Empire Building


This weekend I enjoyed a game night with 4 other people, and we played Imperial Settlers. This game is a fun card-based empire building game. In the game, players choose one of four factions – Barbarians, Romans, Egyptians, or Japanese, and use the common and special buildings to get resources, build their empire, attack other buildings, and score points. The base game contains four factions, each with a different play style, so it plays 1-4 players (in my 5 player game night, I was on a “team” playing as one faction). But Portal Games just announced a new expansion for Imperial Settlers with a new faction: Atlanteans. This expansion will bring the play count to 5 players, making it more versatile for your game nights!

The Atlanteans expansion doesn’t just add a player – the Atlantean faction is also very different from the original factions. They have a new resource, Technology, which unlocks special abilities on their faction cards. They also have unique ways of scoring, but their faction buildings sink at the end of the game and do not score any points. This is huge, since usually faction buildings cost two points each at the end of the game. The expansion will also include expansion cards for the original factions to complement the Atlantean abilities.

Imperial Settlers: Atlanteans will debut at Gen Con 2015 in July, and will be in distribution worldwide in August. To learn more, read the announcement here or check out the Atlanteans page on Portal Games’s website.


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Explore. Expand. Exploit. Exterminate. A 4X gamer’s favorite things. Designer Oliver Kiley (Hegemonic) conducts a very in-depth examination into the pitfalls of 4X design. Mostly discussing the video game 4X experience, many of his points can be rolled over to analog games.

This basic premise of large-scale empires fighting for resource control to fuel a military domination struggle creates some fundamental challenges for 4X game design…As I see it, the challenges are inter-related, but stem from a set of relatively simple issues.

Image Courtesy of http://www.big-game-theory.com/

Image Courtesy of http://www.big-game-theory.com/

The post covers the unsatisfying end game of many 4X scenarios when you have to wipe up an often far-flung lingering opposition after your empire has reached a obvious and unassailable level of advancement. As well as the challenge behind how to balance a multi-player game and keep things interesting once one player has “snowballed” past the point of any hope of challenge. Plus, how do you manage your empire once your cities are as numerous as the stars?

The result of unchecked snowballing is that, for many in 4X games, matches are decided by “one big battle.” The player with the biggest production and military advantage presses the attack and corners a defender. If they are able to stack the odds in their favor in advance, winning a key fight is often a foregone conclusion. And once the bulk of the defenders army is destroyed the aggressor just “steamrolls” their way to an inevitable victory, with their forces uncontested as they take over the opposing empire.

Going beyond the unsatisfactory solution of buffoonish, inefficient AI “governors” , Kiley finds the best solutions lie in working to create a swift closure to a winning game, as well as create alternate goals to allow multiple avenues of victory beyond raw numerical superiority. He also details some game designs that go so far as to radically reinvent the 4X concept.

The post is an extremely fascinating read and you can check it out on his Big Game Theory blog right here. You can also check out Kiley’s earlier study of the 4X experience “A Failure to End” here.