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Grand Ages: Medieval Update 1.1 - ‘Siege Conquest’ available!
Towns and cities can now be fortified with palisades and city walls to slow the decline of citizens' morale during sieges. Construction is commissioned at the workshop, so they become available as soon as the workshop is unlocked. Palisades and walls only need to be constructed once per city, and grow automatically as the city gets larger.
To capture cities fortified with town walls more rapidly, trebuchet masters stands ready to assist you as a new military unit. They can set up their trebuchets near hostile cities and bring down city walls. However, they should never venture out without protection, because being unable to defend themselves, they are a popular target for enemy troops.
Previously, a competitor obtained the title for a region as soon as he controlled a certain share of that region. This makes the entire region visible to the competitor. We have supplemented this region title mechanism: each time a competitor obtains a new title, the region's military leader joins his ranks. Each military leader affects a particular bonus on nearby friendly troops. Military leaders cannot die - however, once defeated they flee to the nearest town. A region's military leader will also defect if you lose the title. Let the fighting for the regions begin!
In addition to settlers, you can now build colony ships. These - very expensive - ships can sail an unlimited distance and found a new settlement on any coast. It can extend your existing empire as a port town or become the first town of a new colony.
You can now command your troops to take a particularly defensive or aggressive stance when a battle is underway. You can also order an automatic withdrawal when a troop has declined to 20% HP. Battle options only apply to the battle at hand. The options are deactivated as soon as a battle and adjacent skirmishes are over.
After a prolonged playing time (no earlier than the rank of Grand Duke), pirates will begin to appear sporadically and loot merchant vessels. They can be hunted and destroyed with warships.
[ 2015-11-19 10:58:45 CET ] [ Original post ]
New feature: City Walls
Towns and cities can now be fortified with palisades and city walls to slow the decline of citizens' morale during sieges. Construction is commissioned at the workshop, so they become available as soon as the workshop is unlocked. Palisades and walls only need to be constructed once per city, and grow automatically as the city gets larger.
New feature: Trebuchet Master
To capture cities fortified with town walls more rapidly, trebuchet masters stands ready to assist you as a new military unit. They can set up their trebuchets near hostile cities and bring down city walls. However, they should never venture out without protection, because being unable to defend themselves, they are a popular target for enemy troops.
New feature: Military Leader
Previously, a competitor obtained the title for a region as soon as he controlled a certain share of that region. This makes the entire region visible to the competitor. We have supplemented this region title mechanism: each time a competitor obtains a new title, the region's military leader joins his ranks. Each military leader affects a particular bonus on nearby friendly troops. Military leaders cannot die - however, once defeated they flee to the nearest town. A region's military leader will also defect if you lose the title. Let the fighting for the regions begin!
New feature: Colony Ships
In addition to settlers, you can now build colony ships. These - very expensive - ships can sail an unlimited distance and found a new settlement on any coast. It can extend your existing empire as a port town or become the first town of a new colony.
New feature: Battle Options
You can now command your troops to take a particularly defensive or aggressive stance when a battle is underway. You can also order an automatic withdrawal when a troop has declined to 20% HP. Battle options only apply to the battle at hand. The options are deactivated as soon as a battle and adjacent skirmishes are over.
New feature: Pirates
After a prolonged playing time (no earlier than the rank of Grand Duke), pirates will begin to appear sporadically and loot merchant vessels. They can be hunted and destroyed with warships.
Improvements, balancing and bug fixes
- Fixed an error that involved AI growth. It now grows more slowly in the early stages of the game.
- Regional map under "Your Empire" tidied up and revised to show military leaders.
- Minor adjustments to fighting power of several troops (Sabres Fighter, Beserker, Flailsman, Crossbowman, Spearman, Horse Archer, Knight, Mounted Warrior).
- Scouts now have twice their previous HP.
- If the fast-forward button is activated via the Options menu and pause is deactivated during dialogue, fast-forward will remain activated even when opening a dialogue window. This speeds up multiplayer games (particularly in the beginning).
