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Field Of Glory: Empires Free Download [serial Number]

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  • Aug 13, 2019
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About This Game Civilizations come and go; common men and kings they get covered by the dust of time in the same way. Monuments and wonders crumble under their own weight. But the cultural legacy is not bygone. Stories and tales about ancestors and their deeds pass through generations, the old knowledge is not lost forever. Soon, new societies, new kingdoms, new civilizations rise from the seeds of the ones which predated them. Decadence is not the end.Will your legacy stand the test of time?Field of Glory: Empires is a grand strategy game in which you will have to move in an intricate and living tapestry of nations and tribes, each one with their distinctive culture.Set in Europe and in the Mediterranean Area during the Classical Age, experience what truly means to manage an Empire.Expand your dominion through wars of conquest and make your culture a beacon of light, but be careful though. The risk of Decadence is not trivial. Many civilizations have collapsed for not having seen in time the signs of impending crisis. The older your empire, the more challenges will lurk in the shadows. Just expanding your borders without carefully shaping your form of government and culture won’t be the wisest of strategies.Manage your Empire on a scale that fits you: adjust all the details of an important region, form provinces to oversee your growing realm.Construct buildings to enhance your army, the life of your citizens, and the economy. Establish and grow a trade network of goods and resources.The battle system is not just about who brings the larger force. Army composition and understanding the strengths and weaknesses of you and your enemy are decisive, so is choosing wisely the battlefield and the general to lead your troops.And, if you want even more direct control, Field of Glory: Empires lets you export and load your battles into Field of Glory II and then load the results back into Field of Glory: Empires!War is decided not just by battles though, but also clever manoeuvres. Simultaneous (WEGO) turn resolution means thinking ahead to intercept – or to escape! – enemy armies will be essential. Field of Glory: Empires offers a living world where every decision has an impact on every actor.And once you think you are ready to be challenged, play against real opponents in one of the largest asynchronous multiplayer system ever created. 1075eedd30 Title: Field of Glory: EmpiresGenre: StrategyDeveloper:AgeodPublisher:Slitherine Ltd.Franchise:Field of GloryRelease Date: Coming Soon Field Of Glory: Empires Free Download [serial Number] field of glory empires wiki. field of glory empires forum. field of glory empires release date. field of glory empires of the dragon pdf. field of glory 2 empires. field of glory eternal empire pdf. field of glory empires - ageod. field of glory empires dev diary. field of glory empires challenge. field of glory empires pc. field of glory empires steam. field of glory empires release. field of glory empires skidrow. field of glory empires review. field of glory eternal empire. field of glory empires download. field of glory empires gameplay. field of glory empires beta. field of glory empires vs imperator rome. slitherine field of glory empires. field of glory clash of empires pdf. field of glory empires Field of Glory: Empires - Ask Us Anything - We are LIVE: https://www.reddit.com/r/Games/comments/bs3z4v/ama_i_am_philippe_malacher_from_slitherine_and_i/. Dev Diary #10 Units: Abilities and Modifiers: Units in Empires have very diverse profiles and different roles. Some are heavy hitters, like phalanxes, legions and other heavy infantry. These units cost a lot to recruit and maintain, and will use a lot of metal, so can’t be mass produced easily. They have drawbacks too, like being relatively slow and not fit to fight in terrain like forests or mountains.Another category is the medium infantry, which is apparently less powerful, more affordable and has the useful ability of being a besieger, meaning it will provide a bonus when you siege a city. This reflects the value of these formations in being able to construct heavy siege engines on the spot (you did not drag siege towers along your army when you were on the march). Given they are more affordable, you can field a lot of these troops, and this might be necessary since battles have an important concept of ‘frontage’, which is the width of the battle line. Previous players from AGEOD game will be well aware of this feature, as it appeared in 2004 with Birth of America, and it never ceased to play an important and realistic role in all our games. Failure to fill out your available front line will leave you very vulnerable to being outflanked or forced to commit your skirmishers to actual hand to hand combat (not a good idea!).