Experience the rise of Genghis Khan with Oriental Empires: Genghis, coming November 13.
We are proud to announce the first DLC for Oriental Empires. Participate in the extraordinary rise of Genghis Khan, in Oriental Empires: Genghis!
Begin as a homeless outcast and become the legendary warrior in a brand new campaign. New maps, buildings, units, resources, technologies and characters enrich and expand your quest to become a true Khan of Khans.
Train and grow a small band of warriors, cultivate alliances and pick your battles wisely to subdue the rival clans and unite the Mongol nation. Earn the title of the fearsome Genghis Khan and unleash an all-out war on the great powers of the Xi Xia, Khwarazm and Jin Dynasty era. Are you the builder of a bridge between East and West that changed the world forever? Claim your place in history as its greatest conqueror.
Guide humble Temuchin on his path to becoming the revered Genghis Khan, and experience important moments from his life in the new story campaign - or play a sandbox campaign set around the time of his birth. Genghis is set on a new map that extends from China in the East across the vast steppes of Mongolia, covering the great cities of the Silk Road, and reaching what was to become Afghanistan and Iran in the West. Stunning new building models bring the cities of the Silk Road and Islamic Central Asia to life. Discover new resources, technologies and characters as your quest unfolds.
KEY FEATURES
Become Genghis Khan in a brand new story campaign
Play as other new factions in the ‘Time of the Mongols’ sandbox campaign
A new map that extends from China in the East across the vast steppes of
Mongolia all the way to the Caspian Sea
Stunning new buildings
New roster of Mongol units
New units for the Turkish tribes and the Empire of Khwarazm
Many new resources, technologies and characters
Genghis is coming November 13. Wishlist the new DLC now!
This update’s main feature is the scenario editor. This lets you create scenarios similar to the Warring States scenario, which is already in the game, and share them using Steam Workshop. With the scenario editor, you can define your own factions, easily place cities, buildings and armies, and even include your own faction symbols. We’re really looking forward to seeing what the community can create using this tool.
This update also includes a number of bug fixes and improvements.
Read the full changelog below, and enjoy!
Cheers,
KevWatch
Battles:
Fixed battles sometimes not resolving properly in single player when the player doesn't view them.
Improved siege initiation. Stack can begin attack if any stacks around the settlement can breach the walls.
Units dismount and artillery stay unpacked if two hexes away from the city wall.
Artillery oriented towards settlement at the start of the battle phase.
Large trebuchets don't stop firing when first rope puller killed.
Spare artillery crew re-assigned duties between turns, so the engine can continue to work even with some crew losses.
Fixed crash when land units without flaming ammo fire at ships.
Fixed some stats for faction specific units.
Settlements:
Can now delete roads. Use the delete key to remove the roads in the hex under the cursor when in road building mode in the settlement view.
Fixed bug when irrigated farms leave farms behind when their city is destroyed.
Settlements can take over resources when previously owning settlement is destroyed.
AI won't auto build farms on potential mine sites.
Multiplayer:
Fixed being assigned an eliminated player when joining a hidden humans game.
Changed save game name of hidden humans game to not include faction name.
Fixed battle indicators showing for human players in MP hidden humans mode.
Other:
Changed font for the Chinese version
Added ability to import a map from png file into the map editor. Mainly intended to work with files from the Demis Map Server.
More multiplayer options and improved AI, a new patch has arrived!
We are happy to share with you another major patch for Oriental Empires. This latest version brings new starting options for custom games, allowing players to select the preferred starting age. It also allows for more options in multiplayer and on top of that, the AI received a nice little boost, making it better at conducting diplomacy and using a navy.
The full changelog can be found below and as always, feedback is greatly appreciated.
- Surtur
Changelog:
AI
<*>Improved AI's economic balance between buildings and army
<*>AI will keep a minimum army size
<*>Improved unit diversity in AI recruitment
<*>Improved AI movement of armies
<*>AI can build naval units
Custom Games
<*>Added ability to set starting era in custom games. All the tech from previous era's is available, and some edicts are already issued.
<*>Ability to have random AI controlled factions. The player still controls whichever faction he selects.
Multiplayer
<*>Added ability to assign factions randomly in MP. All players, including the host, are assigned a faction at random.
<*>Added hidden humans ability in MP. If this is selected, then the UI is adjusted so that no indication is given of which factions are human and which AI controlled. Diplomacy with AI factions has a delay, and functions the same as with human players. Random factions must be selected by the host in the initial faction selection screen for the hidden humans option to be available.
Diplomacy
<*>Reduced offensive alliance diplomatic spam. AI won't ask for alliances against those enemies it can't reach
<*>Can't declare war on vassals if you have a peace accord or fraternal harmony pact with their overlord
<*>Less 1 coin diplomacy
<*>Fixed a serious bug that was stopping inter AI diplomacy working correctly.
Misc
<*>Reduced effectiveness of land troops against naval. Previous fix accidentally doubled it :(.
<*>Fixed a bug that stopped naval units moving adjacent to large land stacks
<*>Buildings can't be deleted if existing or queued building depends on them
<*>Fixed issue with city list not being scrolled correctly in city list view
Map Editor Now Supports Steam Workshop!
