About This Game You are one of the multitudes of incarnations of the great Horus, and side by side with the pharaohs, you are fighting against the mighty Seth, who unleashes numerous disasters upon the lands of Ancient Egypt. Win wars and overcome crises, discover new technologies, worship your gods and conquer neighboring tribes! Are you wise enough to help the ancient kings to unify Lower and Upper Egypt, build a stable economy and to erect the Great Pyramids?Based on real historyYou will find yourself in Memphis, 3500-2140 years B.C., the time of the first six dynasties of pharaohs. You will unify the country and create a prosperous kingdom, which later will have to face the havoc of the First Intermediate Period.Construction of the Great PyramidsYou will lead the construction of pyramids, choose their design and materials. This process requires tremendous investments, but it is the only way to keep peace and order in the country.Ancient society simulatorYou will not only deal with the problems of farmers and craftsmen but also make important political decisions, which will define the future of the kingdom. Numerous challenges and events of different scale await you.Ancient mapsDiscover the world of the Old Kingdom: exploit new lands, send expeditions to different places, and meet different cultures. Use every opportunity to learn about your surroundings and to expand Egypt's borders.Differences from Predynastic EgyptMore diversity in the game, varied tasks in the regions, different tactics for playthroughs and unique bonuses from patron gods.Egypt: Old Kingdom is longer.New technologies: 3D engine and skeletal animation. 1075eedd30 Title: Egypt: Old KingdomGenre: Indie, Simulation, StrategyDeveloper:Clarus VictoriaPublisher:Clarus VictoriaRelease Date: 24 May, 2018 Egypt: Old Kingdom Download] [License] egypt old kingdom period. egypt old kingdom igg. egypt before old kingdom. ancient egypt old kingdom timeline. egypt old kingdom youtube. egypt old kingdom end. egypt old kingdom bug. old kingdom in egypt. egypt old kingdom forum. old kingdom egypt video. old kingdom egypt hieroglyphics. old kingdom egypt jewelry. egypt's old kingdom guided reading activity 2-2. egypt old kingdom mac. ancient egypt old kingdom video. egyptian old kingdom time period. egypt old kingdom pc requirements. egypt old kingdom the game. egypt old kingdom pharaohs. egypt old kingdom rulers. egypt uncovers old kingdom cemetery. egypt old kingdom skidrow. egypt's old kingdom ended for all of the following except. the egyptian old kingdom was a city-state true or false. egypt old kingdom crack. egypt old kingdom sculpture. egypt old kingdom google play. egypt's old kingdom worksheet. egypt old kingdom reddit. old kingdom egypt fashion. egypt old kingdom ipad. egypt old kingdom master of history review. old kingdom egypt battles. egyptian old kingdom art and architecture. egypt old kingdom game reddit. egypt old kingdom kaufen. egypt old kingdom review The interface is fine, the art style is apealing and the setting is great. However, city-building/management/stategy games like this demand a certain amount of player freedom that this title refuses to provide. I went to great lengths to ensure that I was not dominated by any other culture, even restructuring my culture into a more martial society, in order to ensure my own player agency in the game. All the same, said agency is methodically stripped away and the player is left with only token "technology" upgrades that are rendered meaningless by the fact that they all improve your producton of resources and none are mutually exclusive so there's no reason not to buy absolutely all of them. This game railroads the player down the path of history instead of letting them meaningfuly engage with the world it presents. I ended up failing to build tombs that I didn't have resources for and didn't ever want to build anyway, for characters I'd never seen, interacted with or even heard of until a pop-up text informed me of their unproven importance. What the developers have clearly lost sight of is the fact that in a video game, in order for the player to want to do something, they have to be given a reason other than just flatly being told to do it. In order to get me to build monuments and tombs, I need to know that those structures will serve to commemorate and preserve MY legacy. I'M supposed to be building this civilization, after all. Or am I? Who am I? I'm not a god, because the game keeps telling me to worship those. I'm not a Pharoah, because the game keeps teling me to bury those. So, who is the player? The game has removed the two most crucial means of player engagement: agency and identity. They should have just written a book.. The game is beautiful and has brilliant mechanics with an awesome well researched historical background. Unfortunately, even the easy difficulty level is actually ludicrously hard and I never got past the civil war. As it is the balance is so far out of whack that unless you like feeling frustrated for fun I just can't recommend this game.. an absolutely amazing and dope looking turn based strategy game, i highly recomend this game for anyone who likes playing with strategy games, my only complaint is that this game is slightly more dificult than many of the other games made by this dev team, especialy in the late game but it is quite possible to win once you understand the game and get a bit lucky. i would rate this game a solid 8/10.. Too many bugs.. Highly