
Found another city and you can quickly establish links between the two settlements, ferrying construction goods from one to the other and allowing your regional influence to grow. Once you find a picturesque spot with good access to natural resources, the Medieval engine switches to an informational view in which to fine-tune your town placement, and soon after plonking down your very first construction, the fog of war lifts and allows an expanded view of your surroundings.įrom that starting point, it’s a case of moving your settlers out into the world and finding new locations in which to prosper.


In as much of an emotional sense as practical, that first township is key it’s where you’ll find your initial batch of resources and research points, and it’ll also represent the heart of your sprawling conquests. Medieval is being labelled as a “Global Conquer” game by the former Patrician and Rise of Venice developers, and like any good aspiring leader, you’ll first need to put down some roots. As such, the first task we see played out in our demo will be familiar to anybody with a background in Sid Meier’s finest. The year is 1050, and you’ll be playing the role of empire-builder in the grand tradition of games such as Civilization.

The few pocketed cities that hide in the corners of our flyby indicate that this is a project set to take Grand Ages in a different direction altogether, and the revelation soon follows that this is a series going big.

There’s a sense of explorable scale to the map that I’m seeing drawn before my eyes it’s filled with trees, rivers, and snowy hilltops nestled up against flat, grassy plains ripe for settling. The first game that comes to mind when I see Grand Ages: Medieval’s sweeping vistas is, weirdly, Just Cause 2.
