Aggressors: Ancient Rome is a historical 4X turn-based strategy game focused on the period of Ancient Rome. Its development started already at the end of 2008 as a free time project of its main developer, who decided to create a strategy game based on his own board game. Apart from its board game roots, the Aggressors were also inspired by other games, such as Civilization IV, Colonization and Rome Total War. Older hit games, such as Panzer General and Centurion, however, played a role in the game’s motivation as well. From the very beginning of its development, the game was designed to support mods, various types of computer players and multiplayer support.
Over the years, a key part of the development became focused on the mod of Ancient Rome, which is now slowly nearing its completion. As the mod targets the era of ancient history, the team realized it was vital to not only create optimal rules and attractive game style, but also to achieve historical accuracy, i.e. to create as faithful a state of affairs as possible. This does not only mean accuracy in maps, which are based on historical sources. Also the way of playing and players' decision making needed to be as accurate as possible. The main emphasis was placed on the situations and state governing aspects, which were faced also by the rulers of ancient tribes and states.
The game contains many principles known from other strategy games such as micro-management, invention tree and various systems of government, but also a lot of new principles that help create a more faithful representation of historical reality.
The tactical side of combat is also greatly emphasized, which means that the conflict locations and units used need to be planned carefully. Each unit's combat characteristics are designed for certain types of fight and change in various types of terrain. The army unit's morale also plays a significant role in conflicts. This can not only affect your chance of winning or losing in individual battles, but also influence the success of the entire military campaign. The army morale partially affects the population's satisfaction. If the citizens are unhappy, you may experience unrest, rebellion and in extreme cases even civil wars. Even large empires, whose rulers let their people suffer, are therefore also not safe. The population's satisfaction rate is therefore dependent not only on successful military campaigns, but also on wealth, feeling of safety and many other factors.
The player, however, needs to do more than just maintain happiness within their own country. They need to carefully and proactively maintain foreign relations with other players. The game's diplomatic possibilities are numerous, from classic war and piece dichotomies, through various types of alliances and agreements (of which there are more than ten kinds) to the option of linking states on administrative, economic and even military levels. The states can in this way agree on gradual connection of their forces and countries. A federation might be an example of this process, being a union of two and more states, in which the administrative center is concentrated in one capital and the whole federation is governed by a single player. But this player has to be very careful in maintaining all of the parts of this new collaboration, otherwise they will be threatened by a termination of contracts and disintegration of the federation.
Working with resources is also a key aspect of the game, especially the importance of food and gold cannot be overstated. The player must necessarily make sure that the inhabitants and army have sufficient food resources, otherwise they would be facing the risk of famine and gradual emigration of population beyond the state borders. If there's not enough gold, the army units themselves can start to rebel.
Another important responsibility of the player is to maintain a balanced population, as people are crucial as the workforce for building the state as such and also as a source for new army recruits. Army recruitment lowers the productive population of cities, which can gradually lead to the cities not having enough citizens. Therefore, if a player maintains a long war that requires training of new units, they will have to tackle the issue of low active population, as this will, of course, have a negative effect on the economic performance of the state. Cities with a large population, on the other hand, show a significantly larger consumption of resources, which will present the necessity of increasing production, especially of food. One of the ways of controlling the amount of population is birth rate support, but this does not come for free.
Another option of supplying men to the army, and yet avoiding the negative effect on the size of cities and resource consumption, is trading. Virtually anything can be traded, including slaves and knowledge. The trade routes are created and changed on the basis of their safety, administrative costs and, of course, political situation. The safety and length of routes also influences the overhead costs of the trade itself.
Every player has a certain set of game “objectives”. These objectives are in fact historically inspired tasks tailored to each country. Their completion is associated with special “rewards”. These objectives motivate players to lead their countries in a manner similar to their ancient counterparts. It is, however, purely on the will of the players and their current situation, whether they want to complete these objectives or create their own version of history.
Another important element of the game is the so-called sphere of influence. Based on their development, size and international position, the players gain influence, which can then be used to initiate unrest in nearby friendly or enemy provinces. Therefore, not every territory has to be conquered by brute force. Influential states can encourage the activities of subversive elements on foreign territory and so gradually increase the chance of particular provinces to choose to associate with their own state. Simultaneously, however, each state must be on the lookout constantly, as the state itself can become the target of such subversive activity, either by their friends or their foes.
The player can play the game for any one of twenty states, starting with the greats, such as Rome or Carthage, through the Greek city-states and to the Barbarian tribes migrating into the Mediterranean. The game contains several ways of winning and the player may change the winning strategy even during playing.
This, however, is just a small part of all the possibilities that the game Aggressors: Ancient Rome has to offer. In the following months we will gradually disclose in more detail how individual concepts work and intertwine.
Even though the game may appear extremely complex, most of these game mechanisms are hidden under the game’s surface. If the player chooses a lower difficulty level, they do not need to worry about them and can purely enjoy their conquest of the ancient world. But if they do want to test how difficult it would be to rule an ancient state, they can always choose a higher difficulty level, where it will be the player themselves who will have to make all the important decisions. The game therefore aims not only at diehard strategy fans, but also at those who like to test their governing capabilities in real historical context.
