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Egypt: Old Kingdom Free Download [key Serial Number]

Egypt: Old Kingdom Free Download [key Serial Number]


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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 history

You 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 Pyramids

You 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 simulator

You 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 maps

Discover 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 Egypt

  • More 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.
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Title: Egypt: Old Kingdom
Genre: Indie, Simulation, Strategy
Developer:
Clarus Victoria
Publisher:
Clarus Victoria
Release Date: 24 May, 2018


Minimum:

  • OS: Windows Vista SP2
  • Processor: Intel Core 2 Duo 1.8 Ghz or AMD Athlon X2 64 2.0 Ghz
  • Memory: 4 GB RAM
  • Graphics: 1024х768, 1 GB VRAM
  • DirectX: Version 9.0c
  • Storage: 2 GB available space

English,Russian,Simplified Chinese,German,French,Turkish,Italian



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When i ran the game first time i went to game options to configure my settings, and as soon as I clicked ultra (in graphics) the game screened turned black but the menu music was still playing. I closed the game and eversince then; i just recieving a black screen with background music then not responding message. havent even played the game.. A breath of fresh air in terms of genre and style. Worth a purchase.. doesn't worth 10$. Very nice game! If you like to know some Egypt's history and also like turn-based tactical game play, then it's a good choice. This game is not easy to win since some events will caused based on you selective. I can feel the game developers do put a lot of effort on this game. Appreciate.. Fantastic grand strategy game in the same vein as the Civilization series and Paradox Interactive games.

Lots of replayability. Art is fantastic.

The rich history of Ancient Egypt's Old Kingdom period is fascinating and sets this game apart from other strategy games.

This is not simply a little gem from an indie developer, it is an impressively deep game.

If you love history and strategy gaming, this is a must-buy.. The gameplay is modest for a city builder in this day and age, and the strategic part of the game doesn't ask much - basically, a tug of war between your adversary's army and yours, with the outcome heavily dependent on who has the most soldiers.

Visually, much of what you see in the preview is exactly what you can expect in the game: simple and abstract, not entirely different from a boardgame.

I enjoyed the soundtrack for its ambience, and the cinematics were a pleasant touch (reminded me of the old Civ II wonder clips, in a good way).

All in all, Egypt: Old Kingdom is a humble game, but I thoroughly enjoyed my first playthrough. The developers clearly had respect for Egyptian history, and I found the educational aspect of the game is where it really shines. It's a fun game, stuck somewhere between a city builder, turn-based strategy, and boardgame.

I'd recommend this game to those looking for something different from conventional strategy or city builder games. What it lacks in depth and challenge it makes up for in the competent execution of its setting, as well as the educational aspects (I can't remember the last time a game included optional quizzes for the player to review what they've learned).


Egypt: Old Kingdom now available in Brazilian Portuguese and Malay languages!:

Guess what? Our dream came true!

Thanks to our amazing volunteers Egypt: Old Kingdom is now available in Brazilian Portuguese and Malay languages!

We're happy more people from Brazil, Malaysia, Brunei, Indonesia, Singapour and other countries can now join our community and discover the world of Ancient Egypt!


If you wish to make your input and translate Egypt: Old Kingdom in your language, welcome to join our Crowdin project: Click here to go to Crowdin[crowdin.com]. Developers Diary, Issue #6:
Discoveries menu

Now, 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 expeditions


Glass treatment technology


New discoveries:
Pharaoh publicity


Concept of souls multiplicity


The 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:
Construction

After 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!. Developers Diary, Issue #4:
How to turn a history into a game?

Today we’ll try to reply the question we’ve been asked a lot: how do you turn a history into a game? The answer is, by deeply researching Egypt’s history.
To think of it, what kind of deep research is necessary for a strategy game, where you don’t exactly recreate everyday life of a citizen? It’s not like we’re making an RPG, right? Right but not quite. For a strategy like ours, historical research is still very important, because it helps to make the game itself deeper and more interesting, while still keeping it historically correct. Let’s get an example.
Talking about the setting. For a strategy choosing a setting is almost equals to choosing a plot of a game, and the plot should be as interesting and diverse as possible. That’s why it’s important to choose a very well-researched place – without it, there will be no way to collect necessary materials. Looking back to Predynastic Egypt, we had to choose between Hierakonpolis and Thinis. Both of them were big and well-developed centers, but Thinis was destroyed too badly by time, there was not enough data about this city. In the case of Egypt: Old Kingdom Memphis was a much easier choice, being a well-known ancient capital with many data available for us.

