Sovereignty: Crown of Kings enters Early Access

Started by Lord Zimoa, March 31, 2015, 10:51:31 AM

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mikeck

upgrade how? Defense level, more money? Better units?  I like what I see so far but it wouldn't be a very deep game if it is limited to province level 1 to province level 2

I have to believe resources serve some purpose
"A government large enough to give you everything you want is strong enough to take everything you have."--Thomas Jefferson

-budd-

From what i can tell from the video's upgrading provinces gets more gold per turn and you can upgrade provinces i think to level 9, and you need resources to build units if you don't have the resources you have to trade for them.

Here's part 3 and 4





I like what i see but it does look like it needs to be fleshed out in several area's...kind what early access is for. I'm thinking of jumping in, just not sure when. I need to read more feedback on the AI.
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Nefaro

Quote from: mikeck on April 09, 2015, 07:26:36 PM
upgrade how? Defense level, more money? Better units?  I like what I see so far but it wouldn't be a very deep game if it is limited to province level 1 to province level 2

I have to believe resources serve some purpose

Economic value.  They also drop by one when they're attacked, IIRC. 

mikeck

I picked it up anyway and played the tutorial. Unfortunately yes if you want to upgrade a province you can simply click upgrade. It does appear that resources are required but only for the production of certain types of units. The other ones are simply used in trade I think. I do think this is a mistake.... I think province upgrading should be a little bit more complex than simply deciding to upgrade but I didn't write the game so...
"A government large enough to give you everything you want is strong enough to take everything you have."--Thomas Jefferson


FarAway Sooner

Province level also affects defensive ability, I believe.  Turns you can hold out before a siege flips ownership, maybe?

mikeck

"A government large enough to give you everything you want is strong enough to take everything you have."--Thomas Jefferson

Kushan

I played for an hour or so last night. Really liked what I saw. Personally I like the simplified economic upgrade model, I find it much easier to manage then having to remember what building I built in which province. However I would like it if it required resources as well as gold to upgrade.

Started as the Boruvian Empire. After a few turns of building up my forces, and making some Non-aggression treaties and alliances, I declared war on the Sirucil to my northwest. I thought that them being a one province faction they'd be a push over. I was wrong. Their ents and wood spirits really handed it to me. Overall I like the combat. I didn't read the manual before playing, so I don't know if attacking a unit on a flank is a mechanic but I think I'd like it to if its not.

One thing I liked is that starting units and unit locations seem to be randomized. One game I started I had a fleet and an army, next game I had 2 armies.

I'm really curious how moddable the game is. I did see a mod manager on the load screen but haven't dived into the files myself.
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Martok

Early Access "trailer": 


It's more of an announcement/brief overview than an actual trailer, but still cool.  The thing that really caught my attention, however, was the devs' intent to keep Sovereignty in the Early-Access phase for at least a year! 

I am, of course, torn.  Part of me -- the wiser part -- says, "Good!  Time for plenty of player feedback, and to really get this right."  The other part of me -- the kid/gamer part -- says, "No!  Want right f***ing NOW!!!" 

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Swatter

I have watched several videos and I like what I see. I like the choice of scale for the tactical combat, it feels much like you are commanding an army, rather than simply a band of warriors.

One suggestion- When soldiers march, please have a selection of several sounds that play randomly. That boot sound was driving me bonkers while watching the videos.

tgb

Here's the thing about province upgrades, building and the like  this is NOT a 4X game.  If you go into it looking for one, you will be disappointed.  It's first and foremost a war game, with basic diplomacy and province management.  It has more in common with Birthright, Fantasy General, Fantasy Empires, and even Warlords that it does with Master of Magic or Heroes of Might and Magic.

And to the poster who said that it can't be deep if you don't build buildings - how much province development is there in Grigsby's games?  Just because a game doesn't have a feature you wish it did doesn't make it shallow.

RedArgo

Fantasy Empires, couldn't remember the naem, I don't have this game yet, but from I've seen this reminds me of FE.

mikeck

Quote from: tgb on April 10, 2015, 08:55:26 PM
Here's the thing about province upgrades, building and the like  this is NOT a 4X game.  If you go into it looking for one, you will be disappointed.  It's first and foremost a war game, with basic diplomacy and province management.  It has more in common with Birthright, Fantasy General, Fantasy Empires, and even Warlords that it does with Master of Magic or Heroes of Might and Magic.

And to the poster who said that it can't be deep if you don't build buildings - how much province development is there in Grigsby's games?  Just because a game doesn't have a feature you wish it did doesn't make it shallow.

Ok, well that was me and I disagree. Grigsby's games are FAR MORE in depth concerning armies. In thos game there are no supply issues, assigning commanders (just 1 hero per army), flanking bonuses, terrain issues, etc

You can't possibly compare the military strategy in this game to Grigsby's

That said, it's not supposed to be. BUT, I do think the lack of any province improvement other than "improve" limits the game as there is simply not enough depth in the military game for me

Key point...FOR ME. Others may like it. It is early release after all and i want to like it. I just don't see any depth yet
"A government large enough to give you everything you want is strong enough to take everything you have."--Thomas Jefferson

tgb

Quote from: mikeck on April 10, 2015, 10:18:26 PM
Quote from: tgb on April 10, 2015, 08:55:26 PM
Here's the thing about province upgrades, building and the like  this is NOT a 4X game.  If you go into it looking for one, you will be disappointed.  It's first and foremost a war game, with basic diplomacy and province management.  It has more in common with Birthright, Fantasy General, Fantasy Empires, and even Warlords that it does with Master of Magic or Heroes of Might and Magic.

And to the poster who said that it can't be deep if you don't build buildings - how much province development is there in Grigsby's games?  Just because a game doesn't have a feature you wish it did doesn't make it shallow.

Ok, well that was me and I disagree. Grigsby's games are FAR MORE in depth concerning armies. In thos game there are no supply issues, assigning commanders (just 1 hero per army), flanking bonuses, terrain issues, etc

You can't possibly compare the military strategy in this game to Grigsby's

That said, it's not supposed to be. BUT, I do think the lack of any province improvement other than "improve" limits the game as there is simply not enough depth in the military game for me

Key point...FOR ME. Others may like it. It is early release after all and i want to like it. I just don't see any depth yet

You are raising a straw man argument.  I never said Sovereignty had as much depth in the combat system as one of GG's games.  I used GG's games as an example of games that don't have province development but are still deep.

Ian C

Auto battle crash fixed.

The more I play this game, the more I'm convinced it's a classic in the making. I think it's one of those games that will easily remain on my drive in 10 years.
I'm getting a lot of fun out of this, even in early access and in fact this game is in a better state than many full releases.

Coming from a pen & paper roleplaying game background, I think this is a wonderful game world. Very evocative and the names, province illustrations and units really do speak volumes of how much a strong creative force is behind this. I could easily take that map and the realm info and use it right now in any dice & paper rpg, it's that well-thought out. Well done guys. In fact, I want to know more about the backstory of these nations and it's units but it's a credit to the design team that with minimal info, you've made the map and world come alive.

I believe in giving good feedback when it's due, and this deserves some credit.

At least from my chair, I'm having a good time and it's ticking all the right boxes for me.