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Aggressors: Ancient Rome

Product News

Aggressors - Map Builder Video

Posted: 15 OCT 2018

We have prepared a short video explaining and showing how the new Map Builder tool in Aggressors works.

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Aggressors Dev Diary #12 - Creators Update

Posted: 11 OCT 2018

Today we released a new version v1.0.5, called "Creators Update". The update was not announced in advance as usual – as it was a small surprise for our fans, especially the scenario creators and modders. We hope that this will also convince other players that creating your own map is so easy and fast that anyone can do it!

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Aggressors Dev Diary #11 - The show has just begun

Posted: 5 OCT 2018

It has now been more than a month since Aggressors was released. We've already released three big updates since then, and we are proud to say that just a minor portion of the changes were bugfixes. We would like to thank our beta testers who did an incredible job during the long beta testing phase with helping us identifying and fixing almost all technical issues.

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Aggressors - Dev Stream - Customization

Posted: 4 OCT 2018

There's going to be a new Aggressors dev stream tomorrow!

Pavel, lead designer of the game, will focus on the degree of customization you can experience in Aggressors, as well as speak at length about his design choices behind the UI. 

As the other dev streams in the past this will be a great occasion to hear straight from the devs and get an insight on how the game was designed. You will also be able to speak with them and ask them anything you'd like!

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Aggressors - Dev Stream - Country Management

Posted: 26 SEP 2018

Another friday is approaching, and Pavel from Kubat Software, lead designer of Aggressors: Ancient Rome, will once again return to Twitch for more live streaming!

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Aggressors - Dev Stream - Home Politics

Posted: 18 SEP 2018

After last week's break due to Home of Wargamers, we are ready to continue with our weekly series of Aggressors Dev Streams!

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Aggressors - Dev Stream - Military Command

Posted: 4 SEP 2018

This Friday we are going to start the first stream of a series of developer streams for Aggressors: Ancient Rome.

The lead designer himself, Pavel Kubat, is going to stream Aggressors live, focussing every time on a different aspect of the game.

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Aggressors: Ancient Rome is out!

Posted: 30 AUG 2018

Aggressors: Ancient Rome is out now! 

Be ready to lead one of twenty factions in a race for domination of the ancient Mediterranean. 

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Aggressors - Developer Stream

Posted: 24 AUG 2018

We have something special coming: in sight of the release of Aggressors next week, the developers themselves are going to stream the game on Twitch live next Monday!

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Aggressors Dev Diary #10 - Map Generator

Posted: 24 AUG 2018

Today we are publishing the last dev diary of Aggressors before its release next Thursday, but before we get to it, we would like to remind you that today DasTactic will be streaming Aggressors live on Twitch at 9 pm CEST, don’t miss it!

Now, on to the dev diary, and as usual I’ll leave word to Pavel Kubat, lead developer and designer for the game.

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Aggressors - Gameplay Video #1 - Intro to Basics

Posted: 23 AUG 2018

We just published the first gameplay video for Aggressors: Ancient Rome. This video, the first of a series, is a good introduction to Aggressors and what the game is about. 

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Aggressors Dev Diary #9 - Infrastructure

Posted: 17 AUG 2018

We have already covered most of the main game mechanics and features yet there is still one big question we want to discuss today. How to build up your empire and what to do in time of peace in Aggressors?
 
It might seem that antiquity was all about wars and conflicts, but people of those times mostly wanted to live in peace and prosperity like anyone else. Emperors might have had great ambitions and pushed the boundaries of their empires still further but at the same time they had to maintain and improve the state infrastructure to keep ahead of other nations.

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Aggressors Dev Diary #8 - Trade Routes

Posted: 10 AUG 2018

One of the things which was pretty difficult to implement in Aggressors was the way the game handles resources.

Initially, the number and types of resources were hardcoded in the game's core and the only thing which could be changed (or modded) was the amount required for certain actions.
 

