Compara los precios de Alea Jacta Est en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Ageod. Publicado por Slitherine Ltd.. Lanzado el 4/11/2014. Disponible en PC. Géneros: Simulation, Strategy.

Read the manual or lose immediately: this Roman civil wars grand strategy is one of the most historically rigorous wargames on PC, and also one of the most rewarding for anyone willing to put in the hours.

My first hour with Alea Jacta Est felt like being handed a Roman senate dossier with no index. The tutorial gets you moving legions across a gorgeous parchment-style map, but the moment you close it and try to keep Marius's armies fed and cohesive through a Spanish winter, you realize the tutorial barely introduced the subject. That is not a complaint. It is a warning label, and knowing it upfront changes everything about how you approach the game. AGEOD's AGE engine powers a turn-based grand strategy that spans Roman civil conflicts from 87 BC all the way to 197 AD, across more than 2,800 regions covering Europe, Northern Africa, and the Near East. The base game ships with five campaigns - Marius vs. Sulla, the Great Mithridatic War, Caesar vs. Pompey, the Year of the Four Emperors, and the Septimius Severus scenario - with DLC scenarios like the Spartacus revolt expanding the pool further. Each campaign plays in monthly turns, but within each turn the engine resolves events on a daily basis, simulating movement, combat, attrition, and supply sequentially before handing you the results. Turn processing can run up to two minutes on larger scenarios. Grognards will barely notice; action-game players will not last a week. What separates AJE from anything with "Rome" in the title on Steam is the simulation depth underneath. Supply is not a slider or a passive income number - forces draw from whatever the province they occupy can actually produce each turn, so extended campaigns far from your heartland become logistical nightmares that mirror the real thing. Attrition from disease, march exhaustion, and desertion chips away at unsupported armies far more efficiently than enemy swords, and there is an optional hardened attrition mode for players who want the full punishment. Generals are not just attack-bonus tokens either; each leader carries a detailed stat sheet covering command capacity, siege specialties, cavalry bonus, loyalty-through-propaganda abilities, and hard limits on how large a force they can effectively lead. Pick the wrong man for a siege and you will watch a well-supplied army fail in front of walls it should have taken months ago. Four selectable combat postures give you coarse control over aggression level, but the actual battle resolution happens inside the engine's black box, reported to you in red-text messages after the turn processes. The AI plays a patient long game - it probes garrisons and creates distractions while you are focused elsewhere, and it does not obviously cheat in the way older wargame AIs tend to. A replay mechanism lets you audit every turn if a result surprises you. Here is the honest case for newcomers: AJE is widely considered one of the more accessible entry points into AGEOD's library precisely because the supply system is a somewhat simplified version of what Pride of Nations or their ACW titles demand. The community forum is genuinely active, with detailed player-written AARs and sticky posts by veteran players explaining the combat algorithms in full. YouTube tutorial series exist specifically for this game. If you can commit to reading the manual and spending three or four sessions on a single scenario, the systems lock into place and the experience becomes hard to put down. The scenarios are meaty enough in turn count that one playthrough of Caesar vs. Pompey will comfortably run dozens of hours. The main criticisms that have stuck over the years are real: the UI has not aged well, tooltip coverage on some stat screens is thin, and the bare-bones tutorial does not adequately prepare you for the supply and attrition demands of the mid-campaign. Negative Steam reviews cluster around players who bounced off within the first few sessions, which is a predictable outcome for anyone expecting something adjacent to Total War. If your shelf includes anything by Paradox or Matrix Games and you have ever wanted to command at the level of strategic orders rather than directing pixel soldiers in real-time, this game belongs in your library. If clicking "end turn" and then reading a page of attrition reports sounds like suffering rather than satisfying feedback, skip it without guilt. Diego, Scout Team

Alea Jacta Est

Alea Jacta Est

4 nov 2014AgeodSlitherine Ltd.
GamerScout opina

Read the manual or lose immediately: this Roman civil wars grand strategy is one of the most historically rigorous wargames on PC, and also one of the most rewarding for anyone willing to put in the hours.

