specialized economic nexus operating all the mines in its vicinity, or you’d rather invest in several smaller facilities with a single specialization each.

Such economic specialization allows you to maximize production of those resources you need the most for realization of your plans. Besides which, it can easily build up a surplus of a certain resource(s) useful to improve ties to other states through trading with them.



[h3]Regional Centers[/h3]
A growing empire requires decentralization of power to effectively manage affairs in remote corners of the state. Building such provincial capitals will help you reduce corruption to acceptable levels; however, power feeds ambition, and with the growing importance of the new centers you might be faced with decreasing loyalty to your throne.

The choice is not an easy one. You either strive for economic stability and efficient government while accepting the risk of strong opponents growing in your shadow, or you keep all reins of power in your hands and ignore rising levels of corruption and unhappiness that can cause nation-wide revolts.

[h3]Emissaries[/h3]
Having emissaries at foreign courts not only helps you keep a finger on the latest political developments but allows you to subtly direct opinions and attitudes of foreign leaders in ways that suit your own plans and interests. Your envoys can spread rumors as well as words of praise, and occasionally collect vital military information. However, even here you must carefully watch your representatives, as they can easily forget where their loyalty lies as they grow comfortable in foreign ways over time.



[h3]Map[/h3]
The story of Alexander will unfold on a big map spanning from mighty Carthage to great Persepolis, from the cold Alps to the fertile delta of the Nile. We’ll feature 18 playable factions from nomadic warrior tribes of the steppe to powerful ancient empires, each requiring a different strategy.



This is just a first taste of the changes and improvements that we plan for the DLC. We hope that it piqued your curiosity :) and that you are now as excited about it as we are. We promise to bring more news soon with a few sneak peeks to whet your appetite.

Wishlist now and get a discount at launch!

Yours,
Kube Games team.

Japanese localization is now official

Big news today for our Asian fans!

We can finally announce that from today Japanese has been added to the officially supported languages. This is all thanks to our small but extremely active Japanese community and in particular @vol who solely translated the whole game. As we know only too well how big this project was and how much sheer dedication was required to finish it, we want to express our admiration and gratitude for his hard work and passion for the game.



As surprising as it might be, it seems that only a few 4X and grand strategy games are translated to Japanese. Hopefully, this localization will not only attract players to Imperiums but perhaps it will bring renewed interest in this type of game in general.
So, if you put off playing Imperiums because of the language barrier, your time has come. The ancient battlefields are waiting for you!

And don’t forget, if you find a mistake in the texts or you want to suggest a way to polish them, feel free to share your ideas and opinions on the Steam forum.

And if you like the game and the quality of the translation, please do write a review in Japanese. @vol will surely appreciate the feedback and praise he rightly deserves.

Version 1.1.2. Fully playable 2D view

Hello everyone!

We hope you all had a nice and peaceful Christmas and enjoyed the New Year's Eve celebrations.
2021 is here and we wish that it brings you more fun and less worries than 2020. We also took some rest and recharged our batteries, but we’ve been back a couple of days now and we are going full speed again.

As promised, we will be releasing an update every month (roughly) depending on our workload related to the new DLC. These updates will be focused on bug fixing and on improving the game in those aspects that the player community feels most strongly about.

We introduced a regular public poll where you can vote for feature(s) that you would like to see in the next update. The last poll showed clearly that many of you want a clearer, simplified view of the map in 2D. To be honest, Pavel wasn't particularly happy about this, because from the available options this one is the most time consuming from a technical point of view. But we got our teeth into the problem and would not let go until it was done.
So, full 2D view mode will be now available as a standard part of the game. But that's not all! The list of changes is quite long, so check it out.



New features and improvements added:
  • 2D View implemented - a feature requested by many players who like to play in top-down view. It allows for a clearer overview of the map and should be also a good solution for those with low-end PCs.
  • Happiness modifier called Army Size now indicates if the penalty received is for too big or too small an army.
  • The calculation of the Birth Rate Support estimate was reviewed and made more precise.
  • Birth Rate Support manipulation was improved - a player can open the Birth Rate Support window also by clicking on city size in the Unit Menu.
  • Currently selected city is now highlighted in the Birth Rate Support window and the list of cities is automatically scrolled to it.
  • Panels listing damaged and currently busy map items can be now collapsed.
  • The Oracle State Decision was tweaked - a player now needs only two Sages to build it.
  • The algorithm for selecting the best position for the Lion Statue (State Decision) was improved.
  • The costs for paying tribute to Hades (an action of the Gates to Underworld) were added to the tooltip.
  • Multiplayer performance was increased (the size of messages has been considerably reduced).
  • Trade Overview window now keeps the current scrollbar position (when you get back to the window).
  • History Replay window got a new button, which allows the player to see the history either with cameos (leaders' illustrations) or banners.
  • Banners in the Political Map now get focus (when one banner is partially hidden behind another and the player hovers over it, the hidden banner will be highlighted).
  • "Busy" and "Fortified" 2D icons were changed.
  • UI performance was improved.
  • Descriptions and titles of the Steam workshop items are now displayed with correct localization (if the creator makes these multilingual).
  • Chinese localization got a big update.
  • Japanese, French, German, Spanish, Russian and Czech localizations were updated.


Bugs fixed:
  • Issue with locked technologies not being correctly displayed in the Invention Tree window was fixed (they were "hidden").
  • Issue with too many resources given to newly created factions was fixed.
  • Issue with a tooltip shadowing a currently hovered UI item was fixed.
  • Issues with a missing last line of text in long descriptions was fixed.
  • Several rare CTDs fixed.




And now it is time for the next poll! Again, we have four different features for you to choose from:
  1. Disabling Advisor for particular situations - this would allow you to disable the advisor for particular warnings only, not as a whole (currently the Advisor window pops up in all attention requiring situations or not at all).
  2. Cameos in Trade windows - we would add leader cameos to the Trade windows so that you can see your opponents.
  3. Infrastructure connections in Strategic Overview – this would enable the connections between mines and blacksmiths as well as temples and cities in the Strategic Overview window to be shown.
  4. "Replay the same map" functionality - this would allow you to regenerate the same custom world but with different starting positions and conditions.

Let us know what you think and don't forget to vote in the Poll section on our Discord. The poll will be open for a week 🙂

The best news we saved for the end though. We already started working on our new DLC and the announcement should not be too far off now, so stay tuned!

Yours,
Kube Games team.