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Spotlight - Migrating tribes

The last but one Spotlight is dedicated to a mechanic that we consider to be a highlight of the upcoming Imperiums: Rome vs Carthage DLC. Migrating tribes will change the gaming experience into an intense and deep taste of history.



The barbarian tribes that roamed the vast territories beyond the borders of the „civilized“ world were considered primitive savages without any competent leadership. At worst, they could harass border towns, but they were incapable of becoming a major threat to the technically, militarily and economically advanced nations. Nothing is more dangerous than an arrogance that blinds reason.

These people nurture the same desire for a good life and well being as the civilized folk and their leaders are as power hungry as many of the great kings.

Let’s hear from Pavel who will share more details about this new mechanic.

Originally posted by Pavel
It has always been our ambition to make a strategy game that makes the player think one step ahead and plan his actions carefully weighing all his options, sort of chess in the form of a strategic game. Mindless clicking should be limited to a bare minimum and micromanagement that leads to no strategic advantage, should be obliterated. A player should have less tasks during his turns, but they all require close attention as they are important and could potentially change the course of the game.

I can already hear some of your objections and I admit that this approach has its pros and cons. On one hand, it intensifies the feeling that your decisions matter and that they do affect the game developments. It forces you to think about your decisions before you take them and that, at least in my opinion, is a great advantage of this approach. On the other hand, the reduction of the micromanagement duties to a bare minimum could create a feeling there is „not enough to do“. It would of course totally break the deep immersion we strive for, so we have to come up with other ways to keep you entertained and „busy“.

One way is to use a competitive AI that provides a worthy opponent to your efforts, another is the never ending struggle with limited resources. The Imperiums: Rome vs Carthage DLC will introduce a new challenge, in my opinion, one of the best mechanics in the whole Imperiums series, we have called it Migrating Tribes.

In the Imperiums base game, independent nations represented by cities without owners have already been implemented. They cannot engage in political negotiations and do not take an active role as the game develops. We have built on this mechanic over time.

First, we changed these lifeless cities into communities capable of self improvement and self defense. They improve their settlements as any other player would and build a small defensive military force. Next came what we call internally “mirror development”, an ability of these cities to “learn” from nearby foreign settlements and adopt their technological achievements. This increases the notion of continual development through natural interaction. Another level was the addition of the so called “territorial behavior”, which allowed the independent nation to protect not only the city itself but also the surrounding area by attacking any foreign units if they violated these invisible borders. These cities grow in size similarly to regular cities, which means that the city perimeter also grows, so it creates an interesting natural barrier to expanding factions. As players have already found out, independent cities are definitely not easy prey and they can often require a substantial force to subdue their tenacity.

Now, the new Migrating Tribes mechanic takes this whole concept to a completely new level. Independent cities are no longer standalone centers passively interacting with their surroundings. The scattered settlements could belong to a single tribe, although they do not form a state. However, they can act together and have a common goal. As an example, take the small communities of the Helveti or Celtiberian people. They function independently of each other, but may have similar interests and in certain situations they would all follow the same line of thinking. Bad harvests might force them from their current territories and they will migrate in similar directions rather than moving around wildly with no logic. Perhaps if rich lands were found further along the river all of their expansion efforts would unanimously follow this route.

All of this should create some very interesting tensions in the game. Individual groups push towards certain regions in a coordinated migration, meeting the factions already settled there. They are no longer just defending their bare livelihoods, but they expand their territories with determination. The “empty” areas on the map, where before, you would usually only encounter small settlements with limited resistance, are now suddenly active and potentially dangerous territories. Resource mines in these lands are no longer low hanging fruit but will be contested. The seemingly uninhabited territories are transformed into true terra incognita, holding hordes of dangerous nomads who can come and ravage your nation. What’s more, there is no political dialogue with them, they only know the power of the sword.

The icing on the cake is the ability of these tribes to establish new kingdoms and hence become a new political faction. For this to happen, a certain predefined number of cities must be associated with the tribe. This number differs based on the tribe and historical cohesion of its members. From mindless standalone cities we have created a potentially dangerous force that bars the way to the expansive efforts of established kingdoms and that also nurtures dormant ambitions that could give rise to a new power capable of winning the game.

