| Fejlesztő: | Slitherine Ltd. (303) | ||
| Ár: | ▼ $23.99 | ||
| Rangsorolások: | 0 | ||
| Vélemények: | 0 Vélemény írása | ||
| Listák: | 0 + 0 | ||
| Pontok: | 0 + 27 (4.1) ¡ | ||
| GOG Store | |||
Ismertető

Will your legacy stand the test of time?
Field of Glory: Empires is a grand strategy game in which you will have to move in an intricate and living tapestry of nations and tribes, each one with their distinctive culture.
Set in Europe and in the Mediterranean Area during the Classical Age, experience what truly means to manage an Empire.
Expand your dominion through wars of conquest and make your culture a beacon of light, but be careful though. The risk of Decadence is not trivial. Many civilizations have collapsed for not having seen in time the signs of impending crisis. The older your empire, the more challenges will lurk in the shadows. Just expanding your borders without carefully shaping your form of government and culture won’t be the wisest of strategies.
Manage your Empire on a scale that fits you: adjust all the details of an important region, form provinces to oversee your growing realm.
Construct buildings to enhance your army, the life of your citizens, and the economy. Establish and grow a trade network of goods and resources.
The battle system is not just about who brings the larger force. Army composition and understanding the strengths and weaknesses of you and your enemy are decisive, so is choosing wisely the battlefield and the general to lead your troops.
And, if you want even more direct control, Field of Glory: Empires lets you export and load your battles into Field of Glory II and then load the results back into Field of Glory: Empires!
War is decided not just by battles though, but also clever manoeuvres. Simultaneous (WEGO) turn resolution means thinking ahead to intercept – or to escape! – enemy armies will be essential. Field of Glory: Empires offers a living world where every decision has an impact on every actor.
And once you think you are ready to be challenged, play against real opponents in one of the largest asynchronous multiplayer system ever created.
Képernyőképek










Videó
Újdonságok
- Változat: Windows
- Frissítve:
- Update 1.3.4.0 (9 September 2020)Fixes
Amphora Fabrica fixed
Forced march decision fixed
Administrative Burden was always greater than expected, because it also factored in the income of the new turn
Fix to a message about slave dispatching
Fix to a minor bug cancelled interception
Fixed a few typos
Quality of Life and UI improvements
Loading game is three times faster than before. Can now load really late-stage games much more easily.
Clicking on a trade good in the trade panel will show it specifically on the map.
Unit Maintenance cost shown in detailed tooltip
RGD button bounces until player clicks on it once or plays a decision.
Conversion chance is shown in the ethnicity tooltip (if absent, then the ethnicity is made only of slaves)
Added more shortcuts: overlays now mapped to 1 to 7 then SHIFT 1 to SHIFT 7. Can switch between region and province with CTRL-SPACE
100% healthy units will have a bright green triangle on the Unit Panel, different to other healthy units (66-99%)
Added a message when a new herd is given to nomads’ nations
Provincial capital shown in the region panel.
Fix in overlay ♥♥♥♥♥ building slots' where idle regions not part of a province would never show
Various rules change or improvements
Distance is now a factor when checking who trades with who
If you have two identical main capital/palace buildings, then one will be removed, even if you are within the limit of the number of capital regions.
The last possible mission will still deprecate now, removing the oddity of seeing a negative turn number.
Ships can't be deployed on land
Ships are now ignored in case of land battles but don't prevent exporting to FOG II
Population boom event restricted to regions with 75+ loyalty
Increase in combat stat from decision 'motivate troops' factored if exported to FOG II
Modifier added to a region will reset the current timer if the modifier was already present (previously the new one would be ignored)
In transactions, AI will value a region which is one of its objectives more highly
Persian usurpers in the DLC campaign won't have access to Immortals anymore
Persia staging tweaked.