[www.matrixgames.com]The skirmishers are another sort of unit. They are not costly, although the manpower they need is close to the types above (so make a lot demands on your population to fill out their ranks from the pool of conscripts used for units). In melee, they are quite weak, but this is not where they should be used. They are there to help support your main infantry, by providing a combat bonus to them. A medium infantry unit backed by a skirmisher is as strong, if not more so, than a heavy infantry without support. Add to that they will weaken the enemy before melee through their missile attack, and you will quickly come to see that they are not optional to a good army composition.Cavalry is another subset of units and plays an important role on the battlefield and the strategic map. Light cavalry will perform as skirmishers but most types can also flank the enemy. It means that should your opponent don’t fill up the battle line, then they will deal bonus attacks against the enemy. Should you manage to inflict a defeat to your opponent, then their pursuit bonus will deal significant damage during the retreat phase. On the strategic map, they are faster than even skirmishers, so can act as a fire brigade of sort. But they are not ideal if they have to fight on their own as they are rather brittle, except perhaps if they are heavy cavalry or cataphracts. Plus skirmishers help a city resists a siege, while cavalrymen don’t do much but eating the food stockpile in this situation!The important thing to remember is that through quite a lot of fine tuning and testing, we have managed to give each unit a role that defines them well. And also that costlier units are not always better in all circumstances, so if you enjoy tweaking your army composition, then you should have some fun testing out combinations.[www.matrixgames.com]But there is more to it than that, as units also have some custom abilities contextual to some terrain. For example, many Celtic nations have light and medium infantry which are woodmen, so they are better when fighting in the huge forests of Gallia. In the same way, German warriors benefit from this trait too, given how large and continuous, almost overwhelming, was the big Hercynian forest where many lived.You’ll also fight mountainmen, if you have to deal with Celtiberian tribes, or people from Armenia or Colchide. Arabia Felix or the vast expanses of desert bordering Carthage proper will see cameliers with the desertmen traits, etc.But some traits are not a bonus, they are a drawback. For example, elephants dislike cold terrain, and Phalanxes are not fit to assault a city.Other traits are about how units fought on the battlefield. For example, skirmishers, horse-archers and light cavalry can deal damage even when they lose a duel, or to add insult to injury, they can even shave off part of the damages they received by evading the melee! As some of you know, the battle of Carrhae was a major defeat for Rome against Parthia, mostly because the latter had a lot of horse-archers (backed up by supply wagons to replenish their stock of arrows) while the legionnaires were trying (and failing) to reach the enemy line. In Empires too, I would not bet on the mighty legions if they have no support from archers or skirmishers, against a full battle line of Parthian horse archers!Hopefully this will give you an idea about how Empires manages units and the different possible battles you will experiment.But traits, also called modifiers, are everywhere in the game. Rulers have traits, ranging from being a superior administrator to being paranoid. The variations are numerous, and the chance to get the same ruler twice is very small. This in turn will shape your nation and alter your strategy, as a good military ruler will provide a lot of bonus which will be a boon to your army, while someone who despises the idea of expanding his realm will be an issue if you wanted to conquer and gobble your neighbor.Units and rulers have traits (or modifiers) but each government is also different using their own range of abilities. For example, a tribal government will provide a bonus to manpower, and that’s fitting as units filled with warriors will need a lot of men and not that much heavy armor to be recruited. A merchant oligarchy like Carthage will enjoy extra bonuses for commerce but will be heavily penalized on manpower, thus lending to a style of gameplay where you’ll need to recruit a lot of mercenaries (and the ones for Carthage are rather good!). In the end, through the judicious (or so we hope) use of modifiers, you’ll see that all the nations play rather differently from one another. Because their units are different, or perhaps their government. And then there are the custom buildings with special abilities! Here, we are mostly not talking about something like “Get +10% from that or that”, this would be dull… Buildings have specific abilities or behaviors that significantly alter the game and how you will tackle a nation. Judea with the possible, but difficult, task to rebuild the Solomon Temple (coming in no less than 7 levels of upgrades!), Saba with the impressive Ma’rib dam which can be either a boon or a curse (depending if you repair it or not), Dacia with its mountain fortresses, etc. [www.matrixgames.com]. Field of Glory: Empires Challenge #2 – Carthage: With the Challenge #1, you have witnessed the birth of Rome and its military power in Italy. Now, it’s time to see what one of its first mortal enemies can do, on a bigger scale.Welcome to the Challenge #2 – Carthage!This time the Challenge goal will be different. While in the first one you had to focus mostly on the military aspect of the game, this challenge adds a new layer of complexity (and fun!).Carthage