educational, yet not a good gaming product.The final phases of the campaign are utter and ruthless nonsense/chaos/punishment from a gaming point of view.The initial phases are very interesting, stimulating. Middle-game is fine.Graphics, UI and music are fine, as well.If you enjoy being educated through a game (yet an unbalanced, "primitive" one), buy it. Otherwise, steer away :-) .. Great game. A bit too heavy in Graphics for nothing, still love the Pre-dynastic more than this.. This is a neat little turn-based management game combined with a history lesson.What's this game about? Consolidating power as fast as you can and then stockpiling resources.You do this by slotting a limited number of workers into resource-spots.Once you found out the trick, the game becomes trivial. It's about 5-8 hours of fun.If you decided to get this, here are three tips:1. Play a test run to get the hang of things until turn 80~, then start a new one. You'll be better.2. Take Horus as your main deity. Since consolidating power is key, he's just ridiculous.3. Don't build pyramids. Turns out they're a giant waste of resources. Who knew?. loved the first one. and this one really is even better. the art is beautiful, the concept is great and many handling improvements. looking forward to playing more.. Just 300 turns. No replayability at all. 100% linear. Invest your money somewhere else. Update 1.1.0. Achievements already on Steam!: Dear friends, the long-awaited day has come - Steam achievements are now available for Egypt: Old Kingdom!Besides, we added new tasks and features on the city map and the map of Egypt, we made some balance improvements and fixed some bugs.New features:. About the date of the release: Dear friends! We did our best to release the game in February. Now February is over and we realized the game is still not ready for demonstration. We believe it's better to spend a bit more time polishing the game instead of releasing a bad product in hurry.The release is delayed until the end of March with a chance of delay until April. In the meantime, we'll fix bugs, finish localizations, improve the game in order to make sure you'll enjoy it fully after the release. We're doing our best to refine the game.We apologize unreservedly for making you wait, and we hope for your understanding and support!Thank you!. The date of release and the launch of demo version!: After this long time of waiting and delays we’re finally ready (and very happy too!) announce the final release date! Egypt: Old Kingdom will be released on Steam on May 24th, 2018! Hooray!10 days is quite fast, but we have a way to make them pass even faster ;) Ladies and gents, we present you our new video, which should have become an introduction video at the beginning of the game. Due to some technical problems, we couldn’t insert it in the game, but we think it’s a must-see video! It presents the cosmogony of our world the way Ancient Egyptians from Heliopolis have seen that. You’ll understand a bit more about Ancient Egyptians, and it’ll help you during the game. Watch the cosmogony video on our YouTube channel!And the last but not least! Every single one of you now has the chance to test and try the free demo version of Egypt: Old Kingdom, which includes the first 53 turns of the game!Links:For Windows: http://clarusvictoria.com/files/OldKingdom_0.4.1_demo_w32.zipFor MacOS: http://clarusvictoria.com/files/OldKingdom_0.4.1_demo_mac.zipEnjoy your week and don’t forget to share your impression about the game!Cheers!. How to translate a game into a baker's dozen of languages?: Game localization is a very important, but not the most apparent step in game development. No matter how small your game is, a good translation can increase the number of potential buyers. On the other hand, a not so good translation can scare them off. Our games - Stone Age, Bronze Age, Marble Age, Predynastic Egypt and soon to be released Egypt: Old Kingdom are translated into 13 languages in general. We'll be glad to share our experience and talk about a few unexpected problems we had to deal with during localization.The original language of our games is Russian, so the first step was to translate it into English. When our team still had only one member and when the first game, Stone Age, was created, there was no choice but to pay for translation. It wasn't the best choice not only because of money but also because translators-outsiders probably would not be aware of what game they are translating. It makes mistranslation possible. Thus, we decided to translate the next game, Marble Age, ourselves. The translation we made knew no proofreading, no editor's eye... well, you can guess how "great" this translation was. We got criticized for it a lot. Nevertheless, the goal was achieved - both games got translated into English. Later both translations were revised and edited by natives.Now to get the game translated into English is only half a battle. It helps to attract more players among English-speakers, this includes people who speak other languages as well. Thanks to the fact that we put a lot of efforts in making our texts interesting and informative, we soon got many offers of help from people who wanted to translate our games to their languages! Needless to say, we were only happy to accept.The first volunteer came from Spain, and Marble Age got its Spanish version. Since then our friend from Spain became one of our most supportive volunteers and helped to translate other games