Setup and data changes
Immortals have money Inc +50% but are not national unique anymore
Units exported in FOG II now get +5% quality and +5% cost if they have an equipment (armorsmith etc.)
Kartli fortress bonuses (special unique fortress for Kolchis) were wrong
No more Celts as provincial units in Galatia when playing Campaign 550 BCE
Epiteichismata can be disassembled
Carthaginian Sacred Band fight centered in all terrains
Elephants deployment revised in bad terrain
Fix to elephants recruitable in Epirus region
Hellenes friction: Penalties toned down depending of number of owned regions for Athens and Sparta
DLC: Egypt now has Egyptian names for generals
Compatibility
Compatibility with games in 1.30+ version: Full
Before this point, most of the features would work, but we don’t recommend continuing multiplayer games.
Update 1.1.0.0 (24 February 2020)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
Update 1.0.6 (04 December 2019)EXTRA MAJOR CONTENT
Kolchis setup revised, with 8 Missions to perform.
Armenia gets 3 missions, 3 new custom buildings and an extra unit.
Government Aging and Progress UI (access it by clicking on the government button, nation panel)
GAMEPLAY and SETUP (improvements and fixes)
Smarter dynamic objectives
Fixed issues with Builder Guild and late wonders
Added exclusivity to well and irrigation canal
Fix to tools factory
Fixed hospital chain of buildings
Fixed Babel Tower modifier not properly given
Capital region food need for growth increased
Brigantes now have Tin resource, not lead.
Caucasian ethnicities don't have access to phalanxes
Tweaked pop growth formula - harder to get really big population
Fixed issue with Hunting Grounds & Master Hunter
Military buildings have greater importance in max metal and manpower stockpiles
Deficit spending and modifiers – the bigger the deficit you run, the higher the penalties!
Fixed Sagittarii not provided to Rome in some cases
Improved how the game determines who is defending (outside of assaults)
AI
AI will have less animosity against the legacy leader.
Slightly less AI ship building
AI doesn't snatch a siege from player
UI
Government Aging and Progress UI
New reports tab for ongoing mission(s)
next region shortcut: ENTER, next idle region shortcut: SPACE
Changed colors of a few provinces
Make T hotkey behave exactly like the trade tab button
Show leader portrait with red skull overlay at end of battle if they died.
Update ledger when cancelling construction
Fix stockpiles not initially showing current expenses in recruitment
Other
Various engine optimizations and speed up
Display error when failing to save game
Update 1.0.5 (10 October 2019)GAMEPLAY (improvements and fixes)
Fix to population growth penalty occurring in all regions
City garrisons revised and improved in diversity
Fix to resource cap being applied before upkeep
In balanced difficulty, players don't pay extra upkeep from veteran units or rare units (with Money Increase Cost)
Max stockpiling of metal increased by 50%
AI
AI Dogpiling against player reduced a lot in balanced difficulty (easier game)
UI
Dynamic route coloring option (see the Options Window to activate it)
Supply overlay: Seas adjacent to a friendly coast show in blue
Fixed legacy from regional culture being overreported in UI for AIs
Show top legacy producing buildings in wonders tooltip on legacy panel
Added sort by Human Players to Faction, CDR, and Legacy ledger pages
BALANCING & SETUP
Elephants can now be recruited more easily (in particular by PTO)
Roman Fort can now only be built by Roman
Rome Civil War: less chance and longer delay between two in balanced difficulty
Rome early legion & Alae quality slightly lowered when exported to FOG II
Various adjustments
Rome: Tiberus: +1 Random Commerce Building Campania: +1 Random Culture Building
Campania (Rome): + Market
Initial equipment stockpile: 80>105
Sparta: +Harbour + Flax Field +1 Citizen - Laconia has now an iron resource
Syracusae: + Crafter District
Saguntum: + Random Commerce Structure
Armenia: +Market
Byzantion: +Crafter District
Carthage: +2 Citizens, + Random Commerce Structure
Oea (Leptis Magna): +1 Citizen
Septa: +2 Desertic Slaves