Possible location of Memphis


After the place is chosen, we start to do a detailed research on it, collecting as many data as possible for a certain period of time (in our case it is Early Dynastic Period and Old Kingdom period). Every little thing is studied thoroughly in order to immerse the player in the game deeper. We learn about kings’ deeds, their authority, did they properly worship gods or not, did they start any wars or not. We study climate, soil, vegetation, natural disasters of that period. We learn about the appearance of ancient Egyptians, their dress, their food, their houses.

Phragment of a historical database:

Sketches of Ancient Egyptians' appearance:


Little by little, we collect some kind of a database about a chosen period. But this database is not yet ready to become a game. First, we bring these data to the scientists from the Center for Egyptian Study, who help us to make the game historically correct. This part of work has its tricky sides because sometimes scientists do not have a consensus about some questions. For example, Memphis original Egyptian name is “Inbu-Hedj”, which translates as “the White Walls”. Regarding this, there is no consensus about what exactly is “the white walls”? Two versions exist 1. it is walls of king’s palace or 2. It is walls of all funeral complexes in Memphis.

Discussion with scientists:


Instead of taking sides and choosing one of these options for the game, we decided to play safe and let the player decide this and many other controversial issues.
Together with scientists, we choose the most important events, and they become the essentials for the game’s plot.


Some of them are easier for gamification, some harder. Let’s take a look at some cases. One of the challenges players is going to have to bear is the challenge of Egypt Unification. It was an extremely important event for Egypt, after the unification, it became stronger, more solid and more developed, which is essential for following pyramid building era. However, the problem is that the player plays for Memphis, which is in Lower Egypt, but Egypt was unified by the king Khasekhemwy, who was the king of the Upper Egypt! So basically the player has to win the game by “losing” to Khasekhemwy. We had to find a way to let the player realize the importance of unification and to accept it as a “winning” strategy. So in the game player will have to fight those who support the separation, and this is how the goal of Egypt Unification can be reached.
Another example? No problem!
One of our goals and our game’s unique points is that we want to make the player fully experience the life of an Ancient Egypt, we want to make a player think like Ancient Egyptians! In order to do that not only we have to know how exactly they were thinking, but also through the gaming process, we had to put the player in the same conditions as Egyptians had.
In short, Ancient Egyptians strongly believed that if they would not worship their ancestors and gods properly, the country would experience all kinds of disasters. This belief was unconscious and unconditional, that’s why they were building all those funeral complexes, made a sacrifice, trying to please their ancestors. Even cities were built only as a way to please gods and ancestors! They were sure, if they will stop properly worship them, the country will be doomed, because ancestors will stop to protect them.

Inside of tomb:


We wanted to nudge the player to build all these pyramids for the same reasons as Egyptians did, and this is how the stat “Like by gods” appeared. This stat is mostly necessary to worship the gods’ cults, and a player can earn it by working in temples and worshipping ancestors. But what really makes a player feel like Egyptians did is the feature of “Like by gods” stat – it degrades by 0,1 every turn. It happens because people are dying; hence, there are more and more ancestors that must be worshipped. If a player will not pay attention to this stat and it will degrade too much, more and more disasters will start to happen, such as fires, earthquakes, droughts, etc. If will greatly influence the economy and the result of the game.
That’s it for now. If you like this issue and want to know more about historical part of our work, please let us know in the comments! We have a lot more to tell!. Developers Diary, Issue #10 The battle thundered!:

When one's recreating the historical reality, battles are just as important as an economic development. Establishment of almost every civilization included some sort of military actions. Some computer games are sometimes more focused on the battles rather than economic development. Depending on developers' priorities and desires games' battle systems can look very different. For some games it's just a simple event, not outstanding at all, but in others, it's almost like a game inside a game, a huge event which requires a lot of actions and efforts from the player, something like what we can see in Total War.

We're making a historical strategy, and we're trying to make it as close to the truth as possible, so it's important for us to balance out every sphere of life in the same way as it was balanced in the Old Kingdom. Ancient Egypt was not a military state, and that's why we decided to let the player focus more on the development of the country rather than military actions.
Our first games had no separate battle mode, and the player got the result of the battle after a few clicks. In Predynastic Egypt we added the battle mode, but all the battles remained blended into the story, only slightly highlighted in comparison to the other events.

Predynastic Egypt battle mode:


Egypt: Old Kingdom battle mode:


In the Predynastic Egypt conquering hostile tribes took several steps. Preparation took a few turns, then a couple of skirmishes to weaken the enemy, and then the battle royale. Of course, players could go without skirmishes if they were sure they'd win. The process of the battle was demonstrated in a separate window, but a player could not influence it or make any decisions in the battle. The only thing (s)he could do is to retreat from the battleground.