As a game designer, I find this mechanic to be a major addition to the upcoming DLC. It makes the game more engaging and fun, as it faithfully illustrates the historical movements of small tribes. The majority of them slid into obscurity over time but a few entered history with an unexpected force leaving a long lasting legacy behind. I hope that you will love this new feature and that Imperiums: Rome vs Carthage will make it to the top of your gaming list and stay there for a long time.

If you hear the horns echoing in the forests on your border, light the warning signal fires, because the danger hidden in the woods is mighty and history has a swift way of dealing with those unprepared for the unexpected.
Don't forget to wishlist the DLC ;)

https://store.steampowered.com/app/1839160/Imperiums_Rome_vs_Carthage/

Yours,
Kube Games team.

Release date of Imperiums: Rome vs Carthage

Hello everyone.

Time to take out your calendars and thick red pen, the Imperiums: Rome vs Carthage DLC will be out on September 19th!

[previewyoutube][/previewyoutube]

The expansion brings you a huge new campaign map and a number of new mechanics that we talked about in Spotlight articles, such as historical events, plagues, floods, social unrest, and mandatory objectives. Two additional Spotlight articles will cover the remaining highlights, migrating tribes and additional features.

Wishlist the DLC and get a launch discount or pre-order it now on our website.

We will stream the "dev-play" of the new campaign map on Twitch. Please subscribe to our channel, we cannot wait to show you all the new stuff in this expansion!

https://store.steampowered.com/app/1839160/Imperiums_Rome_vs_Carthage/

Yours,
Kube Games team.

Faction Highlights – Black Sea

This last faction highlight takes us to the Black Sea, another interesting region in the upcoming Imperiums: Rome vs Carthage DLC. It might seem that all of the world changing events are taking place around the Mediterranean, but perhaps the relative distance from the political scheming of the great powers could be the decisive factor in establishing a new ruling empire.

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The nations on the shores of the Black Sea have very different cultures and ambitions, which allows players to try different playstyles and provides great replayability value.

The Bosporan Kingdom, along the northern shore, controls the most economically developed areas of the region. They hold lands along the coast but have not yet managed to secure territories further inland, where their colonization efforts met with the sharp swords of the Scythian warriors. These two nations fight each other relentlessly, neither one has been able to gain the upper hand so far. However, the Sarmatian hordes migrating from the east, may yet even unite these old enemies in the face of a new foe.

The straits between Europe and Asia are occupied by Lysimachus in Thrace and Antigonids in Anatole. They carry on an endless war against each other, both wanting to control the domains of the Black Sea.

In their shadow live the smaller kingdoms of Cappadocia and Armenia, both trying to maintain their relative independence without getting too involved on either side.

The Black Sea hides great potential and many dangers. The differences between the states are deep, unorthodox methods will have to be employed to dominate them, peacefully, or by the sword.

https://store.steampowered.com/app/1839160/Imperiums_Rome_vs_Carthage/

Wishlist the new Imperiums: Rome vs Carthage DLC, revive the adventurous spirit within you and unite these seemingly irreconcilable nations.

Yours,
Kube Games team.

Imperiums celebrates its second anniversary. Celebrate with us!

July 30th marks exactly two years from the launch of Imperiums: Greek Wars.
It was a big step for us – we decided to strike out on our own and take care of everything from the beginning to the end ourselves, starting from designing, programming, testing, marketing to release and following support. Two years is quite a long time, so allow us to look back and remember some of the greatest achievements.

https://store.steampowered.com/app/1183470/Imperiums_Greek_Wars/
Imperiums has received altogether 28 major updates since the release of version 1.0.0. and approximately three times as many patches. We publish a changelog with every update to sum up the most important changes, improvements, and bug fixes. The frequency of updates has stabilized on an update every two months or so, and we plan to continue to support the game further on.