Epirus: +3 Populations, +2 Random buildings, +Farm (in mountains), +Harbour
Nestus (Lysimachos): +2 Hellenic Citizens, +1 Balkanic Citizen, Walls
Orcadia (Celtic Indep.): +Cult Site
Dacia: +1 Citizen, +1 Slave
Dacia & Getea can now recruit Balkanic skirmishers
(Reminder: Dacia can still recruit slingers, but you need to conquer Agrianes)
Dacia starts with 4 Balkanic skirmishers and no Thracian slingers
Getae starts with 4 medium infantries and 4 skirmishers
Byzantion can recruit Thracian slingers
(Reminder: Macedonia can recruit them at CL 3)
Seleucids: Babylonia: Paved Road Carmania: Oil Mill Uxia: Marble Mattianus: Road
Antigonos: Osroena: +Potter's Workshop - Market + 1 Random Commerce Building
Update 1.0.4 (26 September 2019)Very important
Military Buildings overhaul (see below dedicated paragraph)
Cavalry overhaul: in some terrains part of the battlefield is for cavalry only
An army with a leader can attack with a 'Retaliate Expedition' order that will make them not conquer the region (and still fight the enemy)
Important
Abandoning a region now costs legacy, no aging (tied to population amount)
Administrative Burden increased for developed nations (approx +10% to +30% increase depending of context). See also new manpower and metal cap from the Military Buildings overhaul.
Sudden Death Victory (winning instantly by having the proper legacy ratio) needs now 100 turns before being evaluated, not 50. New quick game option!
Objectives can be given dynamically too
Regions have 4 steps in culture generating Legacy
Distance to center split in 4 categories for better deployment in battles (e.g. HI in wood is not dead center, mountainmen are more central in mountains, etc.)
Regions with a small initial population will have hard time grows past a certain level.
Conversion rate reduced by one fifth
Foreign citizens generate one third less manpower
Free Unit Upkeep is now limited to 20 money, 5 metal and 5 manpower per unit
Inflation cost in money is now factored partially in upkeep
Other
Archers get a specific deployment priority in battles (after militia if the front must be filled, but before if in the rear)
Fix to moving capitals
Minimum garrison defending an independent region down from 6 to 3
A client-state will stop ongoing wars not also involving his protector
If in money deficit, only half of it removed per turn, with a minimum 100 money of debts removed
Fix to a loyalty bug for national citizens - slightly easier now
If you have too many of the +5% global commerce structures, you risk losing money
Fix to regional harbor used for transportation not always the best one
Mercenary decision won't pick slaves as a valid mercenary army
Absorbing a nation provides no legacy from it.
Health cap (of 65%) not applied to events tests (Pop boom, plagues and epidemics)
If possible, a new unit will appear within a city wall, not outside
Armies that can't retreat are always destroyed
A besieged region can still build a structure (with penalty). Prevent unwanted reset of important buildings under construction.
Famine in regions thrice as hard as before (regarding population loss)
Rulers in decadent nations degrade their health faster (from 'unhealthy life style')
Tyranny modifier bug fixed
Slave decimation further upped in case of revolts (1 per 3 units raised)
Fix to abandon region not working if another nation had an army
New option (MP compliant): Quick game. Win with a 2 to 1 ratio in Legacy (not 3 to 1)
Slaves will never be put in commerce or culture (governor AI)
Military buildings overhaul
Military Expertise modifier appears if you have not enough or a lot of military buildings in your nation (comparison is made using sum of buildings tiers versus regions amount)
Max Metal and Manpower have a cap partly based on Military Expertise
In a province, each military building providing XP will give half its amount to capital region, within a limit of 25 XP and 2 extra levels.
Rebate in building cost also given (at a 50%) from buildings in all regions of a province.
Autogarrisons get bonus XP from the sum of military buildings tiers, either in their region or the full province (Stronger garrisons with proper structures).