PC
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My first hour with Alea Jacta Est felt like being handed a Roman senate dossier with no index. The tutorial gets you moving legions across a gorgeous parchment-style map, but the moment you close it and try to keep Marius's armies fed and cohesive through a Spanish winter, you realize the tutorial barely introduced the subject. That is not a complaint. It is a warning label, and knowing it upfront changes everything about how you approach the game. AGEOD's AGE engine powers a turn-based grand strategy that spans Roman civil conflicts from 87 BC all the way to 197 AD, across more than 2,800 regions covering Europe, Northern Africa, and the Near East. The base game ships with five campaigns - Marius vs. Sulla, the Great Mithridatic War, Caesar vs. Pompey, the Year of the Four Emperors, and the Septimius Severus scenario - with DLC scenarios like the Spartacus revolt expanding the pool further. Each campaign plays in monthly turns, but within each turn the engine resolves events on a daily basis, simulating movement, combat, attrition, and supply sequentially before handing you the results. Turn processing can run up to two minutes on larger scenarios. Grognards will barely notice; action-game players will not last a week. What separates AJE from anything with "Rome" in the title on Steam is the simulation depth underneath. Supply is not a slider or a passive income number - forces draw from whatever the province they occupy can actually produce each turn, so extended campaigns far from your heartland become logistical nightmares that mirror the real thing. Attrition from disease, march exhaustion, and desertion chips away at unsupported armies far more efficiently than enemy swords, and there is an optional hardened attrition mode for players who want the full punishment. Generals are not just attack-bonus tokens either; each leader carries a detailed stat sheet covering command capacity, siege specialties, cavalry bonus, loyalty-through-propaganda abilities, and hard limits on how large a force they can effectively lead. Pick the wrong man for a siege and you will watch a well-supplied army fail in front of walls it should have taken months ago. Four selectable combat postures give you coarse control over aggression level, but the actual battle resolution happens inside the engine's black box, reported to you in red-text messages after the turn processes. The AI plays a patient long game - it probes garrisons and creates distractions while you are focused elsewhere, and it does not obviously cheat in the way older wargame AIs tend to. A replay mechanism lets you audit every turn if a result surprises you. Here is the honest case for newcomers: AJE is widely considered one of the more accessible entry points into AGEOD's library precisely because the supply system is a somewhat simplified version of what Pride of Nations or their ACW titles demand. The community forum is genuinely active, with detailed player-written AARs and sticky posts by veteran players explaining the combat algorithms in full. YouTube tutorial series exist specifically for this game. If you can commit to reading the manual and spending three or four sessions on a single scenario, the systems lock into place and the experience becomes hard to put down. The scenarios are meaty enough in turn count that one playthrough of Caesar vs. Pompey will comfortably run dozens of hours. The main criticisms that have stuck over the years are real: the UI has not aged well, tooltip coverage on some stat screens is thin, and the bare-bones tutorial does not adequately prepare you for the supply and attrition demands of the mid-campaign. Negative Steam reviews cluster around players who bounced off within the first few sessions, which is a predictable outcome for anyone expecting something adjacent to Total War. If your shelf includes anything by Paradox or Matrix Games and you have ever wanted to command at the level of strategic orders rather than directing pixel soldiers in real-time, this game belongs in your library. If clicking "end turn" and then reading a page of attrition reports sounds like suffering rather than satisfying feedback, skip it without guilt.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayermultiplayertier:sub-5AGE EngineTurn-Based WargameRoman HistoryOperational StrategySupply Chain ManagementLeader ManagementPBEMScenario-BasedHardcore Sim

Requisitos del sistema

Mínimos

OS
Windows Vista/Win7/Win8/Win 10
Memory
1 GB RAM
DirectX
Version 9.0
Storage
4 GB available space
Graphics
128 MB DirectX 9 Compatible Graphics Card
Processor
Pentium IV 1800+ MHz
Sound Card
DirectX compatible sound card

Recomendados

OS
Windows Vista / 7 / 8
Memory
1 GB RAM
Graphics
128 MB DirectX card
Processor
Intel Pentium 4 or equivalent
Sound Card
DirectX version: 9.0 or higher (included in installer)

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Información del juego

Desarrolladora
Ageod
Distribuidora
Slitherine Ltd.
Fecha de lanzamiento
4 nov 2014

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¿En qué plataformas está disponible Alea Jacta Est?

Alea Jacta Est está disponible en PC.

¿Cuándo se lanzó Alea Jacta Est?

Alea Jacta Est se lanzó el 4 de noviembre de 2014.

¿Quién desarrolló Alea Jacta Est?

Alea Jacta Est fue desarrollado por Ageod y publicado por Slitherine Ltd..