Sep 16, 2019
Empires in Ruins - Sgt.H
For the last several months, we've been working on the game campaign and main map mechanics. Defining the specific genre of Empires in Ruins is quite difficult, specially when it comes to this part of the game.

I imagine it could be seen as a sort of 4X-lite with a strong emphasis on the story and dialogs, and with a major focus on social management other than economic management, where battles are fought in an "inglorious" hybrid of TD and RTS.



The reason for the above defintion is simple and it's intrisic in the nature of the game story. A drunkard, grumpy and unreliable sergeant is sent with a ragtag army to retake control of the Western Marches, quelling the rebellion and kicking back an invader.

The provinces, that are fallen under the riots and the enemies attacks, are to be defended by using the little resources avaiable, and once retaken under control, they need to be stabilized socially. In order to do that, an economic work is also due, of course. People need to be fed, guards and command posts need to rise from the ruins and help Sarge in re-establishing the law again.



At the beginning of summer, we had a testable version of our main campaign, and playtesting it, both ourselves and our external testers, we realized that while it worked well, it lacked two main things. First of all, one autoresolve system (see article), and second, it needed oomph.

It needed oomph in terms of both a bit of pressure on the Player (beside the plot progress) and a reward for progress. Discussing about this with Wikus in particular, one of our testers, gave me the idea of recurring riots. Every X turns (a random number in a given range, based on the current game difficulty and somewhere around 10) a riot is now gonna strike one of the player provinces, picked at random.



The better the relations with the Population, the more these riots will be take to happen. For each of the chapter objectives achieved (only in campaign mode), the timer will also be slower by one turn.

Each time the player conquers a new province, the next riot will be delayed by 5 to 10 turns as well.
Even though riots can be autoresolved, it's important to know that defeat in a riot means losing a province to the rebellion, therefore it should be important to pay attention to the choices made.



This mechanics, upon the first testing, now generates a pleasant feeling of pressure. The players now will not feel like idling forever on a single occupied province, but they will want to occupy more provinces and to achieve objectives, so to make sure the riots are occurring less often as well.

Now the ball is to the testers, to see how well this new mechanics works, specially mixed with the autoresolve system. There might be some tuning to do, but it might also mostly be on the turns values, and in that case it would be quite easy to handle. We will see, and see you soon!



Dr.H, Lead Designer & Dev
Empires in Ruins - Sgt.H


Hi there!

We're getting close to our Early Access release, and we're working non stop on the feedback loop from testers.
What we wanna do, is to have the game released maybe (for sure, I mean, it's early access) missing some parts of it, and having some roughness around the edges of the parts in it, but that it's fun and enjoyable already.

Last couple of weeks, working on the feedback coming mostly from the 4X community, we did add a few elements to the game. We start with the first one, the autoresolve system.

Even though battles are a core component of Empires in Ruins, in order to satisfy different types of gamer, and not to impose our own style on each run, we decided to provide the campaign (and sandbox) modes with an autoresolve function for battles.

I think this might come specially handy in case of repeated riots a player might not have intention to play on a given battlefield, or also in the case of a player more into the management/grand-strategy part and less in the details of real time battles.



Nevertheless, now Empires in Ruins has an auto-resolve mode for battles. But how does that work? First of all, we wanted to have a bit of random component, but a controlled randomization. That comes from watching testers playing and playing ourselves the game battles. Specially at higher difficulty mode it's absolutely not guaranteed that you will win, quite the opposite instead, no matter the amount of research, bonuses, etc, it's the human factor that makes the difference.



Therefore we needed to turn this into a chance of success. We're old school people, coming from board games and RPG games that went out of print already a decade ago, and the d100 is our favorite approach to things.
Let the system roll a random number between 1 and 100, if it's less or equal than the target value, you succeeded (with various levels of success), if it's larger, you fail. One thing that affects EVERY single d100 roll in the game is the main character Luck statistic. Luck can't be grown with levels the classic way, and mostly depends on random events and a few other factors, and is a value applied to every percentage check, therefore also on the one to determine the chance of victory.

So we decided to determine a system, taking into account multiple factors, that could help building up in a meaningful way that percentage of success.