AI
AI has much more chances to propose peace if without any region
AI is slightly more interested in building high tier structures
Rome as AI in higher diff gets some free legion camps
In higher difficulty, AI more prone to war against legacy leader
More sensible DOW evaluation for AI – also now factors relative economic advantage
AI will build more ships
AI will never build ships in lakes
AI fleets will intercept more
AI fleets will escort more
AI boarded units will be much more prudent
AI will have Increased interest to unblockade harbor
Province AI builds more structures
Structure valuation refined (more high tier buildings, handle better specifics functions)
AI Ally can give back previously owned region
AI vassal can be fully absorbed if having a last surrounded region
AI can reply or propose peace even without region
BALANCING & SETUP
Lalandia and Seladia regions names reversed
Judea Barrack can recruit HI
Provincial units from Gaetulia, Mauritania (occ. and or.) and Numidia are now Light Cav with extra perks
Farm and flax field slightly changprovince.ia objectives spaced more (too bunched, leading to easy progress)
Light infantry from various ethnicities get the Agile modifier (+1 attack in wood or hill)
Heavy Infantries cost +1 metal in upkeep
Added naval interdiction link in Mesembria
Druid Covenants tweaked (weaker standard version, stronger specialized version)
Imperial Roman Legion decision won't be given before being an Empire
Owning the Archimedes Workshop provides (permanently) a new type of unit (which acquires a new ability at elite level)
Balkanic Mercenary Infantry is now the Dacian Falxman (hit harder but not protected against ranged fire)
Hierasia provincial unit is now the 'Bastarnae Warrior' and is a Dacian Falxman (dmg+ prot-) with Mountainman.
Tisiae provincial unit is now the 'Iazygian Lancer', a cataphract with extra speed and flanking.
Dacia inferior provincial unit is now the 'Rhoxolani Cavalry', no change in stats (extra attack and effectiveness compared to regular Hvy Cav)
Sparta starts with Hoplite Infantry and get access to Phalanx Infantry in Civilization Level III (Kleomenes III reform)
These two units gain the Besieger trait. Phalanx loses extra hit though.
Silver Shields are closer in profile to the Hellene Phalanx but better.
Roman Archers (Sagittarii) are now added with the Imperial Legion reform
Fixed: Tar Deposit could never be built (added to Tanis initially)
Large quarry bonus resources now give an extra 2 money each
Military Store upkeep down to 2
Granary does not require a farm anymore, but will be proposed rarely except if you have grain nearby
Tarentum (Greater Greece) now have a land army
UI-QOL
Right hand modifications precision level is an option (5 possible choices)
Correct tooltip feedback when can't build an unit in a province
Close nation panel and select region when selecting an objective.
Show count of stacked modifiers on nation panel.
Next and Prev Idle Region buttons.
Attempt to more clearly show that structure bonus income is included in the income
More detailed provincial loyalty tooltip. More attention to revolt risk.
Added Trade Income and Accumen to Ledger.
Changed faction trade income to be net.
Added anti-aliasing option to options UI
OTHER
Various engine speed up
Experimental extended font support.
Several Multiplayers fixes
Display a different message when potentially responsible for a PBEM data mismatch, and give an opportunity to exit and fix the issue without playing a turn.
Fixed error playing a custom scenario in PBEM
Saved game compatibility
This patch is mostly compatible with ongoing games, with a few things to know and understand: (1) Because objectives can now be given dynamically, they will be all reset when you start your turn (without token losses!). They will then be added progressively each turn, often with variations compared to your previous allocation. (2) Because there is now a new rule slowing down regions which were underpopulated historically, you might see a large slowdown in growth in your most populated regions. (3) The option ‘no dynamic burden’, which was never used (from our internal poll) has been replaced by the ‘quick game’ option. If you were playing with ‘no admin burden’, then you are now playing a quick game. But chances you were not …
Update 1.0.3 (31 July 2019)GAMEPLAY (improvements and fixes)
Mercenary decision won't pick slaves as a valid mercenary army
Cotton Field structure can now be built again (Egypt and India)
You can abandon a region which has the 'Under Conquest' modifier or is pillaged. It costs one government age per population as a limiter.