- Resolved two issues involving the alerts "Excess production" (city dialogue) and "Balance" (cash).
- Manual merchants now emit an acoustic signal upon reaching their target town.
- Diplomacy: Revised the demand to attack an enemy's town. Players can now only select the demand if the other party is willing to comply.
- For example, if one is to attack a hostile competitor by diplomatic means, the competitor's colour will be displayed in the dialogue.
- Resolved a number of minor text issues and bugs.
- Resolved an issue that occurred when taking over trade routes after taking over a competitor. The captured trade routes are now shorter and more efficient.
[ 2015-11-19 10:58:45 CET ] [ Original post ]
Grand Ages: Medieval Update 1.1 - Siege & Conquest available!
Towns and cities can now be fortified with palisades and city walls to slow the decline of citizens' morale during sieges. Construction is commissioned at the workshop, so they become available as soon as the workshop is unlocked. Palisades and walls only need to be constructed once per city, and grow automatically as the city gets larger.
To capture cities fortified with town walls more rapidly, trebuchet masters stands ready to assist you as a new military unit. They can set up their trebuchets near hostile cities and bring down city walls. However, they should never venture out without protection, because being unable to defend themselves, they are a popular target for enemy troops.
Previously, a competitor obtained the title for a region as soon as he controlled a certain share of that region. This makes the entire region visible to the competitor. We have supplemented this region title mechanism: each time a competitor obtains a new title, the region's military leader joins his ranks. Each military leader affects a particular bonus on nearby friendly troops. Military leaders cannot die - however, once defeated they flee to the nearest town. A region's military leader will also defect if you lose the title. Let the fighting for the regions begin!
In addition to settlers, you can now build colony ships. These - very expensive - ships can sail an unlimited distance and found a new settlement on any coast. It can extend your existing empire as a port town or become the first town of a new colony.
You can now command your troops to take a particularly defensive or aggressive stance when a battle is underway. You can also order an automatic withdrawal when a troop has declined to 20% HP. Battle options only apply to the battle at hand. The options are deactivated as soon as a battle and adjacent skirmishes are over.
After a prolonged playing time (no earlier than the rank of Grand Duke), pirates will begin to appear sporadically and loot merchant vessels. They can be hunted and destroyed with warships.
[ 2015-11-19 10:58:45 CET ] [ Original post ]
New feature: City Walls
Towns and cities can now be fortified with palisades and city walls to slow the decline of citizens' morale during sieges. Construction is commissioned at the workshop, so they become available as soon as the workshop is unlocked. Palisades and walls only need to be constructed once per city, and grow automatically as the city gets larger.
New feature: Trebuchet Master
To capture cities fortified with town walls more rapidly, trebuchet masters stands ready to assist you as a new military unit. They can set up their trebuchets near hostile cities and bring down city walls. However, they should never venture out without protection, because being unable to defend themselves, they are a popular target for enemy troops.
New feature: Military Leader
Previously, a competitor obtained the title for a region as soon as he controlled a certain share of that region. This makes the entire region visible to the competitor. We have supplemented this region title mechanism: each time a competitor obtains a new title, the region's military leader joins his ranks. Each military leader affects a particular bonus on nearby friendly troops. Military leaders cannot die - however, once defeated they flee to the nearest town. A region's military leader will also defect if you lose the title. Let the fighting for the regions begin!
New feature: Colony Ships
In addition to settlers, you can now build colony ships. These - very expensive - ships can sail an unlimited distance and found a new settlement on any coast. It can extend your existing empire as a port town or become the first town of a new colony.
New feature: Battle Options
You can now command your troops to take a particularly defensive or aggressive stance when a battle is underway. You can also order an automatic withdrawal when a troop has declined to 20% HP. Battle options only apply to the battle at hand. The options are deactivated as soon as a battle and adjacent skirmishes are over.
New feature: Pirates
After a prolonged playing time (no earlier than the rank of Grand Duke), pirates will begin to appear sporadically and loot merchant vessels. They can be hunted and destroyed with warships.
Improvements, balancing and bug fixes
- Fixed an error that involved AI growth. It now grows more slowly in the early stages of the game.
