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Offline Asid

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Re: Field of Glory: Kingdoms
« Reply #15 on: June 05, 2024, 12:36:18 AM »
Field of Glory: Kingdoms is out now
Tue, 4 June 2024



Field of Glory: Kingdoms is now available


Navigate the complexities of politics, religion, and warfare to build a legacy that stands the test of time. The game has a detailed map and a variety of units, including knights, sergeants, spearmen, and crossbowmen, offering countless strategic possibilities.




In Field of Glory: Kingdoms, you can export your battles into Field of Glory II: Medieval. This integration allows you to immerse yourself even further into the strategic and tactical elements of medieval warfare.




Buy Now:

https://www.slitherine.com/game/field-of-glory-kingdoms

To celebrate the release of the game, don't miss our Twitch live event on the Slitherine TV channel for the highly anticipated Field of Glory Day 2024. 

Join with Robert Houghton and Claire Kennan as they guide us through the fascinating history behind Field of Glory: Kingdoms. Following this, Alberto Casulini and Neil McKenna will showcase gameplay strategies and highlight key features.

The surprises don't end there! To celebrate the release of Field of Glory: Kingdoms, we are excited to announce 2 new tournaments for FoG II. 


Field of Glory: 2 new tournaments open for sign-ups
We are pleased to announce another 2 Field of Glory 2 public tournaments, showcasing some Epic Historical Battles from FoG II and FoG II: Medieval. They will be played using the normal Field of Glory 2 Multiplayer system and our automated tournament system. Game results will go into the Elo ranking system.

Anyone who has FoG II or FoG II: Medieval can enter. You do not need to own any DLCs to enter.

To enter, go to the tournament page here.

The general tournament rules can be found here.

Both tournaments will commence on Thursday 13th June at 10.00 am GMT. No further entries can be accepted after the tournaments have begun.


Field of Glory II - Epic Ancients
This tournament will involve three rounds. Each round will last 21 days.:

Ilipa 206 BC: Carthaginians with Iberian allies vs Romans with Iberian allies.
Magnesia 190 BC: Romans with Pergamene allies vs Seleucids.
Chaironeia 86 BC: Romans vs Pontics.

Field of Glory II: Medieval - Epic Medieval
This tournament will involve three rounds. Each round will last 21 days.:

Tinchebrai 1106 AD: Norman vs Anglo-Norman.
Steppes 1213 AD: Brabançon vs Liégeois.
Bouvines 1214 AD : Frenvh vs Holy Roman Imperial.


Specific tournament rules
Games are paired, so each matchup will be played both ways. Each player will be able to choose some of his forces using the normal force selection system. In each round, all players will be playing on the same map for both games.

First round pairings will be selected randomly, subsequent rounds using the Swiss Chess system. Nobody will play the same opponent in more than one round.

Some scenarios may have special victory conditions. The normal scoring system is as follows:

If a game runs to the turn limit, each side scores points equal to the enemy % routed at the turn limit. If the game times out, adjustments may be made, depending on how far the game has progressed and who took longer over their turns – see below.
If one army breaks, the victorious player scores 60 points plus the difference between the enemy % routed and his own % routed. The loser scores points equal to the winner's % routed.
Examples:

 If Ben defeats Tamas's army, and has inflicted 45% routed on Tamas, and Tamas has inflicted 15% on Ben, Ben will score 60 + (45 – 15) = 90, Tamas will score 15. 
However, if Ben defeated Tamas’s army by inflicting 62% routed on Tamas, and Tamas had inflicted 56% routed on Ben, Ben would get 60 + (62 – 56) = 66 points, and Tamas would get 56. 
If the game is unfinished (or it reached the turn limit) with Ben inflicting 20% routed on Tamas, and Tamas inflicting 10% routed on Ben, Ben would score 20, and Tamas would score 10. (Provided that between them they have played at least 36 turns in all – see below).

Note that this system rewards aggressive play over desultory skirmishing. If you rout an enemy unit then hide for the rest of the game, both players will get extremely low scores - lower than if they played hard and lost.

Byes: 
If an odd number of players sign up for the tournament, one player will get a bye in each round. In the first round this is random. In subsequent rounds it will be the player with the lowest score. The score for a BYE is 75 points for each game.

Round times and timing out:
Each round will last 21 days.
 
