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Title: Egypt: Old Kingdom
Genre: Indie, Simulation, Strategy
Developer:
Clarus Victoria
Publisher:
Clarus Victoria
Release Date: 24 May, 2018
Minimum:
English,Russian,Simplified Chinese,German,French,Turkish,Italian
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One of the best games I played. The game's steam achievements somewhat ruined my gaming experience.... A great follow-up to the original, this developer is following through quite nicely with the concept of creating related games depicted subsequent ages of a historic civilization. Play the prequel first if you are interested, it is a smaller shorter version of this game.. It scratches the very specific itch for a stripped-down, simplified Civ knockoff. I bet this would be fantastic on mobile.. Highly educational, yet not a good gaming product.
The final phases of the campaign are utter and ruthless nonsense/chaos/punishment from a gaming point of view.
The initial phases are very interesting, stimulating. Middle-game is fine.
Graphics, UI and music are fine, as well.
If you enjoy being educated through a game (yet an unbalanced, "primitive" one), buy it. Otherwise, steer away :-) .. I give up,
after many trials, I think I understood it, and it's quite ok, but then I start a trial (which I succeeded previously) and famine kicks in and despite having a huge population and moving my pawns all over the map to food resources, I still can't fight it, game kills the pawns and I still can't keep up when I thought I had maximized -at least optimized- my economy compared to my previous games.
Unnecessary punishing >> not fun eventually, I wanted to enjoy but looks like it's either too hard as a matter of principle, or based on luck/ resources you have access to. But I have almost all the maps visible and most of tribes assimilated and tons of resources, however a simple trial will suddenly drag you down at one point no matter where you're at, whereas in another game it seemed just challenging but fair.
Bluh, enough time wasted, let's start another game. Good♥♥♥♥♥♥. I haven't played the previous opus but it is not needed to play this one at all. About the content, I was hoping for some antique city builder simulation but it is not like that. It's an historical game with a few opportunities to deviate from the history line and very limitied micro management. In short, its a good historical game with only a few mechanics that are enjoyable the first time you play. But the limited mechanics limit the replayability in my opinion. After a first game the only point is to optimize rather than try a new playstyle.
For a "complete" description of the game, here u go:
When you start the game you arrive on a map of approximatively 40 tiles (that you need to explore) and this map is always the same. The resources on it will change according to the difficulty. You will create some peasants to develop the tiles but the options are VERY limited: 2 types of farms on the flooded plains, 6 types of buildings (i think) on the hills. These will bring you resources in exchange. You will also meet a few tribes that you can either conquer or befriend. Once they are 100% friendly you can annex them. On the other sides, the battles are just numbers so the biggest win and there is no way (as far as I can tell) to really create a massive army since the hills to build your buildings are limited. So its normal that you dont roll over the map through the game.
Once you have conquered the different tribes on this map you unlock the full egypt map. Composed of different regions but you CANNOT enter the local map of other regions, just your starting one. So your actions on the big map are once again really limited. Annex other tribes, befriend (to annex at 100%) or trade. At this point of the game your starting regions will be fully developped so you can't really influence your evolution anymore. Just befriend the strong tribes and attack the very few that are weaker than you. You will receive many events and be asked to build tombs or pyramids. You can personalize them but they pump a lot of resources if you make the biggest (so i kept small tombs instead) and bring useless stuff in return (research points, I finished the research tree without any pyramids and faith, not really needed either).
Through the game you will have challenges that are historical events: war, civil war, end of the world... and you will need to manage them thanks to your resources or you army sometimes. When succeeded you receive points that will decide on your final score. After 300 turns the game is over and your success to the challenges (and starting conditions) gives you a score.
In the end this game is really good for one playthrough but the enjoyability will severely diminish after that. The many events give a lot of flavour to the game and everything is well explained. It's definitely and HISTORICAL short game rather than an empire management simulator.. Fun little game,
combat is done better than in Civ, IMHO.
Deserved more attention and maybe more content for the price asked.
Regarding the questionable pricing strategy, I strongly recommend waiting for a sale.. I like it very much and I am only at the 3rd trial now...
About the date of the release:
Dear friends! We did our best to release the game in February. Now February is over and we realized the game is still not ready for demonstration. We believe it's better to spend a bit more time polishing the game instead of releasing a bad product in hurry.
The release is delayed until the end of March with a chance of delay until April. In the meantime, we'll fix bugs, finish localizations, improve the game in order to make sure you'll enjoy it fully after the release. We're doing our best to refine the game.
We apologize unreservedly for making you wait, and we hope for your understanding and support!
Thank you!. Developers Diary, Issue #4:
How to turn a history into a game?