Rebels conversion to a reborn nation won't happen in contested regions (fix some issues)
Units in neutral territory can be moved away toward closest friendly region (up to 6 regions distance)
When a region rebels, garrison is mustered, and you keep the walls.
Slave decimation in case of revolt is one slave pop per 5 units raised (was 10)
Can import or export up to 24 (each) different trade goods per region
New Capitol building provided for free at all difficulty levels
Fix to Judea temple decision could cause a crash
New buildings and tweaked buildings (geared toward easier crowd control):
Olympic Games (World Wonder, restricted to Hellenes nation)
Tabularium (National Wonder, restricted to Italic ethnicity)
Naumachia (gladiator games on water)
Pleasure District (National Wonder) loyalty 25>30
Coliseum, Circus Maximus (World Wonder) loyalty 50>60
Circus, Racing Track loyalty 30>40
Prison loyalty 10>15
Fix to an improper evaluation in the 'Support Science' decision
A region already defined as the main capital should not move to another region.
Fix to Provincial units, if different per civilization level not given properly (e.g Galatian Hvy Inf.)
DOW probability lessened and use extra factors.
An enemy can't steal anymore a region only defended by an ally
Provincial capitol will move to the correct region
Ensure that auto garrisons raise against invasion and post-battles checks
Fix to 2 late wonders not added properly (again)
All nations are 'switchable' once they appear on the map
2 fleets made only of transports won't attack each other.
Transported units don't skirmish or evade.
AI
Will merge more often weak groups
Allies should loiter less in other territories
If under severe threat, will favor grouping and defending around capitals
BALANCING
Master Fletcher can improve skirmisher ranged attack (provided it is not 0) and provides 5 XP
Slightly bigger bonus for Peace chance from war duration
Population with 2 or 3 unrest (was 2 only) are green in the region panel
Heavy Infantry balancing (for non clumsy HI):
Scots now have +15% "Money Increase cost"
Rex Custodiae will cost a bit more (Are unique so not exploitable)
Lin Teata will cost a bit more money but less metal, thematic with their gear (Are unique so not exploitable)
Britonnic, Goths, Galatians, Pictish, Dacians provincial heavy infantries: They retain their excellent stats, but cost more in manpower and "Money Increase cost" is now 35%, not 25% as others prov. units.
Brythonic infantry has the besieger effect
Removed Phalanx from CAR
Roman Fort and Limes can be disassembled
Slave Market decision given more often (+50% frequency)
Carthage initial treasury increased (1500>2500), friendlier neighbors.
Mauretania hold on most regions removed
North African nations don’t get cameliers until Imperial Level.
Removed ahistorical phalanx to some nations.
Rome objectives slightly more spread out (and far reaching)
Cavalry balancing:
Heavy Cavalry and Cataphracts now place themselves between HI and MI and gain +1 hit point
War chariots get +1 hit point
Companions get +1 effec
Castrum Equitatum works for Med Cav too
UI-QOL
Remappable hotkeys for common panels (K diplomacy | Nation panel | Ledger | Build structure | Unit recruitment | Trade panel)
Added diplomacy button to UnitPanel, can contact a nation without territory.
New context and gameplay texts for Rome and Epirus in Pyrrhus scenario
Move camera to an army location when selecting a faction with no regions in diplomacy panel.
Show recruitment spending as spent rather than part of the delta on faction bar and military recruitment tab.
Army display options: Unit Count, Combat Power (as before), Categorized
Fix to missing title in the 'one of the Civil War Warning' for Rome
Upgrade buildings show as slot usage zero
Fixed ambiguous or misleading UI behavior when ordering intercepts.