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Aggressors Dev Diary #7 - Customization

Posted: 7 AUG 2018

I have always loved to tweak games, looking for ways to change the look or even the rules and create something new. That is why modding and flexibility were a priority for Aggressors. We already covered modding in one of the previous diaries together with the experience of one of our testers, so we shall focus on flexibility.

Hand in hand with flexibility goes the degree of customization.

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Aggressors Dev Diary #6 - Combat (part 2)

Posted: 3 AUG 2018

The other week I started an article about the tactical dimensions of Aggressors and the features that make it quite a deep tactical game. I would like to continue that today as there is still much ground to be covered.

In the previous diary I hinted at one of the very important features called general morale and I should now explain how it works.

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Aggressors: Ancient Rome Release date & Preview stream announced!

Posted: 27 JUL 2018

Aggressors is the upcoming 4X strategy game developed by Kubat Software and published by Slitherine. It is an incredibly deep game set in the ancient Mediterranean and it gives players complete freedom to manage their faction as they see fit.

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Aggressors Dev Diary #6 - Combat (part 1)

Posted: 20 JUL 2018

One thing I have never liked about 4X strategy games is the missing tactics. I never really understood why. Why cannot a game combine both – strategy and tactics? After all, quite a few generals became emperors!
 

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Aggressors - Units Infographics Part II

Posted: 17 JUL 2018

Today we are releasing our second batch of infographics depicting the units of Aggressors: Ancient Rome!

This time it's the turn of the real protagonists of the era: the Romans, as well as a mighty empire which was Rome's most dangerous antagonist for centuries, the Persians.

We are also showcasing the civilian support units as well as the ships you can build in the game. 

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Aggressors Dev Diary 5 - Home Politics

Posted: 6 JUL 2018

Throughout human history it has been expected that those accepted as leaders or emperors would be responsible for bringing the country wealth, prestige and prosperity.

I have always felt that country management has been quite underrated in many other strategy games. The reason is simple, micro- and macro-management can be quite tedious, repetitive and in a way ruining the “fun”.
But sidelining country management has, in my opinion, also provided less realistic experiences. We accepted the challenge and came up with a few new game concepts that on one hand keep the economic, military, social and cultural decisions in the hands of the player whilst, on the other hand, complementing the robust and logical game mechanics. All whilst bringing in surprising elements that deepen immersion. Country management should be mostly automated and decisions should be either made actively by the player or he should be alerted in special circumstances to reduce the boring and monotonous tasks.

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Aggressors - Check the units infographics

Posted: 29 JUN 2018

Friday is Aggressors day, and today we have something special to show you.

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Aggressors Dev Diary 4 - Historical Accuracy

Posted: 22 JUN 2018

We are all big fans and admirers of the ancient era and we wanted this to be visible throughout the whole game. We want the player to relive the highs and lows of the old times with the ancient nations as if they were really there. All the game concepts of Aggressors were designed with the desire to be as close to historical reality as possible.

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Aggressors Testers Diary - Modding

Posted: 15 JUN 2018

As a young player I was always browsing game files trying to find a way to change them. It was partially curiosity and partially a wish to modify the rules to my own liking, because no matter how great a game is, there is always something you want to tweak or adjust.

The option of modding was part of the game design from the very beginning as I wanted to give the players the opportunity to create the Aggressors realm with me in an easy and user-friendly way. Over time, the idea was brought even further – I decided to create a framework for strategy games of different worlds and historical eras.

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Aggressors Dev Diary 3 - Diplomacy

Posted: 8 JUN 2018

Diplomacy makes strategy games feel alive. No matter how many barbarian hordes invade your borders nor how cunning their attacks are, without a leader who you can talk with to negotiate a potential ceasefire the enemy simply does not feel real.

We wanted to make Aggressors feel realistic, so we tried to bring some "life" into diplomacy. Interactions with an AI cannot replace the nuances of a communication between two human players, but if you give the AI a number of tools that it can use whilst following its own goals then the interaction suddenly feels much more real.

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Five facts about Aggressors...

