The latest post from Michael Akinde on the combat model of Imperium deals with how battles actually transpire. The best part: Perhaps the most common situation when two sides meet is that one of them withdraws from battle. In this period, it was almost impossible to force a battle on a reluctant enemy, and the […]
Entries Tagged as 'Imperium'
A Question of Leadership
September 2nd, 2008 · 6 Comments · Ancients, Design, Imperium
War is a human endeavor, and the quality of the humans in charge matters. The challenge for game designers has been how to separate the impact of the leader from the quality of the troops under him. What is Patton’s value added to a well trained armor division? How much of Prussia’s power was based […]
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Under the Hood
August 27th, 2008 · 1 Comment · Ancients, Design, Imperium
Michael Akinde, developer of the still not finished Imperium – Rise of Rome, has started blogging about some of the design details of the combat model in his game. The starter post can be found here, and his thoughts on how to reflect troop types and tactics here. From the second post: The scouting factor […]
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While I’m At It
February 4th, 2008 · 2 Comments · Ancients, Blogs, Board Games, Imperium
I don’t want this to turn into a boardgaming blog (though I hope to have Turn 3 of the AAR up later today) but indie developer Michael Akinde has posted some of his thoughts on the Avalon Hill classic Republic of Rome over on his Imperium blog. Still no news on a release date over […]
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Joining an Eventful Discussion
November 5th, 2007 · 10 Comments · Cryptic Comet, Design, Imperium
It’s always nice when two independent developers disagree with each other on design stuff. Vic Davis of Cryptic Comet, home of Armageddon Empires, recently posted a mini-dissertation on the role that events play in strategy games. He compiled a list of the purpose that events can play and how they can be used to challenge […]
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Plugging a developer blog
May 2nd, 2007 · 1 Comment · Blogs, Imperium
Just thought I’d post a link to Michael Akinde’s developer blog for the still-in-planning stages Imperium: Rise of Rome. I love developer blogs when they provide some insight into how they see game design. Michael has, so far, laid out the basics of his political system and just added a bit comparing Age of Napoleon […]
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