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Imperiums: Greek Wars News

A peek under the hood of Imperiums: Troy DLC

The first DLC for Imperiums, simply called Troy, is now very near to release. At the moment, we are testing and polishing the last details and our great translators are finishing work on the remaining texts.



When we announced the DLC, some of you were surprised by the choice of theme. We are well aware of another recently released game that also focused on this historical period. It is not our ambition to go eye to eye with an AAA title, we just wanted to make our own version of this captivating story.

The Trojan war is half myth; even historians themselves are not united about when, where or even if it was really fought. We dedicated quite a lot of time to the reading of various historical sources and legends to make our account of those events as precise and as believable as possible.

On the other hand, gods and heroes are as vital a part of the Trojan legend as they were an integral part of life in ancient times and we could hardly ignore their role in this story. Our goal was to find a compromise where the supernatural is present but in an acceptable and believable way, even for those of you who come to Troy to fight a real battle. There will be no cyclops or minotaurs but the gods are by their nature omnipresent.

[h3]So, let’s take a more detailed peek under the hood.[/h3]

The campaign map is relatively small; it covers the southern part of the Hellespont strait with several outlying islands. The story starts with the Greeks already settled on several of these islands opposite the mainland, with their fleet getting ready for an assault. The Greek coalition consists of the Mykenaians led by ambitious Agamemnon, Ithakans led by wise Odysseus, Myrmidons headed by the great Achilles and Salaminians led by another great hero, Ajax.



The Greeks disembark on the Trojan coast within the first few turns of the game and we took extra care to teach the AI to put Troy under real pressure right from the start. Testing shows that the AI is more than capable of leading the Greeks. Sooner or later Troy loses most of its coastal areas and although Troy has its own small war fleet, it cannot stand against the massive force of Greek ships. However, it can still inflict some damage and trouble the invading armies.

Resource-wise, none of the factions are fully dependent on income from mines and cities. Troy gets some extra resources via supply lines, but these are vulnerable to Greek attacks. The Greeks get resources from their homeland, but the maintenance of their army becomes more and more expensive over time.

This will necessarily lead to a war of attrition, with both sides fighting for more resources. Troy DLC is not only a tactical game, it has a strategic dimension too.

The course of the war can be affected by side events, such as Thrakian raids in the north, the sacking of the temple of Apollo or the cutting of the Trojan supply lines, via their only port that is capable of building biremes. The effects of these events might seem minor but their long-term effect may significantly affect the war.



In contrast to the main campaign map, we removed the options to construct most buildings, such as temples, blacksmiths, shipyards, etc., to emphasize their strategic importance in Troy. Several are placed on the map at the beginning; losing a blacksmith or a stable may have devastating effects on the outcome of the war.

Another major change is the removal of the Research tree and all technologies. You can only work with what you are provided with at the beginning of the scenario. This decision was driven by the fact that we are only covering a period of a year or two and pretty much all of the resources will be used by the war machine.

The Research tree is replaced by a ‘Book of Fate’. This represents the supernatural in the game and provides interventions from the gods for both Troy and the Greeks. As a player, you cannot affect these events; they are designed in a way that they should not significantly alter the course of the war, rather that they should create an immersive story line with minor advantages or disadvantages for either side while staying true to the legends of Troy. As always in Imperiums, this feature can be disabled if you are not fond of these sorts of random events.

There are also two legendary prophets, Helenos and Kalchas. These two Seers, one on each side, allow the fog of war to be lifted. This enables you find out what is happening behind the Trojan walls or conversely where the Greeks are planning their next disembarkation.

If you decide to defend Troy, you can be sure that sooner or later the Greeks will push you back behind the great walls of your city. These walls give you a major advantage and if you use them well it may be possible to keep the Greeks at bay long enough to bleed them dry. You can also use your citizenry to defend the city walls; this will strengthen the defenses but you need to keep in mind that fear can have a devastating effect on the morale of those inside the gates.