Posted: 1 JUN 2018

Aggressors: Ancient Rome is a new 4x strategy game developed by Kubat Software. It is currently into beta (click here to apply) and we recently started to publish dev diaries about it. We want to provide as much as information about the game as possible since it is a deep game and many of its mechanics work subtly underneath the surface.

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Aggressors Dev Diary 2 - Military Command

Posted: 25 MAY 2018

I am a huge fan of 4X strategy games. I love the whole idea behind it: you start as a small nation which slowly gains the respect of others, you see your economy grow, you advance in technology, build an army… You watch your empire rise and you develop an attachment to your own people. You care about them. If your country is invaded you literally feel betrayed and in danger because you know your people suffer. 

On the other hand, I have always liked tactical games like Panzer General where you don't command small units but have a full control of your army. You are in charge of all the important aspects of a military campaign from a macro level.

Being an emperor and a general at the same time - that was what I wanted to achieve when I started the development of Aggressors. In my mind, Aggressors should be a simulation of a real military campaign with the need to balance realistic aspects like supply management, loyalty, army morale, soldiers a

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Aggressors - Dev Interview!

Posted: 18 MAY 2018

We had the chance to chat a bit with Pavel Kubat, developer of Aggressors, our epic upcoming 4x game set during Ancient Rome!
 
Matrix: First of all, thanks a lot for your time and congrats for the outstanding job with this game so far. What moved you to adopt the Ancient Mediterranean during the period of the rise of Rome as setting?
 
Pavel Kubat: The Aggressors was initially supposed to be released as a multimod game, but I eventually realized that this was simply not possible. Not just because we had a very small development team, but also because the amount of testing required and likelihood of bugs would not let us finish it. 

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Aggressors Dev Diary

Posted: 11 MAY 2018

Origins of the game

Hi all! My name is Pavel Kubat and I am the lead developer and designer behind Aggressors: Ancient Rome. This will be the first of a series of Dev Diaries introducing the game and its gameplay. In this first episode I will tell you the story of Aggressors, of how it all started, how the original idea developed in time and what the current plans for the game are.

The development of the game Aggressors goes way back: it started at the end of 2008 but the origins of the game go all the way back to 1995 when the rules for a board game called Aggressors were set down. It was set in the time of World War II and one game lasted several days. Up to 8 players could play, each leading a different country. Alas, soon it became clear that getting the players together for such a long game will eventually put the game on a shelf in a hope that it will be taken out again one day!

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Aggressors: Ancient Rome is announced!

Posted: 4 MAY 2018

Cowards die many times before their deaths;
The valiant never taste of death but once.

 Julius Caesar, Shakespeare

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Details


Aggressors: Ancient Rome

Release Date: 30 AUG 2018

Language: English, Spanish
Genre: Strategic
Turns: Turn-Based
Complexity: Intermediate
Period: Ancients


Developer
Kubat Software



Product Specs

  • Theatre: Western Europe, Middle East, Mediterranean
  • Players: 1
  • AI: Yes
  • PBEM: No
  • File Size: 1070mb
  • Download Time:
  • - 56K Modem: 42hr 27min
  • - DSL or Satelite: 2hr 19min
  • - High Speed: 28min
  • Version: 1.0.0
  • Manual: PDF E-Book
  • Editor: Yes

Product Requirements :
    Windows 7 or later
    Dual Core 2.0 GHz
    2 GB RAM
    DirectX 9 class GPU with 1GB VRAM
    1500 MB Hard Drive

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Digital Express Edition: This edition comes with a full color printed box, full color printed CD (with your order number and serial number printed on it) and a PDF E-Book indexed manual.
Standard Edition: This edition comes with a full color printed box, full color printed CD (with your order number and serial number printed on it), a Printed grayscale manual and a PDF E-Book indexed manual.
Collector's Edition: This edition comes with a full color printed box, full color printed CD (with your order number and serial number printed on it), a Printed full color manual and a PDF E-Book indexed manual.