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Empires in Ruins - The bastard child of 4X and Tower Defense

7 years ago

In Empires in Ruins, provinces do have some geographical features that can't be changed and that do imbue the province with some peculiarities. Scouting a province or conquering it ...


Today’s about geography, a fairly unusual topic at least until now, or at least tackled on this way.  

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  In Empires in Ruins, provinces do have some geographical features that can’t be changed and that do imbue the province with some peculiarities. Scouting a province or conquering it will inform you about the natural resources and what kind of advantage they might provide you.

Grasslands

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+3 food production Allows to build Pastures in the province (Food production)

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Stone

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+10% stone Allows to build Quarry in the province (Stone production)

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Water Bodies

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+2 food production Allows to build Fisherman’s Hut in the province Food production)

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The province can be subject to the Flood random event.

Ore Deposits

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+10% iron Allows to build Iron Mine in the province (Iron production)

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Forests

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+10% wood Allows to build Logging Camp in the province (Wood production)

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Allows to build Hunter’s Lodge in the province (Food production)

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Soon we will show you how those assets are built, displayed and handled, but i hope this is a good start for a teaser (i personally love those buildings assets ;) )

Cheers, Dr.H, H&R



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