Imperiums supported six languages at launch: English, German, French, Spanish, Russian, and Czech. That in itself was a major achievement, and we bow to our community translators not only for managing such a large quantity of texts but for keeping the quality of translations on a top level. Considering the size of our studio and amount of texts that strategy games usually have, six official languages is an amazing feat! That’s just a beginning, though. Several other volunteers have jumped in after release wanting to have Imperiums in their own mother tongue. With their help, players now can play Imperiums in Japanese, Polish, Italian, and Chinese. Ten localizations was far beyond our dreams when we started few years back, and we do our best to keep all these languages up to date for all campaigns both already released and planned. So once again, thank you to our wonderful translators!



We have unfortunately identified some bugs over the two years that were missed during development. There are over 300 fixed bugs in our internal system, and the simplest ones were not even recorded as they were fixed right away. However, we still cannot say that we are done. :) There are currently approximately 200 outstanding bugs, suggestions, possible improvements, and changes that we go through based on priority and time. Many of the changes both implemented and waiting for realization have been added thanks to your suggestions. We are grateful for such active feedback; speaking to our community is important to constantly improve the game, and we hope you will keep the suggestions coming.

We have published two expansion packs in those two years and another one is almost at the door. Four months after release of the main campaign we published Imperiums: Troy, a small tactical scenario with couple of significant changes to game rules, ideal for a one-evening game or a multiplayer game with few friends. This DLC is free as a thank you for your continuous support.

It took us another ten months of hard work to finish the next expansion pack Imperiums: Age of Alexander, a big DLC with a huge map and several significant new features such as units in reserves, regional centers, emissaries, and more granular economic micromanagement.

https://store.steampowered.com/app/1520480/Imperiums_Age_of_Alexander/
Both DLCs have received great reviews and they still score 100% on Steam!

Celebrate with us and get the base game and Age of Alexander for a great price now or get the whole bundle with 55% off!


https://store.steampowered.com/bundle/22898/Complete_Edition/


And what lies ahead?

You might have already noticed the news about the upcoming DLC Imperiums: Rome vs Carthage. It is shaping up to be the best campaign ever released within the Imperiums framework. It will include a huge map covering the entire Mediterranean and some of the important neighboring regions. You can try your luck playing any of the 25 playable factions. This expansion pack, like those before, will bring some new elements such as migrating tribes, multiturn events, mandatory objectives, and historical events. We tried with this DLC not to increase the difficulty and complexity of the game but rather expand the existing mechanics and make them more interesting. Our goal was to make the game more alive to increase your immersion and engagement.

https://store.steampowered.com/app/1839160/Imperiums_Rome_vs_Carthage/
Make sure you have the DLC in your wishlist and don’t miss the launch discount!

Imperiums: Rome vs Carthage is not the end of the Imperiums journey, though. We are already working on another small expansion ideal for a few-evenings game or multiplayer session. The topic and era are very interesting even if a bit obscure. More details will be revealed soon after the release of Rome vs Carthage.

And what else is in the pipeline? We have many plans and hope that this smaller expansion will not be the last one. We would like to publish at least one more major DLC similar in scope and size as Rome vs Carthage, but this is dependent on the interest in the previous DLCs. So, if you want to support further development, get a copy of Rome vs Carthage! :)

What is left to say… Perhaps a simple “Thank you”! Thank you for the support of our translators, community, testers, and all you players who have bought the game and/or any of the DLCs. And special thanks to players who left a review for the base game as well as for the expansion packs. The game will not be alive without you, so please, stay with us!

Yours,
Kube Games team.

Age of Alexander Dev Stream X - Retaking Italy

Hello everyone.
It's been quite a long time since we played the Hellas campaign in the Age of Alexander, time to jump in again, what do you think? We will stream the tenth episode on Wednesday 20th at 9PM CEST (12PM PDT - 8PM BST) so set a reminder and join us:)

Many things changed in the last episode. If you didn't see it, you can watch it here:
[previewyoutube][/previewyoutube]
Here is a recap of the main events:

At the beginning of the last episode we set a few objectives. We wanted to take over Corsica, which was mostly controlled by Persia at the time, we also wanted to expand into the Balkans from our domains in Italy and take some of the independent cities on the way, but foremost in our plans was to try and take control of Crete away from the Spartans, this was where all our attempts resulted in a total and utter failure.