was renown to be a very wealthy civilization, establishing colonies in many Mediterranean regions and creating a successful trade network. Its defense was guaranteed by a powerful navy and a semi-standing mercenary army.To better reflect this historical situation, the Challenge #2 is shaped more on the economic element of the game. Challenge #2: Try to amass 7500 money in your treasury while reaching at least 20 regions in less than 50 turns and avoiding to be in the last tier in the progress & decadence chart.Nation Available: CarthageTurns: 50Map: All playableMechanics and features: All activeProgress and Decadence: Stay in the 1st and 2nd TierREAD HERE FOR MORE DETAILS[www.slitherine.com]. Dev Diary #7 Provinces: Scaling up your Empire: ProvincesOne of the common issues for strategy games is moving from a small nation with a handful of things to do per turn to a bigger one with dozens of decisions to make. What was fun and thrilling in the early game, like deciding if you want to build a cattle ranch or a sawmill becomes more mundane. And yet, sometimes for specific reasons, you still want to check, as the wise ruler you are, what’s going on in a precise location.Many games try to create tools for this reduction in micro-management. But most if not all adopt a ‘forced approach’, where at some point the game tries very hard to make you do things in a very specific way. In Empires we decided that you can eat your cake and sell it too … with Provinces!Provinces are a grouping of regions, the basic geographical unit in the game. You can create a province when you have at least 51% of the regions belonging to the same provincial area. These are fixed on purpose, because they are grouped logically and historically. Plus, there are a few perks attached to them, like a regional unit. For example, the Sicilia province is made of 5 regions, the ones making up Sicily plus Melita (Malta). In our case, having 3 of these 5 regions allows you to create the province.[www.matrixgames.com]At this point many of you will think: “I don’t want to create a province and have my precious regions handled by the AI”. And some might add say, “by the stupid AI”So let’s talk about eating your cake, and selling it. Twice! First, we adopted a reverse approach to how other games try to reduce micro-management. Creating a province provides bonuses. Not creating provinces mean you don’t get bonuses, but you don’t suffer any penalty. If you don’t want to create any province, then that’s fine, have it your way. But you’ll want to create them, believe us.One of the reasons is that when regions are handled at the province level there is no mandatory automation. A region, as part of a province, can still be accessed and have all his population reshuffled to your liking, and you can order the buildings it should construct as before. But should you don’t want to do that, then you can use the Province panel to decide what the governor AI should do. For population and for buildings (one set of options for each), you can decide that the focus should be on a job (like producing more money, or constructing extra agriculture buildings). You can also decide to have the governor try to balance production with the needs. Here, the not-that-stupid AI will take into consideration the need at the region level, for each region, and at the national level. So for example if you have a severe lack of money, then clicking on balancing will result in more population than usual put into the money-making job.[www.matrixgames.com]The AI will also check your upkeep, so as not to overbuild structures that you would have trouble maintaining. It is even capable of checking which of the regions have particular bonuses and have them focus on something specifically. If you look at this screenshot, I have requested a balancing of production for Sicilia. And yet you see we are far from having the population split evenly within each region. For example, Melita has a lot of people in infrastructure. If you checked Melita specifically, you would see that the region is the one with the biggest Infrastructure bonus within the whole province!So all in all, we believe these AI governors do quite a decent job. We will be honest (sometime it pays off ), the AI is not equal to a veteran player who can fine tune everything each turn. But it plays like a competent opponent…As you see, Province management has never been so easy. You can automate in different ways, including handling everything manually. But there is more. There are province-specific bonuses.A Province pools some of its resources and then redistributes them either equally (for food), or where it is needed (for infrastructure). So for food, it means that regions with poor land (like a mountain or an underdeveloped forest region) will benefit from the food sent by other regions, within the province, helping them grow. Also, if you have large body of troops, it might be difficult sometimes to sustain them from a single region. With a province, supply will arrive from several regions, easing the logistic challenge of feeding your army.As for infrastructure, all regions can help the process of creating new buildings, so you end up with your structures built much faster, in a more focused way. And again, you might use this trick to funnel infrastructure from powerful regions to a poor one, helping it develop much faster.