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Gladiator Manager is a sports management and tactical battle simulation game.
Gladiator Manager is a sports management and tactical text-based battle simulation game.
The player takes on the role of manager of a team of gladiators, trying to win a league and a cup. The back end managerial part of the game has similarities to games like Football Manager and Out of the Park and involves hiring new fighters by judging their potential and skills, training them, and then selecting the right combination to gain tactical advantages over opposing teams.
Fighters can be veterans, citizens, criminals or slaves, each with their own unique game mechanisms and characteristics, and come in six classes: gladiator, rogue, barbarian, defender, retarius and leader. Each class can hybridize by selecting perks from other trees.
The battles are turn-based, tactical, and deeply simulated. A key feature is that all orders are issued to all fighters simultaneously by the player and the AI resulting in a rock, paper, scissors outcome that depends on whether the fighters are trying to attack, defend, move or pull off a special strategy. The chances of success depend largely on the relative control of the fighters, and that in turn depends on whether they have managed to defend successfully in previous turns.
Fighters can gain access to over 30 special moves by levelling up, and another 60+ passive perks.
Fighters are rendered beautifully by a powerful random portrait generator that can create a whopping 310,810,500 combinations from different parts lovingly crafted by the amazing French artist Mesrile. We are really proud of the result which in our view tops the portraits put out by many triple A games like CK2.
Another key feature to the game is total transparency of battle mechanics. As a simulation game there is naturally a lot of random number generation on the default settings, but by clicking on the ‘detailed battle report’ tab on the battle screen the player can see every single roll that the game makes, and can determine exactly why any particular outcome has occurred. This also allows the player to work out what fighter attributes are especially important in any given situation.
Don't like RNG? Just turn it off! The game has three modes: simulation (default); low RNG (akin to the D&D D20 system); and fixed - with no RNG at all!
In line with the battle mechanic transparency the game is also completely transparent about the effectiveness of training and fighter development. A fighter’s ability to improve attributes is determined by a focus set by the player and their innate potential for a given skill – something the player can begin to work out by watching how well they develop. The game always lets the player know when training succeeds.
The game keeps a wide selection of statistical records of the fighters for all the sports fan stat geeks out there, and displays them at the end of the fight.
All other enemy v enemy battles are fully simulated with no shortcuts, to ensure that the league is always an accurate representation of the ability of the teams. The AI gets no advantages and fights with the same options as the player. There are five leagues, with ten teams in each, and a cup competition that spans the leagues each season.
Whether they succeed or fail, a fighter can be injured, maimed or kil
English
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