Today we’ll try to reply the question we’ve been asked a lot: how do you turn a history into a game? The answer is, by deeply researching Egypt’s history.
To think of it, what kind of deep research is necessary for a strategy game, where you don’t exactly recreate everyday life of a citizen? It’s not like we’re making an RPG, right? Right but not quite. For a strategy like ours, historical research is still very important, because it helps to make the game itself deeper and more interesting, while still keeping it historically correct. Let’s get an example.
Talking about the setting. For a strategy choosing a setting is almost equals to choosing a plot of a game, and the plot should be as interesting and diverse as possible. That’s why it’s important to choose a very well-researched place – without it, there will be no way to collect necessary materials. Looking back to Predynastic Egypt, we had to choose between Hierakonpolis and Thinis. Both of them were big and well-developed centers, but Thinis was destroyed too badly by time, there was not enough data about this city. In the case of Egypt: Old Kingdom Memphis was a much easier choice, being a well-known ancient capital with many data available for us.
Possible location of Memphis
After the place is chosen, we start to do a detailed research on it, collecting as many data as possible for a certain period of time (in our case it is Early Dynastic Period and Old Kingdom period). Every little thing is studied thoroughly in order to immerse the player in the game deeper. We learn about kings’ deeds, their authority, did they properly worship gods or not, did they start any wars or not. We study climate, soil, vegetation, natural disasters of that period. We learn about the appearance of ancient Egyptians, their dress, their food, their houses.
Phragment of a historical database:
Sketches of Ancient Egyptians' appearance:
Little by little, we collect some kind of a database about a chosen period. But this database is not yet ready to become a game. First, we bring these data to the scientists from the Center for Egyptian Study, who help us to make the game historically correct. This part of work has its tricky sides because sometimes scientists do not have a consensus about some questions. For example, Memphis original Egyptian name is “Inbu-Hedj”, which translates as “the White Walls”. Regarding this, there is no consensus about what exactly is “the white walls”? Two versions exist 1. it is walls of king’s palace or 2. It is walls of all funeral complexes in Memphis.
Discussion with scientists:
Instead of taking sides and choosing one of these options for the game, we decided to play safe and let the player decide this and many other controversial issues.
Together with scientists, we choose the most important events, and they become the essentials for the game’s plot.
Some of them are easier for gamification, some harder. Let’s take a look at some cases. One of the challenges players is going to have to bear is the challenge of Egypt Unification. It was an extremely important event for Egypt, after the unification, it became stronger, more solid and more developed, which is essential for following pyramid building era. However, the problem is that the player plays for Memphis, which is in Lower Egypt, but Egypt was unified by the king Khasekhemwy, who was the king of the Upper Egypt! So basically the player has to win the game by “losing” to Khasekhemwy. We had to find a way to let the player realize the importance of unification and to accept it as a “winning” strategy. So in the game player will have to fight those who support the separation, and this is how the goal of Egypt Unification can be reached.
Another example? No problem!
One of our goals and our game’s unique points is that we want to make the player fully experience the life of an Ancient Egypt, we want to make a player think like Ancient Egyptians! In order to do that not only we have to know how exactly they were thinking, but also through the gaming process, we had to put the player in the same conditions as Egyptians had.
In short, Ancient Egyptians strongly believed that if they would not worship their ancestors and gods properly, the country would experience all kinds of disasters. This belief was unconscious and unconditional, that’s why they were building all those funeral complexes, made a sacrifice, trying to please their ancestors. Even cities were built only as a way to please gods and ancestors! They were sure, if they will stop properly worship them, the country will be doomed, because ancestors will stop to protect them.
Inside of tomb:
We wanted to nudge the player to build all these pyramids for the same reasons as Egyptians did, and this is how the stat “Like by gods” appeared. This stat is mostly necessary to worship the gods’ cults, and a player can earn it by working in temples and worshipping ancestors. But what really makes a player feel like Egyptians did is the feature of “Like by gods” stat – it degrades by 0,1 every turn. It happens because people are dying; hence, there are more and more ancestors that must be worshipped. If a player will not pay attention to this stat and it will degrade too much, more and more disasters will start to happen, such as fires, earthquakes, droughts, etc. If will greatly influence the economy and the result of the game.
That’s it for now. If you like this issue and want to know more about historical part of our work, please let us know in the comments! We have a lot more to tell!. Free DLC Master of History already available!:
Egypt: Old Kingdom - Master of History might be the most unusual DLC you have ever discovered. We heed the community’s critique and reinvented the game anew, presenting the opportunity to forego every possible constraint. Play away and develop your state and technologies endlessly. Turn off the trials and events. Add more enemies - Sea peoples, mummies, and even aliens! Create the history, as you wish, according to your own tastes. It’s your history and you are the Master!
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