Any battles that are not completed by the end of the round will be timed out. The player who has had the game in his “My Turns” box the longest overall will be the one who is deemed to be timed out. This will not normally incur any penalties, unless insufficient turns have been played: If the timed-out player has played less than 18 turns, his score will be reduced proportionately, and his opponent will be granted (100 - the timed out player's adjusted score) if this value exceeds his current score. (This means he will get the full BYE score unless the timed out player's adjusted score is more than 25).

If the timed-out player has played less than 6 turns, he will not be included in the draw for the next round. This is to prevent someone else’s enjoyment being spoiled by being drawn against someone who has apparently dropped out of the tournament.

And if you haven't had a chance to buy the game yet, Fanatical will be our official commercial partner of choice. Discover their special offer on the entire Field of Glory II franchise.

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Offline Asid

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Re: Field of Glory: Kingdoms
« Reply #16 on: June 14, 2024, 12:24:45 AM »
Field of Glory: Kingdoms - Enigma: Perceive and Resolve
Thu, 13 June 2024



Here is a summary of the upcoming guide about frequently asked questions.

Many new players feel stuck at some point without a clear way to progress in Realm type and level (for example, from a Duchy to a Petty Kingdom, also known as governments). This comes from two concepts that are tailored to slow down expansion and require foreplanning. It has been designed this way so that Kingdoms is not just another map painter. The historical rationale is that the overwhelming majority of nations did not expand geographically for dozens of years. Only a few managed to do that, and it was often a long process.

Two key values must be understood:
"Max Demesne Size for Authority Gain": This limits the main source of Authority gain (there are other sources, but they are not passive and demand effort). As the realm grows in size, this limit is approached, and Authority gain stops. This can mean the realm is not in the progress tier anymore, and thus the Realm cannot be changed.

"Required Regions to Progress": In addition to this limit, a second concept acts as a barrier. To change Realm, in addition to being Ascendant with 5 progress tokens, a critical size must also be reached. The conundrum to solve is that this value is higher than the first, which might initially give the impression of being stuck.

Note: These two values are indicated in the left part of the Nation Panel.
The obstacle represents a glass ceiling. However, it can be broken, and there are several ways to do that.

Peers of the Realm
If a province is held, a governor can be named (in-game flavor terms: Domain and Peers of the Realm). This will increase the first value, as a Peer will enhance the "Max Demesne Size for Authority Gain" by their Admin value. However, there is a limitation: the bonus from Peers cannot exceed the base value. For example, a Taifa with a Max Demesne of 2 cannot exceed 4.

Vassals
Creating vassals will lower the "Required Regions to Progress" by 5% for each vassal. Given the game will round values to the nearest one, it means that with 10 regions and 1 vassal, there is a rebate of 1 region. Note: The HRE Emperor has a penalty here; it's a special mechanism.

On and Off
By combining both approaches and adopting a strategy where Authority is either accumulated or spent more liberally, progress can be achieved. Alternating between these two phases until a runaway mechanism is reached, where both spending Authority liberally and progressing is possible, is the goal. It's quite achievable.

Who to play?
Starting with a minor backward nation is not recommended. Kingdoms does not strive to equalize the playing field. Some nations are harder to play than others, and beginning with a small nation, but with an existing Domain (like Scotland) will provide a more rewarding experience, will not be overwhelming, and will present many challenges. It won't be easy mode.

Unlike Civilization, where everyone starts equal with a single pop village and can thrive to greatness, Field of Glory: Kingdoms presents a different challenge. Only when experienced in the game should a backward nation be attempted.

Note: Easy mode will be easier in the first patch, helping players get started. Switching to balanced mode is possible at any point.
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Offline Asid

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Re: Field of Glory: Kingdoms
« Reply #17 on: July 10, 2024, 12:24:54 AM »
Field of Glory: Kingdoms - Royalty Patch 1.01 has been released.
Thu, July 4, 2024




Ave!

We are pleased to announce that after a period of beta (and thanks to all that contributed), the v.1.01 "Royalty patch" for FOG Kingdoms is now live. Changelog has not, err, changed since beta, but for your reference, here it is in all its glory.


SYSTEM
- Should skip the launcher when starting FoG for battles the vast majority of times.
- Fewer FOW calculations in hosting (faster turns).
- Improved music handling and reshuffling.
- Tooltip delay added, for now, as an entry only in \Documents\My Games\EmpiresKingdoms\OPTIONS.TXT.
- No City coloring added, for now, as an entry only in \Documents\My Games\EmpiresKingdoms\OPTIONS.TXT.
- Added an additional sound backend.
- Identical sounds will be played less loudly.