[www.matrixgames.com]Recruitment is also handled at the provincial level. Each province has a provincial palace, and this is the place where all units are recruited. And each province has its own special ‘provincial unit’ that you would not have access too otherwise. For example the Africa province (centered around Carthago) would provide African War Elephants, to any nation holding it. Or Crete will allow the famous Cretan slingers…All in all, we have tried with provinces to provide you the tools so that your games scale up well when your empire grows, while staying as discreet and unobtrusive as possible, for people who like to micro-manage. We hope that you’ll come to appreciate our Province system as much as we do![www.matrixgames.com]. Field of Glory: Empires Dev Diary #1 - A Brief Overview: Welcome to the first Field of Glory: Empires developer diary! We felt we ought to start off with a summary of what the game is, and what you can expect. We will be following on with detailed explanations in subsequent diaries.FoG: Empires is a strategy game set in the Ancient World roughly from the fall of Alexander the Great’s empire. It seeks to provide strategic empire management together with the AGEOD staple of turn-based play and historical detail. We believe we have unique features to deliver these, while also remaining familiar and easy to understand for the fans of the genre.Speaking of the features themselves, we certainly have plenty of them in Empires, closely interconnected with one another as it should be in a grand strategy game.[www.matrixgames.com]Region and population management. In Empires, the map is divided into Regions. Each region has its own population, represented by abstracted units. Each population unit has a culture (which can change) and a status – citizen or slave.The regions can host a number of buildings depending on the level of population. We have a lot of different buildings in the game, both generic and nation-specific. There are a lot of possible synergies in building up your empire-wide infrastructure, but you do not have total control over what is available to build in a certain region at a given time. You will need to adapt to circumstances and make the best of it.Every region also shows its major city/settlement on the map, which can be fortified via building choices to resist siege attempts by the enemy.Finally, trade happens between regions. While it is automated, you will have a lot of influence over it via buildings and other choices.We will talk about all this in detail in the next diary!Battle system. Our battles are much more than just trying to pile up the most number of units in the same place. Unit abilities, quality, and leadership are decisive and will influence your approach to battles and how to conduct your wars. Understanding the strengths and weaknesses of your own forces and those of the enemy will decide the winner.Progress and Decadence. This mechanic simulates the dynamics behind the rise and fall of empires. It has been tried in a few games before, but we believe our approach should please you, as it captures particularly well the momentum some countries can get, and the ebb and flow of successful empires trying to deal with their own success and with new challenges.The details will be the topic of a separate developer diary. The gist of it is, that you will feel pressed to move your nation upward on the "ladder" of nations, but with moving ahead you are sowing the seeds for an eventual decline and possible collapse. A collapse that in turn can lead to a rebirth and restoration, or the start of something new. A fall is not inevitable, but it does not mean game over, either.There are a lot more we want to cover (provinces, decisions, types of nations, etc), but we hope to have given you a general idea on what we are aiming for with the game.Stay tuned for the next Diary!Follow us on Facebook[www.facebook.com][www.matrixgames.com]. Dev Diary #5 Governments and Rulers: Hi and welcome to the 5th developer diary for Empires, our upcoming grand strategy game set in the Ancient Era.Governments come and go, but nations stay. Well not always, these too can disappear in Empires, although we will only brush lightly on this subject today, as it will be the topic on our 6th diary when we turn our attention to culture and decadence!Still, governments in Empires are a fundamental part of how your nation operates. They are sorted in 3 levels, that we call ‘Civilization Levels’. Within each level, 5 possible governments exist. At the very bottom in development, your nation can be a tribal horde or a tyranny. Perhaps a sect even! Then as you progress, your nation can transform, for example, into a Republic, a City-State. Finally, upon reaching the last level of civilization, you can become an Empire or a Federation!And all this is not just cosmetic, as you can guess. Each government has specific traits also called modifiers, and there are dozens possible. A City-State might have a bonus in commerce, while a Monarchy allows more experienced troops to be trained in your barracks. Combining these traits with other possible modifiers derived from your ruler (or political party for Republican Rome and Carthage), so that each state ends with a very diverse profile, and these can work together or, on the contrary, can help to offset a specific penalty.This means that most