Chance of Victory = Base Value(0) + Battle Modifier(1) + Research(2) + Commander Status(3) + Officers (4) + Scouted Enemy Status (5) + Game Difficulty (6)

(0) Base Value. This value is pre-determined based on the map, and on the map position in the campaign progress roadmap. It ranges from 60% (for the very first maps) to 0% (for the very last battle).



(1) Battle Modifier. This is obtained by comparing the Attack value of the province beginning a battle, with the Defense value of the target province. This difference, is used in the full battles (without autoresolve) in order to determine the
class of advantage or disadvantage for the player, with all the related modifiers (to damage, to enemies spawning time, to morale, etc). In the autoresolve, this difference is summed to the victory chance. This modifier usually ranges between -20% and +20%, but in some cases can peak to higher percentages too. It's actually clamped to a range of -50 to 25 with the reason that the impact of a negative modifier, also in classic battles, tend to be a lot more relevant than the impact of a positive one (that's life).



(2) Research. Research is divided into 5 tiers, one for each chapter, and is split among Unlocks (new towers, abilities, buildings, etc) and Upgrades (damage, production times, resources production, etc). Unlocks give the higher contribution, but both categories give a contribution to the percentage based on the tier and on the amount of elements per tier. The value ranges from 0% to 40% once all the tech tree is completely researched.

(3) The presence or absence of Heimer in a specific battle, has quite an impact on the battlefield, therefore it had to be relevant in the auto-resolve as well. If Heimer is missing the chance of victory receives a -10%. No shouting and bullying is not good for the morale it seems! If he is present, he provides a +1% plus his modifier to Damage (1/10 of his Tactics value), plus his modifier for Morale (1/10 of his Leadership value)



(4) You can have 3 officers in your board of Officers, and each officer has a rank (1 to 3, from Rookie to Veteran). In a classic battle they would provide with their abilities a modifier to various aspect of the battle, in the autoresolve, in order to simplify (the modifiers can be positive or negative so it was going to become too articolated to consider them all one by one) each empty place of the board provides a -1% to the chance of Victory, while each officer instead provides a 1% for each of his rank levels.

(5) While it has no impact on a classic battle, beside providing the player with information about the difficulty of the battle, we decided that scouting had to have an influence on the autoresolve. On one side the autoresolve makes the game faster and a lot simpler, but with scouting having an impact on the victory chance, it creates a more interesting interaction. An unscounted enemy province causes a -5% malus, a scouted one provides a +3% bonus.



(6) Finally, the game difficulty level obviously influences the chance of success, with an easy game providing a +10%, an intermediate game with neither positive nor negative influence, and a hardcore game with a -15% (keep in mind that battles are VERY difficult to beat in the classic way in hardcore mode).

What now? Well, first of all testing testing testing. On the first in-house tests, the difficulty seems to be quite ok, but I am 100% sure it's not yet. Only multiple "full" playthrough by people that are not working on this code every day will show if it's working well enough or not. On the other hand, the base idea seems solid and complex enough, still without adding any additional weight or actions on the shoulders of the player, and therefore balancing it out might end up being just a matter of tweaking values.

From Dr.H this is all for now,
Cheers!
Empires in Ruins - Sgt.H
https://www.youtube.com/watch?v=fu3ZWWmfOcg

So, it's shaping up it seems! We start this update with our first developer let's play of the game campaign, 90 minutes without having even finished chapter one, but with the designer (that'd be me :D ) talking about design, gameplay, lore and whatever else.

And, not a single bug in all that time!

But a lot is happend in general, and we're nearing our Early Access release. Here's the roadmap, and you can also now read on the page our full "Why Early Access?" set of answers.

Ping us anytime, with anything you want to know, and, if you want a real time interaction, join our Discord too.

Talk to you soon!
Dr.H, Lead Dev


Jun 19, 2019
Empires in Ruins - Sgt.H




Empires in Ruins keeps on growing, and the updates frequency is very high, specially on our discord channel!

New builds, with your feedback applied, are coming out almost weekly, with new contents, new maps, new fixes, and always new parts of the campaign.



We're loving the idea of building this game together with our community, it makes the world out there feel a less scary, by knowing that we're gathering the shared feedback of many, and creating something that it's not only pleasant for us, but for everyone to play!