UI & QOL
- Pop-up panel has extra functionalities.
- Fixed a slightly misformatted tooltip in battle.
- Modifier tab stays selected when switching factions in the factions lobby.
- Slightly reworked political filter, with relationships more readable.
- Music delay between tracks reduced by 2/3.
- Fixed not being shown in the Piety ranking if you produce no piety at all.
- The tutorial will ensure the enemy can't surrender during the siege.
- Message truncating resulting in an ellipsis (...) will be better done.
- Many text edits.
- Authority and Legacy buttons in the Nation Panel now lead to the relevant ledger page.
- Average HRE member Authority in the nation panel was not /10.
- Removed reference to the Legacy panel in the Help system.
- Relationships in the Political overlay made bigger and clearer. In the same overlay, a new color differentiates between yourself and your vassals.
- Fixed a visual issue when looking at a single trade good if more than 8 were present in a region.

EASY MODE
Overhauled (fully dynamic, you can alternate between easy & balanced in the same game):
- More chance for the event 'noble donation' (free money).
- Less chance of having an epidemic.
- More chance for the event providing a free Defensive building.
- Double reward from Authority mini-events.
- Less stupendous Court expenses.
- Lowered War Weariness by 15%.
- Slightly less chance of a coup or rebellion.
- Better ruler stats.
- Penalty from war occupation is skipped.
- Sedition from Nobles halved.

Only apply when starting a new game:
- More Intrinsic Resources at start (free resources that go away as time passes).
- A player in Easy difficulty will receive +20 Authority and +50% money (scenario start only).

DYNASTY, CHARACTERS, AUTHORITY
- Mercenaries are slightly more prone to degrade the relationship with their general.
- General improvements on how the ruler's Military stat is tied to the actual leader's battle stat.
- If you form a new nation and are under a certain Realm level, you'll be promoted instantly to a certain level (e.g., Apulia > Sicily).
- Clergymen can lead armies with a systematic penalty of 1 to AMP. Other nobles will now have this penalty only if not in a legitimately owned region (was their Domain before, so relaxed rule).
- If a general has a penalty to his AMP stat (while leading an army thus), it's indicated in the tooltip.

CLAIMS
- Claims are now given much more frequently in the first 15 turns of the campaign.
- Hostile claims give you a discount if you declare war on the other nation.
- Claims will, in the vast majority of times, only be added if you are at least distant neighbors.
- Hostile foreign claims penalty is now only in Experienced or harder difficulty.
- Higher chance to get a claim if you have none from an insult; if you get one, you pay 2 Authority though.

VASSALS
- Human vassals will never be forced to give their units to their liege.
- If a vassal, your possibilities to get spontaneous claims are restricted to nations you are at war with or have extremely low relationships with.
- This will also prevent vassal AIs from adding too many claims against other nations, including the players.
- Vassals under threat and sending troops to their liege will be less frantic regarding troop recruitment.
- Vassals giving troops won't give them all at once, allowing you to change the policy (troops won't be given back unless you 'disband' them).

LEGACY & WINNING
- The sudden win condition will activate after 150 turns, not 100, in the grand campaign.

GRAPHICS & ARTS
- New harbor smuggling image.
- Major & important: chicken leg is now roasted.

RELIGION
- Fixed the Jihad being stoppable by the Holy See under some circumstances.
- Holy war targets won't get DOWed by nations not close enough to them.
- Fixed Declare Jihad against target X not working if the playing faction is already within a Jihad (same for Crusade).
- Fixed Christians under Jihad being despised by other Christians. This is now properly reversed (they will like you more).
- More chance to get bonus Authority from units you gave with the Send Crusaders Decision. Reminder, you also get bonus Legacy.
- Made sure any Catholic DOWing the Papacy gets excommunicated. Added a pop-up if you are.