of the time you’ll see that a clear identity is created for a nation, through its government, its ruler and its national modifiers. For example, Carthage is a merchant oligarchy and has some good bonuses for trading and commerce. On the other hand, it has great difficulties in levying en masse its citizenry, so it will have to rely on mercenaries to compensate for this lack of manpower. But Carthage being Carthage, the national treasury should be sufficient to recruit quite a lot!Then there is your ruler. He too comes with modifiers related to his profile. Here again, there is a wealth of possibilities and rulers are generated randomly for near infinite combinations. Rest assured though, there is a sound logic applied when a ruler is generated, and mutually antagonistic traits won’t appear. You can then end up with a good administrator which is also a reformer (if you are lucky). But on the other side of the coin, should you be unlucky, a depraved and cowardly king is always a possibility! This will in turn greatly influence what you’ll do with your nation. For example, some rulers will allow easier conquest, either through giving a bonus to your military or how well they can administer the new conquered, unruly, regions. But some will cripple and syphon away your money or will negotiate so badly that a war might erupt from their blunders (try coming at the negotiation table and insulting a tyrant, see how it goes!).Another important strand in this multi-layered approach to your nation profile is your government status, which is strongly tied to progress and decadence. Over time, your government will have a change of status and might become stable, old, decadent even? This, in turn, will influence how you can play your nation and can even influence when and how your ruler dies! Perhaps you’ll then wish ‘good riddance’ to the old fool who was ruling your nation if he decides now is a good time to wrestle a bear in an arena!Next week, you’ll see how governments mesh together with culture and decadence to create the sense of ‘rise and decline’ for your nation. Stay tuned!. Field of Glory: Empires Dev Diary #8 - Legacy: Winning the GameIn Empires, you are building your nation so that it endures the passage of time, and your achievement is measured through the legacy you’ll leave, even if in the end, your nation is no more.There are several ways to achieve this goal of being first in Legacy. It’s not just something to be only achieved by conquering part of the map, although that approach remains a possibility, rest assured. If you take a military approach, then you’ll want to plan your campaigns so that you conquer and hold your objective regions. These regions are set for each nation and represent loosely their historical progress or areas of interest. Some nations will have objectives set in a concentric way, around their capital, so they will expand outward in each direction. Other nations have several possible ‘tracks’ to follow, and when they get an objective in one of the tracks, then they are provided with another. For example, Rome has a track that represents its progress against Carthage, including Spain and Africa. Another track will let the Republic fight Epirus, Macedon and then go to Asia Minor, and so on.Another possible approach to gaining Legacy is to make your regions very cultured, so that they produce legacy points by themselves. There are two levels here, and both demand substantial investment in the right buildings and decisions with the second level being quite a challenge to achieve. But if you devote your nation to the creation of prestigious buildings, it’s a possibility.Yet another option is to pursue actively those national decisions that provide Legacy Points. These can include domestic reforms, or mounting a far away expedition to the border of the known world.A final way to generate legacy is to try enduring the difficulty of managing a nation past its glory. Like Sparta perhaps, that clung to life for centuries well beyond its climax. This has no doubt left a lasting impression to the future generations, as few people know nothing about Sparta, even nowadays. Practically speaking, when your government is old or decadent, each turn you manage to survive the vicissitudes happening to your nation, then a significant amount of Legacy Points will be given.If you can build, and sustain, a substantial legacy lead it is possible to win the game before its actual end-date of 190 CE. This might reward a high risk strategy where you try to gain legacy quickly and accept the inevitable problems such a focus will bring. A modern equivalent of the traditional Spartan instruction to ‘return with your shield or on it’? Equally possessing substantial amounts of legacy will help you during the game as there are a number of rewards to being seen as an impressive state by your contemporaries.So the game is much more about painting the map in your color. Even if in the end all nations are trying to generate more legacy than their rivals, you can still get these points from different approaches, although admittedly it is probably better to try a balanced approach perhaps with a focus on one.. Field of Glory: Empires Challenge #2 Ranking and Videos: We have the final list of the participants who completed the Challenge #2 – Amass 7500 money in your treasury while reaching at least 20 regions in less