as well. Later another volunteer from Turkey appeared. Then another one from Germany. They all had to spend several weeks, helping us to localize our games. But as we all started to work together, we found out that our games are not designed to accommodate translations. These are basic problems we encountered:1. Correct display of translated texts. Other languages can contain diacritics - special symbols which can be all around the letter, for example sometimes you can see the word "naïve" with two dots instead of one, or like in many French or Spanish words, like "Rêver" or "niño". The most extreme case of this problem, though, is when the new language is not Latin alphabet based, for example, Chinese or Hindi.2. The screens of our games were designed to fit Russian language sentences. Sometimes when the text got translated into other languages, the length of a sentence changed, and it didn't fit into the screen anymore. Sometimes the translated sentence was too short, it also didn't look pretty.This is how we shortened English words:German also didn't look very well:3. The most difficult problem was about words order. Every language has different sentence structure. For us, it was important because we like to replace some words with symbols for people, food, resources, etc. But in order to construct the correct sentence, all symbols must appear in the right places. During translation, words order was often messed up and we had troubles placing symbols in the right places. 4. Finally, the text files exchange with translators was very inconvenient. For smaller games, like Bronze Age and Marble Age, it was bearable, but it didn't fit for a bigger game.While working on Bronze Age and Marble Age localization, we were looking for solutions. We uploaded more fonts and language packs, adjusted some settings for encoding. We worked closely with translators, adjusting the length of sentences to fit the limited space on the screen. Later we came upon Crowdin[crowdin.com] - a platform developed by Ukrainian programmer, which allows developers all over the world translate their applications, programs, games etc. with the help of volunteers. With the help of this platform, we slowly started to upgrade our localization process.The first problem was solved relatively easy by uploading additional fonts and language packs. When Predynastic Egypt was created, we designed it with the thoughts of future translations. The text space was designed to extend automatically to adjust the text of any length.Problem no.3 has solved thanks to a new text writing system, the idea of our programmer. We inserted text symbols everywhere where pictures should be inserted. For example, here is a short sentence: "The (number) dynasty came to power" we need to use different numbers. So we replaced it like this: "The {0} dynasty came to power", and this allows translators move the number around to suit the correct word order of their language. Here is the example of code, to give you a clearer idea of what we're talking about:The process of localization became much more convenient. Bronze Age already got several localizations by the time we uploaded it on Crowdin, and it helped us to improve translations and attract more volunteers for new localizations. Our games gained some popularity and we even got a small community of fans from different countries. Thanks to that we had a chance to start Predynastic Egypt translation early, and the game was released both in Russian and in English. English language translation was supported by a volunteer from the USA, whose input is especially appreciated due to his respectable age. It's nice to know that our game in interesting to many different people.The translating platform also offers a convenient way to leave comments on suggested translations. Volunteers can always contact us or other translators to ask questions or to check something, and the work goes smooth and interesting.After Predynastic Egypt was released, another volunteer joined our team. He was from China, and right away he brought with him a whole team of volunteers who started to translate Predynastic Egypt in Chinese! That was a huge luck because it let us sell our games on the Chinese market. As you probably know, Chinese-speaking countries make one of the largest game markets in the world, if not the largest. But it's almost impossible to sell there a game which has no Chinese translation. That's why the help of our Chinese friend was truly invaluable, and he keeps helping us and consulting us about China and Chinese market.As the game was released, more and more volunteers offered their help. They not only translated Predynastic Egypt but also other games. Eventually, we had our games translated into 13 different languages, including French, Italian, Czech, Polish, Japanese and even Hindi! And this is not the limit, who knows where our future volunteers will come from!The new game Egypt: Old Kingdom will be fully translated into English before the release, and we have French, Czech, Chinese, Spanish and Turkish translations in progress. Most of the translators are our long-time supporters, who translated previous games as well.We're doing everything in our power to reward volunteers' input. We provide them all necessary support, issuing certificates for their CV, confirming their work, we share free game keys with them and put their names in subtitles. We'll certainly keep it up and we'll think of new ways to encourage them.You're