• teutonicstudios

In Empires and Tribes you may enter every building of your settlement. Furthermore, a lot of actions like advanced crafting and processing of goods have to be performed inside. Let's have a look inside the guildhall - the center of your settlement. Your own residence, the main storage, some quarters and the public administration are placed in this building.




  • teutonicstudios

After a deep dive into AI planning and learning algorithms we're very happy to share some new screenshots and updates.

In addition to the previously shown town management, resource and labour planning our AI is now capable to survive in the harsh combative world of Empires and Tribes. Dependent on the current development of the AI base settlement and the aggressiveness towards the player our AI will deploy different army types, set up an attack plan, attack, defend and retreat if necessary. The armies may differ in size, strength and deployed units, dependent on the bias of the AI and the resources being available. For now there are four different unit types: swordsman, pikeman, archers and knights (each in three different levels and shapes). Due to different strengths and weaknesses they all behave unique in combat. So victory or defeat depends on your tactical skills.

Additionally we further improved the graphics and rendering (For the freaks: we switched from gamma to linear rendering, improved our grass and tree shaders and played around with atmospheric scattering) and redesigned our UI system.

  • teutonicstudios

As stated before, the world of Empires and Tribes will include several rivaling kingdoms. Therefore it is necessary that the whole town development, resource planning, unit training, combat strategies, etc. may be AI driven. So let's share some thoughts on the progress so far:

As we include random generated maps, the AI has to be able to completely analyze the environment, searching for rivers, mountains, forests and plateaus which offer plenty of building areas. We handle this by analyzing the height map of the terrain, combining all the areas which are flat enough and valuing these areas by size, height and resources. After finding the best spot the AI outlays the base street grid for the town center and starts constructing the first basic buildings (You, as a player, still won't be limited by grid based building placement, but using this approach for the Ai simplifies a lot). The following decisions, e.g. "What building type should be added to our building queue?", are determined by long term and short term goals and current - unexpected - events. In the long term the AI seeks to establish a wealthy kingdom and a strong military. To achieve this, different short time goals, like the need for higher lumber production, the construction of a chapel an so on, are triggered. These short time goals always depend on the situation the AI is currently facing (Is there a lumberjack yet? Can it be upgraded? May I assign workers to it?) and may be altered when other needs occur or events like an attack by the player are triggered.

Check out our new video, featuring the AI settlement developing from a small fishing village to a medium sized town including craftsman buildings.