than 50 turns and avoiding to be in the last tier in the progress & decadence chart. Carthage was not an easy faction to play, with scattered regions to protect and surrounded by powerful neighbours. Players had to carefully plan ahead their moves and outsmart their opponents. It was very interesting to see the different strategies employed and the different pay-offs!This is the final ranking, kudos to all the participants![www.matrixgames.com]We will announce soon the Challenge #3, its setting and task. Stay tuned!Here’s below a taste of the videos published so far, including the ones completing the challenge:www.youtube.com/watch?v=QFaw30IFSQMwww.youtube.com/watch?v=hByQfxUzSpo&list=PLGB6RkFB7ZmNZ5snmx5PoqzCw4jrBqEOP&index=7www.youtube.com/watch?v=_-LO_6ZkT_k&feature=youtu.bewww.youtube.com/watch?v=YlEyjxMCsWE&list=PLMwqkym59Zruy7LZOC70YRa3gBcPY5gMf&index=1www.youtube.com/watch?v=vkjtgwepvwc&t=17s. Field of Glory: Empires - The Challenge has been accepted: Field of Glory: Empires is a very ambitious project. It’s perfect combination between empire management and grand-strategy, united to a set of unique mechanics, will set a new standard for strategy games.To better introduce players to this upcoming masterpiece, we have launched a great Challenge series of events, inviting influencers and media members.[www.matrixgames.com]We have gathered in a playlist the main efforts played so far, so you can have a look at first hand how the game unfolds, even in more strict environment.www.youtube.com/playlist?list=PLQrYLOdjwRhQIL0LAeH4NZc-rh3c__GjxYou can watch some sample below:www.youtube.com/watch?v=X8YRiu73AZE&list=PLQrYLOdjwRhQIL0LAeH4NZc-rh3c__Gjx&index=2&t=2swww.youtube.com/watch?v=OsP7tPJfJ7gwww.youtube.com/watch?v=F6LvluXe0_cStay tuned for further updates!. Dev Diary #5 Governments and Rulers: Hi and welcome to the 5th developer diary for Empires, our upcoming grand strategy game set in the Ancient Era.Governments come and go, but nations stay. Well not always, these too can disappear in Empires, although we will only brush lightly on this subject today, as it will be the topic on our 6th diary when we turn our attention to culture and decadence!Still, governments in Empires are a fundamental part of how your nation operates. They are sorted in 3 levels, that we call ‘Civilization Levels’. Within each level, 5 possible governments exist. At the very bottom in development, your nation can be a tribal horde or a tyranny. Perhaps a sect even! Then as you progress, your nation can transform, for example, into a Republic, a City-State. Finally, upon reaching the last level of civilization, you can become an Empire or a Federation!And all this is not just cosmetic, as you can guess. Each government has specific traits also called modifiers, and there are dozens possible. A City-State might have a bonus in commerce, while a Monarchy allows more experienced troops to be trained in your barracks. Combining these traits with other possible modifiers derived from your ruler (or political party for Republican Rome and Carthage), so that each state ends with a very diverse profile, and these can work together or, on the contrary, can help to offset a specific penalty.This means that most of the time you’ll see that a clear identity is created for a nation, through its government, its ruler and its national modifiers. For example, Carthage is a merchant oligarchy and has some good bonuses for trading and commerce. On the other hand, it has great difficulties in levying en masse its citizenry, so it will have to rely on mercenaries to compensate for this lack of manpower. But Carthage being Carthage, the national treasury should be sufficient to recruit quite a lot!Then there is your ruler. He too comes with modifiers related to his profile. Here again, there is a wealth of possibilities and rulers are generated randomly for near infinite combinations. Rest assured though, there is a sound logic applied when a ruler is generated, and mutually antagonistic traits won’t appear. You can then end up with a good administrator which is also a reformer (if you are lucky). But on the other side of the coin, should you be unlucky, a depraved and cowardly king is always a possibility! This will in turn greatly influence what you’ll do with your nation. For example, some rulers will allow easier conquest, either through giving a bonus to your military or how well they can administer the new conquered, unruly, regions. But some will cripple and syphon away your money or will negotiate so badly that a war might erupt from their blunders (try coming at the negotiation table and insulting a tyrant, see how it goes!).Another important strand in this multi-layered approach to your nation profile is your government status, which is strongly tied to progress and decadence. Over time, your government will have a change of status and might become stable, old, decadent even? This, in turn, will influence how you can play your nation and can even influence when and how your ruler dies! Perhaps you’ll then wish ‘good riddance’ to the old fool who was ruling your nation if he decides now is a good time to wrestle a bear in an arena!Next week, you’ll see how governments mesh together with culture and decadence to create the sense of ‘rise and decline’ for your nation. Stay tuned!

 
 
 

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