welcome to join our new project on Crowdin, especially if you can help us with German, Portuguese (Brasilian), Korean, Polish and Japanese languages.https://crowdin.com/project/egypt-old-kingdomAnd that's the essential information about our localization experience. If you have more questions, please don't hesitate to ask!. Developers Diary, Issue #8: Pyramids construction. Trading cards for Egypt: Old Kingdom are now available!: Here comes the long-awaited day - we finally added Egypt: Old Kingdom trading cards! While the rest of the team fixed bugs and updated the game, our artist Max Yakovenko created 12 trading cards, new Steam backgrounds, and badges. As you probably know, only popular games on Steam are allowed to add trading cards, so it would not be an exaggeration to say that it's all your deed. Catch 'Em All! ;). Version 1.0.12 Bug fixes and balance adjustments: Shortcomings and bug fixes. BETA TESTERS WANTED: UPD: Thank you for applications, everybody! We have reached the maximum of people we need. We won't accept more applications until further notice.*****************************************************It's time for the long-awaited closed beta test! We're looking for volunteers who would like to join the test!Before applying, please read the rules first. By applying, you admit that you have read and accepted these rules.To apply, please leave a comment below with answers to following questions:1. Your age;2. Did you play our games before? If yes, which one?3. Your PC configuration: OS version, RAM, screen resolution, CP model, graphics card model (including its memory capacity);4. Do you have any additional knowledge of Egypt history, besides the basics?5. Your English level. Please let us know are you native or not?6. Testing experience (if any).Please keep in mind that the application does not guarantee participation in the test. After approving your application, we'll send each new tester an invitation to a closed Steam group which contains further instructions for the test. So... that's it! We're waiting for your applications!. Developers Diary, Issue #6: Discoveries menuNow, let's continue to talk about game menus. Same as in Predynastic Egypt it's called "Discoveries", but this time it will include more than just technological breakthroughs.Before and during the construction of pyramids Egypt developed very actively, and people made a lot of new discoveries. But starting from the III dynasty the pace of development slowed down so much that during next 400 years or so there were almost no changes at all. For our game, it meant we need to find a filling for about hundreds of turns. On the other hand, there were a lot of important things happening in different spheres of Egypt. For example, Pharaoh, how always considered to be a god and couldn't be seen by mere mortals, becomes a public figure. For Egyptians, it was an extraordinary event! Or another example, in the sphere of religion a new concept of souls multiplicity was born. These and others processes were as important as technological discoveries, so we decided to unify them in one menu. There are some more examples of technologies and discoveries from the new menu:Traditional technologies:Marine expeditionsGlass treatment technologyNew discoveries:Pharaoh publicityConcept of souls multiplicityThe most difficult part of the menu development was to sort out all event from game designers' database. They had to be divided into three groups: challenges, game events and finally discoveries. Each group had to contain comparable events, so that, for example, a creation of writing wouldn't be compared to some less significant event. As a result, we selected 69 discoveries, and almost all of them already complete, except the last three. This number of discoveries allowed us to perfectly spread them from the beginning to the end of the game. After the selection was over, next step is to create a description of the discovery and then to draw an art. And when it's done, it's time to define the bonuses for each discovery.Concerning the appearance of the menu, we decided to use the same concept as it was in Predynastic Egypt because everybody seems to like it and we got many positive reviews about it. All of the discoveries are presented as a long strip divided into three rows. In Predynastic Egypt, we used papyrus as the background, as if all of the events from the menu were just a long list of Ancient Egyptians deeds. This time we decided to change the background. Memphis was a big settlement, so now all characters from the pictures are living in houses and working in workshops.Each little picture should clearly represent the essence of discovery, and this task wasn't simple. We even had to refuse a few ideas, simply because we couldn't get the image right. In other cases, the images our artist created didn't fit the historical truth and he had to change it. This happened with the "taming of cats" discovery. As the most of us do, the artist imagined ancient Egyptian cats to be no different from the modern cats so he drew the First Version of the picture. After consulting the scientists we found out that ancient cats were still half-wild animals who only lived near humans because they found it convenient for themselves. So the Second Version of the picture present cats in the right way.Taming of cats:Ver.1 Ver.2 (historical)On the opposite, people on our pictures are drawn in the historically accurate way, when even the size of a pictured person