The operation on Corsica went quite well. We landed two legions, the Persians did not have enough troops posted there and their remaining forces fortified themselves in the city of Kanelate in the north of the island. Kanelate was protected by city walls and it required several attempts to defeat the defenders and we took a considerable number of casualties. The city and most of the island are now in our hands.

The Crete theatre looked a bit worse. The war over the island has been raging for several years and the resistance of Spartan defenders was really tough. They even managed to take back some of the territory we had previously conquered and pushed our forces into a small region on the coast around Itanos. Luckily for us, we had fortified the city with a palisade and we had brought in reinforcements to replace the exhausted units. We landed troops on the opposite side of the island in an attempt to attack the Spartans from two sides. This strategy paid off when we took the city of Gortyn. Nevertheless, the war against Sparta is not yet over. They still possess the island of Naxos with their capital, a goal for the next episode.

Tergeste, a city near our border in Italy was also conquered, so all three of our objectives were met!



The last "hot border" was the Persian battlefront where our progress has slowed down. We were able to conquer the inland cities of Tyana, Peion and Amaseia and Side on the Mediterranean coast, but the Persians pushed us back and reconquered Side and nearby territories. Both sides are tired and the armies are damaged and weak. On the other hand, we have some reinforcements on the way but it is hard to say if they would be able to make any progress. In any case, we need them to rotate the tired units in order to keep the border stable and safe.

Aside from expansion, we concentrated our efforts on improving our economy. We started building paved roads across the empire that make transportation of goods and units much faster. New resource refineries in blacksmiths made production in the affected mines more efficient. Last but not least, we settled on Rhodos and built a new town called Gulussa there.

As for our foreign relations, the most cordial relationship is with Carthage. Thanks to the emissary Brygos who is stationed in Carthago and who lobbies our cause, it seems that Carthage will not meddle in our affairs on the opposite side of the Mediterranean Sea leaving the way for further expansion open.

So far it all sounds great, right? But here come the surprising events.

Scythia sent a federation proposal that we accepted (their own superstate controls Thrakia and Bosporan Kingdom). This had several important consequences:
The first was an increase in expenditure as we started to restructure the Scythian economy in an attempt to make it more efficient. Repositioning temples and blacksmiths, building better connections, improving cities, all in all it cost us quite a lot. On the other hand, the condition of their own federation was quite good enough to be considered a developed state.

By accepting the federation proposal, a new battlefront on the east coast of Pontus Euxinus (Black Sea) has opened. Probably one of the reasons why they wanted to create a federation with us was the fact that we shared the same arch enemy, Persia. They had been embroiled in a war with them for some time. Our initial optimism was however quite premature, we made some critical mistakes that caused us considerable losses in this area. We underestimated the strength of the Persian forces in the region and in a couple of turns we lost most of our units on this battlefront turning this territory into a weak spot of our border defense.

Through Thrakia who is a member of our great federation, we controlled pretty much 100% of the Illyrian border which should make it quite easy to conquer them. Control of the Illyrian territory would win us more victory points bringing the final victory into sight. At least that was the plan.
Unfortunately, it did not go as planned. Thrakia decided to leave the federation, luckily they did not want to go against us and they signed a brothers-in-arms pact with us.

Now comes the biggest let down of the last episode. When we joined a federation with the Roman Republic, the loyalty in some of the northern Italian cities was quite low. Entering into the new federation with Scythia resulted in an open revolt and a declaration of independence in the region. The new state is called Sabella and they control most of the northern Italian cities. The rest of the Roman Republic however stands still firmly by our side. Luckily, none of our military units joined the rebels which makes Sabella quite a weak opponent if we can pacify the civil war quickly. Bringing Italy back into our hands is a goal for the next episode.

The restructuring of the Scythian economy and the rebuild of the damaged cities in Italy and Anatolia drained our stone resources entirely. Some parts of the empire badly need repairs but our stone reserves are gone. We can only hope that this will not lead to unrest or even a civil war.

Let's play together on Wednesday 20th on our Twitch channel and find out. As always, Pavel will be happy to answer your questions during the stream so please join in on our Twitch channel.
See you there!

Yours,
Kube Games team.

P.S. Here is the episode in case you missed it.
[previewyoutube][/previewyoutube]