Leave Trade Info open when switching Region Panel tabs
In structure info and construction, moved description to the right; modifiers, unlocks, and misc stats to the left.
Show Ally Battle option (default off).
Ár
- Ma: $23.99
$39.99-40% - Minimális: ▼ $23.99
- Maximális: $39.99
Árak nyomon követése
Fejlesztő
- Slitherine Ltd.
- Platformok: Windows Játékok (4) Steam Játékok (80) GOG Játékok (207) Xbox Játékok (12)
- Listák: 1 + 2
- Pontok: 14 + 75,638 ¡
- Rangsorolások: 0
- Vélemények: 0
- Kedvezmények: 116
- Videók: 184
- RSS: Feliratkozás
Pontok
0 ☹️
Rangsorolások
0 ☹️
Listák
0 ☹️
Vélemények
Legyen Ön az első, aki felülvizsgálja 🌟
További információk
- Változat: Windows
- Kategória:
GOG Játékok›Stratégia - Operációs rendszer:
Windows - Méret:
1 Gb - Rendelkezésre álló funkciók:
Cloud saves,Historical,Multi-player,Overlay,Single-player,Strategy,Turn-based - Támogatott nyelv:
Deutsch,English,español,français - GOG Store Értékelés:
4.1(27) - Frissítve:
- Kiadás dátuma:
- 🌟 Megosztás
- GOG Store
Akár ez is tetszhet
- -50%
- Field of Glory: Empires - Persia 550-330 BCE
- GOG Játékok: Stratégia Által: Slitherine Ltd.
- ▼ $7.49
$14.99-50% - Listák: 0 + 0 Rangsorolások: 0 Vélemények: 0
- Pontok: 0 + 4 (4.2) Változat: Windows This DLC showcases the lightning-fast ascension of Persia from a humble kingdom to one of the largest empires history has ever known. Initially, as Cyrus the Great, you ll have to ... ⥯
-
- Empires: Dawn of the Modern World
- GOG Játékok: Stratégia Által: Stainless Steel Studios
- $4.79
- Listák: 0 + 0 Rangsorolások: 0 Vélemények: 0
- Pontok: 0 + 164 (4.2) Változat: Windows From Middle Ages through World War II, Command battles with an amazing array of historic troops and abilities - over land, sea, and air. Lead 7 civilizations; fight 3 campaigns; ... ⥯
-
- Empires of the Undergrowth - Exploding Ants
- GOG Játékok: Stratégia Által: Hooded Horse
- $3.99
- Listák: 0 + 0 Rangsorolások: 0 Vélemények: 0
- Pontok: 0 + 0 (3.0) Változat: Windows/Linux/MacOS Exploding Ants expands your arsenal across all game modes by introducing two powerful new species to the battlefields of Empires of the Undergrowth one for the termites, and one for ... ⥯
-
- Imperial Glory
- GOG Játékok: Stratégia Által: Kalypso Media Digital
- $2.49
- Listák: 0 + 0 Rangsorolások: 0 Vélemények: 0
- Pontok: 0 + 75 (3.6) Változat: Windows It is a time of war in Europe. Driven by new ideas of Enlightenment, the hearts of men and women across the continent are inflamed with dreams of freedom and glory. Antagonism between ... ⥯
-
- Space Empires Complete Pack
- GOG Játékok: Stratégia Által: Strategy First
- $16.99
- Listák: 0 + 0 Rangsorolások: 0 Vélemények: 0
- Pontok: 0 + 0 (4.3) Változat: Windows If you already own Space Empires IV Deluxe in your library, Space Empires Complete Pack will be available to you 60% off in checkout! Space Empires Complete Pack is a compilation of ... ⥯
-
- Circle Empires
- GOG Játékok: Stratégia Által: Iceberg Interactive
- $1.79
- Listák: 0 + 0 Rangsorolások: 0 Vélemények: 0
