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Thorondor

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Sovereignty: Crown Of Kings

Here's a sneak-peak at Sovereignty: Crown Of Kings to discover how grand-strategy and fantasy can mix with propriety. With The Lordz Games Studio, makers of Panzer Corps behind it, this is something to definitely watch out for.

 

In a fantastical Lord Of The Rings sort of setting, the world is inhabited by a variety of well-known races, such as orcs, dwarves, elves and men, with each race possessing its own units and being furthermore divided into factions that have their own special units in turn.

 

Some races can, for instance, ignore diplomacy in things like war declarations and similar acts. And units come in all shapes and sizes, from dragons to unicorns, ogres to ents, to the more standard-fare raiders, archers and catapults.

 

The world map is divided in provinces, Hearts Of Iron style, making the proceedings region-based to a degree, with cities and ports, ambassadors, magic and economical aspects to manage, like trade with other ports and trading centers.

 

The turn-based mechanics integrate card-based systems for units in battle, with over 70 combat modifiers applicable, and cards for special events relating to economy, magic and combat developments too.

 

We were told ports can be blockaded, fleets clash in fierce naval battles and there are a good few air units to watch out for as well.

 

The game is currently in pre-alpha stage and slated for a Q3 2012 release, but the date is subject to change as there is much ground yet to cover.

 

For now, though, the developers are willing to lift the veil a little more, revealing the first bits of art from the game in this gallery.

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The world map reminded me of Hearts of Iron, lots of provinces, but it looked like terrain had a more obvious impact on the gameplay.

 

The battles, with cards for units, weren't complete, but the art was nice. The GUI had a lot of incidental detail that looked like it should be buttons, tabs etc but was just detail, so that needs to be made functional or removed.

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