The Greek factions have their own disagreements. If you manage to improve your relations with one of the factions and sign a separate peace treaty, you can save the city and the kingdom. This option, or the exhaustion of the Greek forces in front of your gates, provide two of the more practical options for winning as Troy.

The truth is, though, that unless you are well prepared for a long siege, your people will start to starve. Even if you manage to keep the city walls intact, the men may stop following your orders, rebellions may break morale faster than the constant Greek attacks. To avoid starvation and to reduce pressure on your resources, you can lead elements of your population out of the city to the east.

How this legendary battle ends is up to you. Although the games are quite short (2-4 hours), they are action-packed, and if you step into the Trojan throne, you will most likely find yourself trying to save the city over and over again. Leading the Greek coalition is also a challenging option and we can promise you either way the outcome will be “just one more turn”.

11 weeks, 11 updates

It has only been two and a half months since Imperiums went live, but to us it feels like much longer. We have published exactly 11 updates in the past 11 weeks, we managed to take two weeks off to recharge our batteries and now we are back developing at full throttle. We are making great strides towards the release of our first DLC, called Troy.
The DLC will be available for free, this is a thank you for the great reception that Imperiums had. It is also a promise of what‘s to come in the future, but we will talk more about that next time.
Today, we want to show you how Imperiums has grown and matured in the past 11 weeks, the major improvements that have been added and how the game now looks.

We know that there are many players among you who have waited to see the first reviews before purchasing the game and maybe others who have waited a while for any teething problems to be solved.
We believe that the game has been greatly improved over the past 11 weeks, we have removed all of the teething problems that we are aware of and the game is now ready for even the most hardcore gamers.


In the first few weeks after release we had to deal with some technical issues related to the specific PC configurations that players had and there were also a few bugs that needed extra attention. Surprisingly though, there were very few technical bugs so we were able to move onto the player‘s wishes and recommendations pretty quickly, many suggestions on how to improve and smoothen the gameplay have now been completed.

So, here is the summary of the most important changes that have been implemented in the last 11 weeks:

Generic improvements:
  • Overall performance was considerably increased.
  • Steam Trading Cards were released.
  • Support for new fonts and languages was added.
  • Time threshold for unlocking new factions in the campaign map was decreased as per player wishes.


Rules/mechanics improvements:
  • Calculation for generating new Heroes/Generals was improved.
  • Civil war rules and the rules for Generals that desert have been expanded.
  • Pillage functionality was enhanced. The impact of the plundering units is based on historical realities and can now lead to riots, especially in cities that are considered "culturally close" by the general populace.
  • Tweaks controlling the Celtic raids were implemented. The raids are less frequent but a bit more dangerous now.


Major improvements:
  • Dragging the map with the mouse is considerably smoother now.
  • New feature in mouse game settings, adjusting mouse delay of edge scrolling was added.
  • The size of city labels is now fully configurable in game settings.
  • Default saturation value was changed. The map is now more colourful.
  • The automatic unit selection setting has been enhanced. A player can now retain the selection of the current unit, even after it has completed its task and used all its action points, if they hold the ALT key.
  • Default actions were improved. More appropriate tooltips explaining why particular actions are currently disabled, e.g. for Attack and Heal Inside, were added.


AI (computer player):
  • Tweaks related to diplomacy offers sent by AI were implemented.
  • "Back to safety" behavior (when AI unit is in danger of being destroyed) was tweaked.
  • AI behavior related to influencing foreign tiles was polished.
  • Calculation of future supplies improved.
  • Disembarking behavior is now more sofisticated.
  • Handling of State Decisions by AI is now much smarter.
  • Behaviour of neutral players (independent nations) has been improved. They can now build cities within the borders of your country as well as outside your borders.


