For the Glory Interview

Article

posted 11/4/2009 by Charles Husemann
other articles by Charles Husemann
One Page Platforms: PC
What's the final unit count of the game? Can you talk about the ways you can modify the units and extend them?
Units are simple for required abstraction of the grand strategy level of the game. You will find infantry, cavalry and artillery for land and warships, galleys and transports for naval, with bonuses and penalties for each kind of unit. Nevertheless, land and naval technologies are key for optimal use of military units, and they have fully moddable effects on warfare through an easy-to-modify database structure. The corresponding sprites can also be modified.



What changes have you made to the user interface? Have you extended or added features or is this just a cosmetic update?
We had two goals: break the graphic limits of the Europa Engine and add useful, clear and detailed information for players without cluttering the interface. Inside the game, there are some cosmetic changes, but they are always the result of added and enhanced features, not to mention many added tooltips that also help with the learning curve and new map modes.

The game supports all resolutions up to 2400 pixels for screen height, while the Europa Engine was limited to few resolutions. FTG is thus designed for all recent screens, and especially widescreen monitors.

As icing on the cake, we are working on future interface skins for the game and more flavor for the playable countries.


There's always a balance between historical accuracy and playability, what side does For the Glory learn toward? Can you give a few examples of some minor historical details that people might not have heard of?
Our goal is to provide historical situations, but a player can change everything while playing. In this case, historical events out of context will simply never occur. The script engine has been greatly enhanced in order to provide better control of the situation via triggers. All play styles are possible, from role-playing countries to world conquest. The game proposes an historical trend but this is far from rigid and many plausible alternatives are proposed in AGCEEP like England winning the Hundred Years War, China remaining open to the rest of the World and more exploration oriented, the formation of Germany, etc. Player has a choice and can influence rulers’ decisions... but not always, depending on the situation.

For the same reason, A-controlled countries will try to act historically but they will also adapt to the situation. The game also proposes different levels for the AI’s choices in events from purely historical to fully random.

An interesting bit of information that can be found in the game: did you know Tito Livio Buratini invented the helicopter (“flying dragoon”) for Poland in the 17th century? Amazing...


How did you choose which historical elements to include in the game?
This is mostly based on contributions by the community around Europa Universalis II and AGCEEP in particular. Some are indeed important major events for countries but there are also plenty of flavor ones. We just try to not “spam” players with events. This is also the balance between playability and immersion.


Anything I missed that people will think is important?
Yes, the game release is only the beginning of a new story. Our goal is to improve the game more and more in the future. It was just impossible to implement all of the good ideas that were expressed in this first version...

We will also start a public adaptation of AGCEEP to a long-awaited new map and new features of the game with all of our contributors. Many other mods (different timeframes, different maps, different scenarios) from various authors, who are also beta testers of the game, should be ready the same day as the game release.

We'd like to thank Phillipe for taking the time to answer our questions and to Tom for helping to coordinate the interview.




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