- Regional map under "Your Empire" tidied up and revised to show military leaders.
- Minor adjustments to fighting power of several troops (Sabres Fighter, Beserker, Flailsman, Crossbowman, Spearman, Horse Archer, Knight, Mounted Warrior).
- Scouts now have twice their previous HP.
- If the fast-forward button is activated via the Options menu and pause is deactivated during dialogue, fast-forward will remain activated even when opening a dialogue window. This speeds up multiplayer games (particularly in the beginning).
- Resolved two issues involving the alerts "Excess production" (city dialogue) and "Balance" (cash).
- Manual merchants now emit an acoustic signal upon reaching their target town.
- Diplomacy: Revised the demand to attack an enemy's town. Players can now only select the demand if the other party is willing to comply.
- For example, if one is to attack a hostile competitor by diplomatic means, the competitor's colour will be displayed in the dialogue.
- Resolved a number of minor text issues and bugs.
- Resolved an issue that occurred when taking over trade routes after taking over a competitor. The captured trade routes are now shorter and more efficient.
[ 2015-11-19 10:58:45 CET ] [ Original post ]
Grand Ages: Medieval
Gaming Minds Studios
Developer
Kalypso Media Digital
Publisher
2015-09-25
Release
GameBillet:
8.55 €
Game News Posts:
32
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Mixed
(1538 reviews)
The Game includes VR Support
Public Linux Depots:
- depot_linux [468.65 M]
- depot_archives_linux [1.34 G]
What is Grand Ages: Medieval?
"Grand Ages: Medieval" is an entry in Kalypso's "Grand Ages" series of finely-crafted strategy games of different genres developed by different studios. This game is not a sequel to the 2009 title "Grand Ages: Rome", a classic RTS with a focus on city building. "Grand Ages: Medieval" is a larger scale, real-time empire simulation game combining elements of trade, expansion and exploration with a heavy focus on economical domination.
Features:
- Explore a gigantic game world of over 20 million square kilometres, plot strategically where to found important cities and defend your kingdom against foreign powers
- Produce and trade 20 different goods to meet the demands of your citizens and soldiers: such as coal, fruits and pottery
- Research and utilise 50 major technological advancement of the Middle Ages: including the three-field crop rotation, the low warp loom or the longbow
- Raise an army and fight your opponents with knights, archers and cavalry
- Face devastating natural disasters like storms, fires, volcanoes, droughts, earthquakes… or even the Black Death
- Challenging Multiplayer Mode for up to 8 players
It is the year 1050 AD. At the beginning of the High Middle Ages development in Europe has seen an unprecedented level of progress and a rapidly growing population spreads across the length and breadth of the continent. New frontiers are explored, settlements founded and vast trading routes established. As the head of one of these small settlements, it falls upon you to lead your people towards greatness. Explore a vast world, gather resources, encounter other societies and use your trading expertise to expand and make your fortune. Found new cities, progress your nation with inventive technology and protect your trade routes against barbarian attacks until you are powerful enough to begin your conquest over Europe and forge a bold new empire.
Grand Ages: Medieval is a real-time strategy game from Gaming Minds. Lead your people and advance through the decades by utilising construction, research, expansion and conquest in an area extending from Scandinavia and North Africa; to Portugal, the Caucasus and the Middle East. Rise from the humble role of a simple mayor governing a small settlement and rule over all of Europe. Experience an exciting campaign with elaborately designed cut-scenes, play by your own rules in free play or test your skills in multiplayer against up to 8 players!
MINIMAL SETUP
- OS: Ubuntu 14.04 64 Bit
- Processor: Intel Core2 Duo Processor E8000 Series or similarMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 4.1 compatible. 1 GB RAM. Geforce GTS450 or similar
- Storage: 5 GB available space
- OS: Ubuntu 14.04 64 Bit
- Processor: Intel i5 3 GHz or similar / betterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 4.1 compatible. 2 GB RAM. Geforce GTX650ti or similar
- Storage: 5 GB available space
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