
Additionally there are a lot of functions that can be used to make controlling large groups more easy group formations and orders are one example and some of the reviews haven't seemed to mention those, meaning its possible they weren't used. And I genuinely believe that as people play more they'll master more.

There's a whole depth of strategy yet to be worked out (we're still playing in the office). Kieran Brigden: This is an interesting point, and one I'm glad to get the chance to address. Did you design the naval system with a steep learning curve in mind? Most reviewers seem to think that it's simply a bit too much to keep track of, and tended towards auto-resolving fleet battles quite often. I have yet to see a negative review of Empire, but even the most praising ones mention the naval combat as a drawback - mainly the problems which commandeering larger fleets introduce. These things are difficult social issues which we treat with care but do not avoid for the sake of being PC. How many World War II games are there that simulate the holocaust? And why is that? It's because the added realism is not necessarily good for gameplay. So we don't totally dodge it, but we don't actively let players trade in slaves no. There are also downsides in terms of production for plantations and farmers in the colonies etc.

Empire does not ignore slavery - there is a technology that gives you a public order bonus when you abolish slavery which is the result of socio-philosophical research. Slavery too is a difficult issue and there are reasons for us to avoid it. How much of history should we include and to what degree? The crusades are contentious, especially given the current political climate. Kieran Brigden: This is an interesting question.
Is this to avoid controversy or because it's a tricky subject to implement in terms of the game mechanics? Incidentally, I'm not actually SUGGESTING you make a game where you can profit from the slave trade. But (as far as I know) you've steered clear of the slave trade, for example. This means as things (like protect the general) go up in priority (because you're flanking his army) it will react more dynamically.ĭo you feel compelled, when dealing with historical periods, to censor inappropriate material? For instance, some friends of mine were shocked in Medieval when I showed them you could go on Crusades or wage Jihads. This means the battle AI is constantly looking at a list of 'objectives' or plans, which it will prioritise according to what is happening. With the Battle AI in Empire we use a system called a Goal Oriented Action Planner (GOAP). This can lead AI to being predictable and repeated.

One move, followed by a set of possible next moves and so forth. AI uses a state-based approach in general this means a kind of 'chess game' to the way it plays. Kieran Brigden: As far as the battle AI (or battlefield AI) is concerned it is a total change. Hey, what kind of improvements have been made on the AI? The recent reviews all say that the AI has been improved by a lot, and you guys have brushed the topic in the past, but can you narrow down exactly what has been done to make the AI better both on the battlefield and the campaign map?