This simple system was sufficient for Predynastic Egypt. But for the new game, Egypt: Old Kingdom, we needed something more elaborate. From the feedback we got from Predynastic Egypt, we also knew the audience requested to improve the battle. Some people even asked us to make something similar to Total War. With all due respect to this game, it was inappropriate for our game to have this kind of a battle mode. Not only because Egypt wasn't a military state, but also because there are not much data available for a detailed reconstruction of battles of the Old Kindom period. All we know is that Egypt had an army that they have had some kind of military actions, but there is no information about the enemies or about battles' dates, times and locations, no information about the number of troops. No information about the results of battles. Without this information, all we could do is to fantasize about what their battles were like, but that is not something we need.

Still, we wanted to improve the battle mode, and the question was - how could we do it? We went through players' suggestions, as well as through our own ideas. We wanted to keep the ease of Predynastic Egypt's battle mode, but add a few features to make it more interesting. In the end, we added a few buttons, which were the result of a painstaking analysis and synthesis. We had to analyze as much of possible battle actions as possible, and then synthesize this information to make a few new buttons for a battle mode. Eventually, we got a system that is deeper and more flexible, than the original one, but at the same time, it's not entirely different.
So, before the battle player's troops are going to the enemy's territory (Egyptians on the left, enemies on the right side):



As soon as the player will choose to fight, the battle preparation will begin. The player will learn basic information about the enemy, and on the screen below we can see the first added button "Risk". What does it mean?
Even at the Old Kingdom period battles started long before the troops stood on the battleground face to face. Scouts were sent to investigate the enemy's troops condition, sabotages, tricks and set-ups were used in order to weaken the enemy's army before the battle. If those actions were effective enough, they could upset the initial power balance and a less powerful, but more cunning army could win the battle. These actions are hidden under the "Risk" button. It does not guarantee the victory, but sometimes it can save the army when the battle is unavoidable, but the army is not strong enough. On the picture below you can see the exact case when the button "Risk" can be used. Without it, the battle most certainly will be lost. The "Risk" button increases the chance of both good events (by 100%) and bad events (by 75%). The battle will become highly unpredictable, but also with a chance of victory.


After the player chose his actions - to fight or to risk - here comes the second step of the battle. The battle itself. Here you can see two more buttons which allow the player to select the tactic. He can order the army to attack, and it will increase the damage to the enemy's army. Or he can order to defend, and in this case, the player's army will suffer less damage, but also the chance of bad events will increase.

In Predynastic Egypt, when the battle was over the player could only accept the result without the chance to react somehow. In Egypt: Old Kingdom the player can now choose his actions after the battle. He can exterminate the enemy or to let them go home. The first option will slow down the progress of the enemy's tribe. The second option will improve the relationships with all neighbor tribes/nations.



If the player loses the battle, his enemy can capture his troops. In this case, the player can beg his enemy to release part of them. Regardless the result, it will damage the relationships with the other tribes, and additionally, the enemy may not return the troops. So the begging only effective if the army was big. Otherwise, the player can just accept the defeat and do nothing about the lost troops.



Besides the main battles, the player can also do raids. They have slightly different results. The successful raid will allow the player to enslave the enemy or to desert their lands (to destroy the fertility of the land by mixing it with salt). This will slow down the development of the enemy's tribe. In case if the raid will be failed, player's troops will be enslaved.

Besides the number of troops, a few other factors will influence the results of the battle. These modifiers will randomly be chosen before every battle. There are organization factors and religion factors. For example, successful raid or god's support can help the player. On the other hand, long distance from Memphis to the battleground or god's indifference can weaken the army.
And that's all about basic changes in our new battle mode! Trust me, it will be quite challenging!. Version 1.1.1 Achievements fixes and balance improvements.:
The week has begun, and for us, it is a busy start because we've prepared an update!

Bug fixes. 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:. Version 1.0.11 Urgent fixes of game's logic bugs.:

  • We fixed the exploit which allowed breaking the tutorial on turn 3 and 4;
    Added the option to turn off the tutorial in the tutorial dialog window about society;
  • Fixed a bug in the Flood event;
  • Fixed the window of decentralization unblocking;
  • Fixed the bug when the uploading of the save file made on the 1st turn of the game was broken;
  • Fixed a few bugs in the Conquests of Nubia and Egypt;
  • Fixed a group of bugs in various events, connected with non-existent tribes.

Attention, please! In the new version, you might see the warning window saying that your old save file is incompatible with the new version. Please ignore this warning, everything should work fine.

We also can see some other bugs, we’ll fix them asap. Also, expect the improvements of balance in various quests and actions!


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