Sneak a peek here at the new maps terrains, some of the new UX elements and at the rewritten dialogs dripping dry humour ;)











We hope you love what we're doing as much as we love doing it, don't hesitate to ping us with questions and feedback, and if all this looks appetizing enough, come to discord and try the beta!

Cheers,
Dr.H, Lead Dev
Empires in Ruins - Sgt.H


Before we're taking EiR to steam (and it will happen soon), we're running a closed beta round through our Discord Channel.

The current beta features Chapter 1 of the Campaign, the 1st version of the Sandbox mode, and 13 maps of the Arcade mode, so quite a lot!

If you wanna join, and be part of this, you just need to join us on Discord, and get full access!

See you there!
Dr.H, Lead Dev
Empires in Ruins - Sgt.H
https://www.youtube.com/watch?v=iw5W-8Lpqm8

The time has come, the cinematic campaign trailer is here ;) Enjoy!
Empires in Ruins - Sgt.H


Hey guys!

Ever since EiR's adventure began, now almost 6 years ago, we've loved to involve the community in the development of the game. The very first playable alpha (i saw it recently and it looked awful ;) ) was in 2014, and since then we get a new build out every 6 or less months.

And your feedback from each version goes to improve the next one.



Now it's again time to meet the creators and play EiR live!

London, Tobacco Docks, 4-6 April, Booth GG14-1 (Great Gallery, near the retail shops), will you pay us a visit?



Hope to see you there!
Dr.H, Lead Designer
Feb 13, 2019
Empires in Ruins - Sgt.H


happento you to stop and wonder, in front of a Store page, who's behind a game?

We're not talkin about AAA, there it's certaintly a lot more impersonal, but an indie game. Be it a solo developer, or a small team, who are the faces behind your most loved or hated games?



Where do they come from? What do they look like?

Well, we can't answer for them all, but here's what we look like. Based in Estonia (Tallinn), but coming and scattered from across Europe, here's Hammer&Ravens team, working on Empires in Ruins!

If you wanna join us and our community, feel free to visit our Discord channel anytime!

Cheers and see you soon with more updates!
Emiliano, Team Leader
Empires in Ruins - Sgt.H


Hello everybody, long time to see right?

Well, those of you that follow us on Twitter, Facebook or on our Discord channel are probably up to date, but it's time to bring the whole set of news to our Steam crowd as well!

So, we do begin with the new beta, cause that's the big gun we bring out here!



EiR Beta v0.85.1

It includes a lot of fixes, 4 new maps (for a total of 5 battle maps), several visual updates and a taste of the first 4 battle of the campaign. And, with the next beta, not too far away, you will be finally able to also try the 4X component of the game!



Ok, this was the first one. Go and download it, we would really really appreciate some feedback on what we are doing and what you like and what not!

Then, next one. WE ARE GOING TO EGX REZZED!!!



So yes, if you are visiting Rezzed in April, make sure you come and visit us!!

What else. Ah well, we have a new illustrator in the team, Giulia, and she is working like crazy to get the intro cutscene remade! And know what? We love the results we're getting!!!

https://www.youtube.com/watch?v=UQb6Ez-8ouY

(By the way, do you recognize Heimer's voice? ːsteamhappyː )

So, for now that's it, see you soon around guys, don't hesitate to write us!!
Cheers,
Dr.H, Lead Designer, Developer H&R

Empires in Ruins - Sgt.H


While during the short and frenetic campaign in the Western Marches a long-term classic 4X-like research system would be out of place, Chief engineer Gottfried Megler will make sure to try and give an edge to our ragtag military forces...



Don’t expect social or long-term research like a in classic Civiliazion or Endless Space style, the time span of EiR campaign is far more limited in time, months at best, so those researches would be certainly out of place.



Given how badly trained and equipped our initial army is, though, a few upgrades in the military field can only be beneficial. Better bolts, better armors, better buildings. And that’s what EiR’s research system brings to you. Unlock and upgrade your warfare, if you wanna have a chance to make it against enemies superior in number and technology.





See you next time!
Dr.H, LeadDesigner H&R
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