Following the launch of the first iteration of the map editor, we are pleased to announce that we are ready to further roll out the support for community content by launching Steam Workshop Support. With Steam Workshop support, players are now able to upload and share their own maps and scenarios with the community. It is our aim to keep expanding on support for community content and workshop integration.
Downloading new maps and scenarios could not be easier. Simply head over to the Workshop Section in the Community Hub, find an item you find interesting and hit the subscribe button. The file should be downloaded automatically the next time you start the game.
In order to upload you map, head over to the map editor, load your map in the ingame map editor and click the new "Upload to Workshop" button. Next, just enter a fitting name and description and you should be good to go. As there is no full scenario editor ingame, putting those up requires the console command:
UploadScenario *ScenarioName*
Be sure to check the Scenarios and Modding forum for more information on how to make your own scenarios.
The full changelog can be found below. We are looking forward to see what you all come up with.
- Surtur
Changelog
Added ability to use scenarios and maps from Steam Workshop
Added ability to share maps and scenarios from Steam Workshop
User created and workshop maps can be used in multiplayer
Localized map editor
Fixed bug that allowed more factions than was reasonable on user generated maps. This fixes areas of unusable farmland.
December 20th - Santa brings a Map Editor!
Hi everyone, this update begins the roll out of support for user generated content, by adding a map editor tool built into the game. You can use the maps you create instead of randomly generated ones in custom games, and they can also be used in scenarios you create yourself. Please see the new Modding and Scenarios forum board for more details.
Added ability to load a particular map in a custom game. Can be one of the built in maps, or one created by the player.
Added ability to load a user created scenario
Bug Fixes
Fixed bug where stacks can incorrectly merge if both were ordered to a hex containing another stack
Fixed game settings tab not being available on systems with non supported system language
Added back button to game type selection screen
Fixed bug with caravansaries not exporting to settlements created before them
Stop re-exported goods being exported to their source
Improved algorithm for distributing starting positions in custom game
Important: This is the first release of the map editor, so there are a couple of issues remaining. The editor is currently only in English, and custom maps aren't yet supported for multiplayer. Further updates will follow next year.
Happy Holidays!
- Surtur
Join the official Discord! (for multiplayer, tips & tricks and more)
Join us here: https://discord.gg/mc8QQsg
Update 4 December 2017
Hi guys,
This small update took a little longer, but rest assured that further development is ongoing! This small update deals with some issues with the Warring States scenario, as well as a couple of other small fixes. We also added a little console for those who like to... experiment with the game.
Please let us know what you think and stay tuned for more.
- Surtur
Changelog:
UI
Added option to retain height when zooming to show something.
Defaults to on.
Camera position restored when exiting settlement view on the settlement it was opened for. Otherwise previous height retained if keep height option selected.
Added slider to adjust white fade level when zooming out.
Stack without orders is now selected if you use the eye button from the warning dialog.
Cheats
Added console for typing cheat commands. Open and close it with the backtick key (located below Esc on American keyboards). There's a drop down list of commands you can use, or you can type them directly. Type command + " ?" for usage information. Some of the commands work on the internal names for things (e.g. buildings), rather than the screen names, so you'll want to select them from the drop down list on the right. And no, they don't work in multiplayer :). I'm also afraid they haven't been localized.
Units
Fixed both bronze and silver level armor tribal horse archers being available together
Fixed name of NB Guard Spearmen
Fixed Militia Chu Ko Nu not being available if a first level armorer is present
Fixed some issues with herder dagger axemen and halberds
Misc
Fixed bug with naval combats causing game to crash
Herders can no longer research "Sword Making" tech as it gives them no benefits
Contribute to our Gamepedia wiki and win an exclusive prize package!
The Gamepedia page for Oriental Empires is now live!
By contributing to the wiki, you will not only earn the eternal love of your fellow warlords, but you can also win a highly exclusive Oriental Empires prize package. The package contains a boxed copy of the game, an Oriental Empires poster, a one-of-a-kind Oriental Empires art book, and a copy of Sun Tzu’s ‘The Art of War’. Everyone is welcome to help out, from great emperors to ambitious vassals.
The winners will be announced when the Chinese new year starts (in February 2018), so you have plenty of time to hone your skills and get busy writing.
This is a promotion by Iceberg Interactive. Curse does not sponsor or endorse Iceberg Interactive’s promotion and is not responsible for this contest
Battle AI Update
Update 9 October 2017
A new update has just been made available. This update was mainly focused on improving combat, plus a few small issues that came up over the last couple of weeks. We would like to thank all of you for your feedback, especially regarding the combat mechanics and we want you to know that more improvements are on the horizon!
The full changelog can be found below. Please let us know what you think in the forums or comments.
- Surtur
Fixed some pathing issues around cities
Fixed a problem with units congregating on top of shooting unit when waiting to attack breach
Improved charge behavior and made soldiers charge if targeting an opponent more than a few metres away
Fixed various issues when units perform drill maneuvers with soldiers that are out of position.Fixes a lot of line dancing issues.
Soldiers that get stuck will try to rejoin units
Small units won't form up with more rows than columns
Tuned target selection in battles. Closer targets more important
Switched around models for IC Noble cavalry
Fixed problem with missing WS Cavalry bodyguard for herders
Allowed whirlwinds to breach lowest level earth wall
Fixed very rare freeze bug
Added warning if player's siege engines can't breach walls
Fixed erroneous warning about horse archers being unable to burn walls