Aggressors: Ancient Rome is finally here!
The new 4X turn-based strategy developed by Kubat Software studio and published by Slitherine is to be released on August 30th.
Aggressors: Ancient Rome is a complex 4X strategy with a great depth and here I would like to give you a quick insight into what is hidden under the hood.
We tried to recreate the ancient era Medditerranean Sea, circa 280BC, to be as historically accurate as possible. We used historical sources to design the map, create an original setup and the web of relations between the ancient cultures. There are 20 playable factions, each with their own characteristics and objectives, ranging from small nomadic groups on the margins of the known world, to quarreling Greek city-states, to large empires of Seleucids or Ptolemy. And of course, the rising Roman Republic.
The original setting can be adjusted by using 7 difficulty levels, but you can also set a different difficulty level to individual AI players. There are also great many settings to customize the look of the map, by using various overlays, unit size, terrain details, etc.
The game features a multitude of mechanics that react to each other but much is hidden under the surface in order not to overburden the player with too many details. The two tutorials (basic and advanced) together with a robust system of game hints and tooltips and the resourceful in-game library should provide a level of detail as anyone can need.
The game features many typical 4X concepts that were used as solid foundations for the new and original ideas. The basics include resource management (10 types of resources that are acquired in mines, harvested on tiles and generated in cities);different types of governments that greatly affect the internal political situation and economy; complex diplomatic relations ranging from simple war-peace relations to 11 types of treaties, 2 military pacts and even to high-level political cooperation in confederations, federations and even annexation; as well as scientific advancements that affect political, military, social and cultural life of the empire.
Using these stepping stones, we incorporated a number of new features and game concepts to enhance different aspects of the game. For example, the economic situation can be greatly affected by trade that allows the player to use 6 different types of negotiations; the internal political situation is affected by happiness both on local and national level; and the foreign political ambitions by maintaining good or even exceptional relations with some key players.
The territorial conquest is not only determined by the strength of the armies but a number of other factors that have to be aligned. Proper supply lines have to be maintained to keep the forces strong and healthy, army morale of the battle units affects the outcomes, loyalty of newly conquered cities have to be considered when using them for recruiting new and healing existing units.
New lands and cities can be obtained by force but the game also allows more subtle ways such as using Influence to incite unrest in foreign cities or by laying siege to enemy cities.
Great emphasis was put on the tactical side of the game. There are 5 different army types in the game (Roman, Greek, Carthaginian, Persian and Barbarian) that have their own distinct properties and traits. They can obtain more than 20 different improvements to enhance their fighting skills. The combat itself uses high-level tactics and combines more than 10 factors that affect the battle outcome starting from terrain bonuses and penalties, to army morale, loyalty, general morale, sufficient supplies, battle readiness, experience and many others. All these factors are taken into account in every single battle and the final outcome is derived from them.
The historical scenario offers great variability in terms of original setups: different strategies that are required or challenges that will test your ability to lead a nation. The AI is well aware of all the game mechanics and is capable of landing expedition forces from the sea, raiding trade routes, building strong alliances and even recognizing good and bad trade deals. We also introduced various “personality” traits to the AI behavior such as enemy of my enemy is my friend or seeking revenge even after decades of relative peace.
To add more variability to the game, we also included a customized world builder into the vanilla version. Player can adjust the size, climate and land mass of the world and define how populated and developed the state infrastructure will be at the beginning. Two additional settings define if the starting conditions will be similar for all nations or not and if the player starts with an advantage.
The customized world builder uses a dynamic map, just as the historical setup, but it is not a flat dull world. We use an algorithm that creates a contour map based on terrain type detection and so is able to produce very real-looking maps.
The maps can be further adapted by using the In-game Editor that allows you to change map patterns, terrain and terrain features (rivers, roads) and territories, add or remove cities and units, as well as define new diplomatic relations, mutual attitudes or known technologies.
Above all that, the game supports modding – everything is in an editable and self-explanatory format on both levels – scenario (or game) level and mod level. Player can create his own maps with units, roads, rivers and nations (with all related attributes such as personalities, relations, technological development), random events, objectives, victory conditions, unit names, etc. Most of these things can be easily edited directly by using the in-game editor.
Aggressors has a full Steam workshop integration where additional content created by other players will be available (there are already items made by the beta testers to be shared), and it is easy to download or publish your own content.
The game offers deep gameplay with plenty of variability to satisfy all kinds of players. You can find much more in-depth information in the Dev diaries that we have been publishing in the past couple of months and you can also look at some of the many preview gameplay videos on YouTube.
We trust that you enjoy the game and spend many fun hours playing it!
Today we finally announced our release date and upcoming live stream. Stay tuned!
After long and busy winter we finally managed to write an update about Aggressors’ latest developments. There is plenty of news - new features and updates...
We proudly announce that version v0.8 is out! Changes were made to many parts of the project and the result is definitely worth to see.
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.