- Pontok: 0 + 40 (3.7) Változat: Windows/Linux/MacOS The Circle Empires universe is made of interconnected circles, each containing loot to plunder and foes to defeat. You are the god-like leader of your tiny kingdom, hungry for power. ... ⥯
- -75%
- Heroes of Annihilated Empires
- GOG Játékok: Stratégia Által: GSC Game World
- ▼ $1.99
$7.99-75% - Listák: 0 + 0 Rangsorolások: 0 Vélemények: 0
- Pontok: 0 + 66 (3.8) Változat: Windows The spectre of war is looming over the world of Atlans. The young and courageous Elven ranger, Elhant, must gather an army to prevent his people from being damned by bloodshed and ... ⥯
-
- Age of Wonders 4: Empires & Ashes
- GOG Játékok: Stratégia Által: Paradox Interactive
- $15.99
- Listák: 0 + 0 Rangsorolások: 0 Vélemények: 0
- Pontok: 0 + 0 (5.0) Változat: Windows Fuse magic and steel to create mighty weapons of war in the Age of Wonders 4: Empires & Ashes expansion. Ravage the realms of the Godir with the brutal Reaver culture, and besiege ... ⥯
- -55%
- Mortal Glory + DLC
- GOG Játékok: Stratégia Által: Redbeak Games
- ▼ $4.85
$10.78-55% - Listák: 0 + 0 Rangsorolások: 0 Vélemények: 0
- Pontok: 0 + 0 (4.4) Változat: Windows Mortal Glory leads you into a brutal fantasy world where gladiator fights are common entertainment and death awaits behind every corner. You will be tasked with forming a new team for ... ⥯
-
- No Greater Glory: The American Civil War
- GOG Játékok: Stratégia Által: SNEG
- $3.59
- Listák: 0 + 0 Rangsorolások: 0 Vélemények: 0
- Pontok: 0 + 1 (4.0) Változat: Windows The year is 1861 and you are Abraham Lincoln... or Jefferson Davis. The immensity of this war dawns on you - the bloody battles and the conflicts over such issues as slavery, taxes, ... ⥯
-
- Interstellar Space: Genesis - Evolving Empires
- GOG Játékok: Stratégia Által: Praxis Games
- $7.49
- Listák: 0 + 0 Rangsorolások: 0 Vélemények: 0
- Pontok: 0 + 4 (5.0) Változat: Windows The galaxy s patience wears thin. Time is running short and it can no longer abide the childish games of its inhabitants. Although its races may still be young, their time for play is ... ⥯
-
- Fields of Glory
- GOG Játékok: Stratégia Által: Ziggurat Interactive
- $2.09
- Listák: 0 + 0 Rangsorolások: 0 Vélemények: 0
- Pontok: 0 + 8 (3.7) Változat: Windows/MacOS In 1815 Napoleon escaped from exile on the island of Elba, returned to France and made his way to Paris in triumph. His disbanded troops once again took up arms and flocked to his ... ⥯
-
- Sins of a Solar Empire: Rebellion – Outlaw Sectors DLC
- GOG Játékok: Stratégia Által: Stardock Entertainment
- $4.99
- Listák: 0 + 0 Rangsorolások: 0 Vélemények: 0
- Pontok: 0 + 4 (2.4) Változat: Windows Please note: Sins of a Solar Empire: Rebellion Outlaw Sectors is part of Sins of a Solar Empire® - Ultimate Edition Challenge yourself with new strategies and unique setups with the ... ⥯
-
- Imperium Galactica
- GOG Játékok: Stratégia Által: THQ Nordic GmbH
- $4.99
- Listák: 0 + 0 Rangsorolások: 0 Vélemények: 0
- Pontok: 0 + 36 (4.7) Változat: Windows The Universe is yours... If you can handle it. You begin as a Lieutenant on a Destroyer, charged with restoring peace to a newly discovered sector. Scale the Imperial ranks and your ... ⥯