UI (User interface):
  • Unit selection out of a stack was improved. A simple click on a banner will immediately show the unit selector if there are more units on a tile.
  • Special highlight for insufficient resources when player wants to build an improvement was added.
  • Unit selector opens even when a player cannot currently build any units in the city (e.g. due to lack of resources). He therefore knows what unit types are available in that city and what resources is he lacking.
  • When a Strategic Overview window is displayed without any unit selected, a city tab is selected by default.
  • Small confirmation windows were re-styled.
  • Information about the Citizens/Slaves ratio has been added to the tooltip of the Slaves resource in the Resource Panel.
  • Information about the construction of a building/city has been added to the Map Item Details Window.
  • The cost of State Decisions is now displayed in the Resource Panel when you hover over the State Decision button.
  • An option to disable Advisor pop up window directly in the window was added.


Major bug fixes:
  • Several quite rare, yet annoying issues causing crashes were fixed.
  • An issue with shovel holes staying on the map forever was solved.
  • An issue in Custom worlds when player selected a particular faction but a different one was selected instead, was fixed.
  • Graph of casualties was changed to show correctly the casualties for resurrected nations.
  • An issue in Multiplayer (UI showing a faction that is actually not currently playing) was fixed.


Other changes:
  • Changes in Russian, French, German, and Czech localizaton texts.
  • Several new illustrations were added to the game.
  • First Japanese, Chinese and Italian translations added (experimental for now).


As you can see, we are serious about bringing the game to the best level possible, so .. grab your copy and give it a try!:)

Yours,
Kube Games team.

Version 1.0.11. (Patch)

Hi everyone!
We have prepared a new version with some quite interesting changes so check it out.



New feature(s) and fix(es) added:
  • Dragging the map with the mouse should be considerably smoother now.
  • Civil war rules have been improved. Previously, unhappy Generals often defected to another faction, now there is a greater chance that they will create their own state within your country instead. This new state will become a new faction with its own name (alternative names for countries are used).
  • The rules for Generals that desert have been improved. Generals should desert less often, but the impact of desertion will be greater.
  • Information about the Citizens/Slaves ratio has been added to the tooltip of the Slaves resource in the Resource Panel.
  • Information about the construction of a building/city has been added to the Map Item Details Window.
  • The automatic unit selection setting has been enhanced. A player can now retain the selection of the current unit, even after it has completed its task and used all its action points, if he holds the ALT key.
  • The cost of State Decisions is now displayed in the Resource Panel when you hover over the State Decision button.
  • French, Spanish, Czech, German and Russian text updates.
  • Additional texts of Chinese and Japanese added (the experimental language support option must be turned on).
  • New illustrations added.
  • Two very rare, yet annoying CTDs (crashes to desktop) have been fixed.
  • Modding - color can now be defined in hex or textual format.


AI changes:
  • The AI handling of State Decisions has been considerably improved.
  • The AI behaviour of neutral players (independent nations) has been improved. They can now build cities within the borders of your country as well as outside your borders.


We will get in touch with you soon regarding the new free DLC called Troy. It is shaping up really nicely!
Stay safe in these uncertain times.

Yours
Kube Games team.

Version 1.0.10. (Patch)

Hello everyone,
it has been a bit quiet from our side recently - we were off for two weeks but since 25th we are back and working days and nights again:) We have also just uploaded a new version on Steam.



New feature(s) and fix(es) added:
  • Overall performance increased.
  • Tooltips were tuned and should be now way faster (especially when you hover over tiles).
  • First Japanese and Chinese translations added.
  • So called "experimental language support" was added. When this feature is turned on in config file, you can start the game also in Chinese, Japanese and Italian.
  • Small confirmation windows (YES-NO, etc) were re-styled.
  • Improved pillage functionality - impact of pillage is based on history and can lead to riots in other cities (if city is considered "culturally close").
  • Issue in Multiplayer (UI showing a faction that is actually not currently playing) might be finally fixed:)
  • Issue in Treaties offer window causing CTD was fixed.
  • Default actions were improved (especially Attack and Heal inside - more appropriate tooltips explaning why you cannot perform them was implemented).
  • New information in Map Item Detail window added - date when a city was found or building was built.
  • Improved calculation of generating new Heroes/Generals.
  • Updated French and Spanish translations.
  • Several minor issues fixed.