matters - the bigger this person pictured, the higher position in the society it has. So from our pictures, it'll be easy to understand, who is who.The new menu has one more new feature. The first three discoveries are already made for the player by default. These discoveries are "Tribe", "Permanent Settlements" and "Agriculture". We decided upon it because we wanted to let the player better understand the situation at the beginning of the game.In general, don't you think that discovery menu resembles a comic a bit? Our artist worked hard to picture various situations and characters with vivid mimic. How about we play a game? I'll give you a few images, and you try to guess which discovery they represent? They will not be the most obvious, but also not the most difficult. Let's try! Write your suggestions in the comments! Those who already know the answer, please let others guess! ;). Developers Diary, Issue #7: ConstructionAfter the menu of cults and the discoveries menu, it would be obvious to talk about the menu of construction... but we don't have it. Instead, we decided to make a new construction system, which will comply with the following criteria: To be more diverse in comparison to Predynastic Egypt; To be historically correct.As much as we wish to make our games more diverse, we still can't do it at the cost of its historical accuracy. We're trying to keep this balance in every system of the game. New construction system is based on the geography of Memphis area, on several types of buildings and its materials. s we mentioned before in the second issue, Memphis is divided into 51 area. Each area has one of six types of landscape: semi-desert, river, wadi, shore, floodplains, and hills. The type of constructed facility will depend on the type of landscape. It's a simple connection! Because you wouldn't build a house on a floodplain, would you? Or to grow grains in the desert. It's all the same in our system - you can build houses in every area with a suitable landscape. On the screenshot below, you can see buildings are located on a hill, and fields are below on a floodplain.The process of constructions goes from simple to complex. Egyptians in the game came to a new land, and as they explore it, they constantly meet different obstacles, which can disrupt construction. For example, wild animals, there will be quite a lot of them. The player will have to decide how to deal with them - tame them, pray to them or exterminate them. Each action will have different consequences and bonuses. If there are no wild animals in the area, there can be bushes or swamps, and those need to be exterminated or drained before the construction. On the screenshot below, you can see several icons. Two icons below represent bonuses of the area. The upper row of icons represent tasks available for the player. Tree means fertile lands, cabin - abandoned village, white stones - flints, a useful mineral. At last, a hammer represents improvements which player can do in this area. Here nothing endanger the construction, so we can just go ahead and build whatever we want. Be there lions of crocodiles, we would have to deal with them first; otherwise, our construction workers could be killed. On the floodplains, you can build a vegetable garden or a pasture. Vegetable gardens can be upgraded to the grain field or a flax field. On the hills, you can build houses. Houses can be upgraded to workshops or barracks. The last level of the upgrade is temples and palaces. Graveyards can be built on the hills or in semi-deserts. In the rest of areas, players can hunt, gather berries or fruits or do a stockbreeding.Upgrades are available as soon as the player will have all necessary knowledge and sources. By "knowledge», we mean the discovery of certain technologies. While it's not enough, the icon of the upgrade is visible but inactive. By clicking on it the player can find out what else he needs to upgrade the area. The price of the upgrade will rise with each upgrade, besides player will have to keep in mind that there will be maintenance fee for each building. However, not everything is so expensive; bonuses will also rise and sum up with each new upgrade.Talking about the appearance of the buildings, we have to go back in a virtual history classroom and let you know that there is not much information left about the appearance of Memphis buildings. Unfortunately, it was built on a very unstable land and eventually all the buildings were destroyed or flooded. Memphis in our game is some kind of interpolation. For a reference, we used Hierakonpolis buildings, some buildings from the later historical period and the drawings of Memphis buildings that were found inside of tombs and pyramids. Basing on these things, we made a suggestion about Memphis buildings look, and this is what you will see in the game.Oh, but what about pyramids, right? We didn't mention anything about pyramids construction! Right. Of course, pyramids are very important. So much that we will make a separate issue about them because we prepared a great surprise for our player regarding pyramids and we really hope you'll like it. Besides pyramids, we also didn't mention anything about construction on the bigger map, the map of Egypt. Here we also added several new features, enough to make another issue. So please, stay with us and discover more about the game!
Egypt: Old Kingdom Download] [License]
Updated: Mar 15, 2020
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