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Author Topic: Feudums - 4x medieval strategy  (Read 3782 times)

gimli

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Feudums - 4x medieval strategy
« on: March 01, 2016, 09:10:32 am »


"Feudums is a 4X cross-genre, cross-platform epic strategy MMO (first build) due out in early 2016. Players take up the role as a Lord or Lady with their own feudum (Latin for fief).
Feudums will provide its players a diversified gaming experience: you can play MMO ranked game sessions (hosted on unique maps and running with different settings), and after the main MMO version has been released, we’ll also deliver single- and traditional multiplayer experiences (customized worlds for battling AIs, running single-player or co-op scenarios, or simply holding a private, quick multiplayer game session for your own friends). So you’ll have some options."

Introducing Feudums (2016-01-11)
General informations (2015-12-30)
Interview with the main game designer (2015-12-30)
Detailed informations about the victory conditions in Feudums (2016-03-01): Paths to Victory
Warfare ABCs (2016-03-17)
Preview + Q&A by eXplorminate: Feudums Preview, Feudums Q&A: Part 1, Feudums Q&A: Part 2

This game looks interesting and I love the art style!
Spoiler (click to show/hide)
« Last Edit: March 17, 2016, 12:18:21 pm by gimli »
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Drakale

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Re: Feudums
« Reply #1 on: March 01, 2016, 09:46:50 am »

Love the art.

Concept sounds good, as long as it's not a microtransaction type game.

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Levi

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Re: Feudums
« Reply #2 on: March 01, 2016, 10:36:47 am »

It sounds kinda cool, but I lost it in the QnA at the payment model.  "Free to Win".  It makes me happy that Free 2 Play has so many bad concoctions that developers are scared to say it.

That said, I probably won't bother with it because its F2P.  :D

Edit:  Okay, on the main store page it does say this:
Quote
FEUDUMS is a free-to-play game with monetization mechanics restricted to cosmetic updates and premium features without in-game advantages. Creating private games with custom rules and attendees is a premium feature, but boosting incomes and quickening in-game progress isn't. In FEUDUMS, you can't buy in-game progress! Your strategic planning and cunning skills are the only tools you need to succeed.

So I'll keep an open mind until I learn more.  I've learned over the years that my definition of in-game-advantages tends to differ from developers versions.
« Last Edit: March 01, 2016, 10:39:24 am by Levi »
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gimli

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Re: Feudums
« Reply #3 on: March 01, 2016, 11:22:25 am »

^ It sounds like the LoL model [minus the private games with custom rules option]. I really like what I see so far (game mechanics/features & art & the pigeons).
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Quartz_Mace

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Re: Feudums - 4x medieval strategy MMO
« Reply #4 on: March 01, 2016, 04:00:44 pm »

PTW
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SharpKris

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Re: Feudums - 4x medieval strategy MMO
« Reply #5 on: March 01, 2016, 04:10:55 pm »

PTW

loving the art style
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rumpel

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Re: Feudums - 4x medieval strategy MMO
« Reply #6 on: March 02, 2016, 06:39:42 am »

Looks nice. Having to follow this. :)
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gimli

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Re: Feudums - 4x medieval strategy MMO
« Reply #7 on: March 02, 2016, 08:20:00 am »

Detailed informations about the victory conditions in Feudums: Paths to Victory (I've added this to the OP as well.)

"...Feudums will provide its players a diversified gaming experience: you can play MMO ranked game sessions (hosted on unique maps and running with different settings), and after the main MMO version has been released, we’ll also deliver single- and traditional multiplayer experiences (customized worlds for battling AIs, running single-player or co-op scenarios, or simply holding a private, quick multiplayer game session for your own friends). So you’ll have some options..."

« Last Edit: March 02, 2016, 12:57:28 pm by gimli »
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Zireael

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Re: Feudums - 4x medieval strategy MMO
« Reply #8 on: March 02, 2016, 11:52:12 am »

I am interested. Very much so. 4x? Medieval? Free? Yaay!
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Ludorum Rex

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Re: Feudums - 4x medieval strategy MMO
« Reply #9 on: March 02, 2016, 12:56:45 pm »

Really cool. I hope they manage to establish a presence and a good chunk of market share before the copy-cat vultures of browser/mobile gaming swoop in and make knock-offs galore.
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gimli

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Re: Feudums - 4x medieval strategy
« Reply #10 on: March 02, 2016, 01:17:05 pm »

^ Yep, and they are testing the first "main" [MMO] build already.

Spoiler (click to show/hide)

Anyway, I removed the "MMO" part from the title of the topic, because they are going to add more gameplay modes later on.
« Last Edit: March 02, 2016, 01:21:44 pm by gimli »
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gimli

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Re: Feudums - 4x medieval strategy
« Reply #11 on: March 10, 2016, 08:08:35 am »

Feudums February Update

"...The “mostly” done build includes some pretty darn cool stuff:

- Four seasons, distinctive in both visuals and in-game effects
- Feudum Management (the ability to finally build improvements and build up a local economy, to set labor, taxes, food ration, to experience the importance of medieval food production and its dependence of the seasons).
- Working MMO maps where players can (for now) see each other … and where you can prepare for our next builds by building up multi-feudum economies so you can start trading, feudal and diplomatic agreements, and finally, to consolidate your position and exterminate those who defy you with the arrival of warfare..."

Vassals:  The Secret of Your Success

"....In Feudums, anyone can become a liege lord or vassal of another player - most probably, you'll end up being a liege to some and a vassal of another. And, for the most part, that's a great thing. Feudalism works like an archaic social network, with factions gathering around the major influencers - with some of the influencers eventually becoming kings or peers of powerful kingdoms. If you are part of the society, if you have your allegiances, lieges and vassals, you may expect their support, either military, economic, diplomatic or counseling, because only together you'll stand the test of other factions.
The game is designed to be a working ecosystem with options built in so players won't ever grow to the point that it feels like your whole life is micromanaging every village and town. The game rewards delegation through the vassal system.  For example, as you grow, your empire gets larger and more it becomes more time consuming to deal with everyday chores.  By ceding a part of your lands to a new vassal, you not only gain a new partner, you now have a new "manager" for that land. They tend those lands and give you part of the income and their armies back in return.

But remember that feudal relations aren't set in stone and the political map can change rapidly. Agreements and allegiances work as political pointers in Feudums; they show the road you're expected to take and mark the price of leaving it, but the choice is always yours. Politics can offer Proper Reasons: with proper reasons, one can break ties or agreements at a much lower cost of their dignity. Either way, opportunities will ultimately put loyalty and ambition to regular tests.

In other words, just because you swear an oath to a specific liege doesn't mean you won't have plenty of opportunities to make your move when the time is ripe...."
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Hanzoku

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Re: Feudums - 4x medieval strategy
« Reply #12 on: March 10, 2016, 08:31:08 am »

Huh, I wonder how that'll work out in practice. One of the biggest problems in Might & Fealty with new characters is the lack of trust that they aren't going to immediately turn around and stab you in the back as soon as you grant them a new settlement.
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a1s

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Re: Feudums - 4x medieval strategy
« Reply #13 on: March 10, 2016, 10:05:36 am »

This is just like an idea me and my friend kick around a few years back (but in medieval times.) Very much in my sphere of interest!

They are testing the first "main" [MMO] build already.
How do I get in on that action?
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gimli

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Re: Feudums - 4x medieval strategy
« Reply #14 on: March 10, 2016, 10:36:57 am »

It's an internal test AFAIK, but the first "management" [mmo] build is going to be released to the public soon. [~few weeks I guess..]
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