We also continue working on a free DLC called Troy. We should have more details soon.
Have fun!

Yours
Kube Games team.

What's in the Kube? Post-release episode

Hello everyone!
We hope that you stay healthy in these weird times and keep enjoying life.

We would like to keep you updated about our work and plans, so we decided to start a regular inside blog called "What's in the Kube?". As this is the first episode, we would be happy for any kind of feedback, what would you like to hear about, what are you interested in?



It has been a very interesting six weeks for us since we released Imperiums: Greek Wars. We are genuinely happy about the feedback we are getting from you. It keeps our post-release days busy but it also motivates us to keep working hard on our future plans.

The game has already received nine updates - patches in which we were trying to address the most important and annoying problems. We initially focused purely on technical issues related to either crashes (although there were not many such incidents) and some PC-configuration issues out of our control (system permissions, antivirus issues, etc).
The low number of issues of this nature was a pleasant surprise for us and it allowed us to move to smaller adjustments and improvements quite early after release.
We generally don't like to delay updates. We would rather release more patches in a shorter period of time than one big update trying to address too many things at once. If we can fix something now, we will do it asap and that's something we want to stick to in the future. That's the reason why we released nine updates in six weeks.

Apart from these fixes and smaller improvements, you might have also noticed the announcement of a DLC called "Troy". This DLC is going to be released for free as a big "thank you" for your support and all the nice words and reviews you gave us.
We noticed some surprised and even mocking reactions in this regard. Why are we releasing a DLC focusing on Troy when it is literally just a few weeks since the release of Total War Saga Troy.
To be honest, we expected this in part. We know that Total War is a huge beast we cannot compete with. We also know it has been released for free and the scale it tries to cover is larger than what we are going to offer. Still, we want to take our own shot with this really interesting theme for a few reasons.
First of all, we do it for our supporters (not for fame ;), second, we strive for a different approach to this historical period and third, let's challenge the be(a)st :)

So, what is actually being cooked up in our lab? Troy is going to be a pretty small scenario, lasting between 50-80 turns and allowing you to play as one of the five factions - either as one of the Greek kingdoms or Troy itself.
The setup is very different to what we offered you in the Macedonian scenario. Troy is way more tactical than strategic, trying to tell the story in a meaningful way and tweaking several Imperiums mechanics considerably. Plus, it was designed to test the modding possibilities of the game.

But enough of technical chit-chat :) What is "Troy" really about?
Troy DLC will tell you the story of the great semi-mythical battle in a believable and dramatic way. The historical event is at the core here, with the legends being added as the icing on the cake. Hence, prepare to experience the true story behind Troy, where it is not necessarily the heroes who drive the history, but the tactical thinking and shrewdness of the commanders that will lead the armies to victory.
On the other hand, heroes and myths will be part of the game and the actual story of Troy is important for the gameplay, too.
How did we combine these two apparently incompatible things together? We would rather keep this a secret for the release in order not to spoil the fun for you. All we can say is that the gaming experience of Troy will differ quite considerably from the gaming experience of Phillip's scenario.

We hope that we won't keep you waiting for long. We are working hard to deliver the fully balanced and enjoyable scenario as soon as we can.
On the other hand, there is time to work and there is time to rest and the latter has just begun for us. After numerous months without a break, we closed the office for two weeks and we are now enjoying the last days of summer.
It does not mean that we are not here for you - if there are any issues you need help with or any questions you need answers for, feel free to share them with us on our Discord or forum and we will certainly respond in a day or two. Yet, please give us a couple of weeks to relax so we can finish Troy in the way we envision.

Yours,
Kube Games team.