STRUCTURES & REGIONS/DOMAINS
- Some changes in manpower income for some structures.
- More accurate trade status for structures in their detail panel.
- King's Agent properly gives an extra bodyguard and not 'Basque Isolation'. Don't ask.
- Removed the reference to a gain of token upon building a Stone Castle, it's now an Absorb Vassal decision which is provided.
- Structures get their important keywords colored.
- Fixed track requiring Craftsmen borough.
- Fixed Domain Expansion IV & V not available.
- Fixed Domain becoming non-formable as soon as you military occupy one of the regions.
- Fixed very developed regions not properly importing goods within range (if more than 24!).
- Fixed an erroneous link in region Mosul.
- Code will remove 2 capitals in the same region.

WARFARE & BATTLES
- Allies don't pay Authority when joining war, if it is recent (10 turns max).
- Fixed possible crash in battle.
- Some Muslim units renamed so they could be used in more nations (Georgia)
- Training Grounds now handle Heavy Infantry for XP gain.
- A general revolting with his army will not station in the city of the rebelling region, in case the garrison remains loyal.
- Free warscore gain from higher Authority is only done if the two nations at war are neighbors.
- Ships will update their geo-situational combat ability before each battle (e.g., 'Galley in stormy coastal water').
- When you declare war on a liege with vassals or a vassal, all claims you have with the liege or any vassal will be factored into the rebate for DOW.
- Winning a small battle vs. winning a large one was actually more dangerous for generals (fixed).
- Exploit closed: you can only pillage hostile or owned regions, not allied or passage-right ones.

DIPLOMACY & PEACE
- Region exchanges in a peace negotiation (whether acquired or relinquished) will now be a friendly transfer, so no Authority will be lost in either case.
- Fixed vassal/Ally being stolen his land if a third party defends him.
- Bad relations can break a royal marriage or passage rights treaty (Needs Despise level, -35).
- In case of good relations (Amiable, 50+) then allies or vassals can give back a region to its legitimate owner.
- Currently only AI vassals toward a liege or AI allies. (feedback requested)
- Reduced the ratio allowing to absorb through RM a full nation to 66% of the absorbee.

REGIONAL DECISIONS
- Fixed mix-up between Grant Land and Place Holding. Grant Land is only in your land but will now provide significant resources.
- Some changes in RGD allocations for IMRs and Seljuks.
- Fixed your own spy network targeting itself.
- Decision Peasants to Freemen does not provide money anymore.
- Fixed Diplomatic Intrigue RGD able to target yourself.
- Tweaked success chances of the Steal Token RGD (aka Sap Authority). There are fewer chances if you have positive tokens yourself and less chance if the enemy has negative tokens.
- Absorb Vassal should give more plausible results.

EVENTS, SETUP, FACTIONS
- 45 new historical rulers added.
- Campaign map overhauled with extra specific buildings (Abbasid Science Academy, etc.)
- New Campaign setup changing dozens of regions regarding their population mix.
- Improved Crusaders events (fewer cases where they could starve at sea).
- Kalmar union appearance fixed.
- Barghawata (tribal) was selectable (but not playable so confusing), fixed.
- William the Conqueror will always be a 2-2 general.
- In the GC, Normans no longer have a RM with England, and their relationship with France is now 0. This should favor going to England.
- Nations of Scottish culture now also get the Raider effect with Crechrighe.
- Modifications to the initial culture of some regions.
- Portugal is a Condado, not a minor Reino at start.
- Higher chances to get a 0-slot structure built for free if you have regions with high loyalty and high stewardship.
- Updated Manzikert and Angevin setup to have more roads.
- Fixed Taifas triggering too early 'Double-Edged Sword' perk.

ACHIEVEMENTS
- Fixed achievement "A Chip Off the Old Block" where a daughter would work too.
- Life of Bryansk achievement fixed.

AI
- The AI, in higher difficulty levels, will favor players' regions more as an objective.
- Normans AI can break their RM with England in case of negative relationships around 1060.

Thanks as ever for your feedback and it's on to the next one very soon.

Vale!


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Offline Asid

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Re: Field of Glory: Kingdoms
« Reply #18 on: July 10, 2024, 12:25:35 AM »
Field of Glory: Kingdoms - Open Beta Patch 1.02
Fri, July 5, 2024




We are happy to announce that the new Open Beta Patch 1.02 is now available
.
You can now opt-in to the Public Beta on Steam.


FIELD OF GLORY: KINGDOMS 1.02 BETA


UI & QOL

- Fixed refresh issue in MP Lobby.
- Adjusted some faction colors.
- Retinue units indicated as such in the unit tooltip.
- You can now send a bug report to the team by hitting Shift-Escape while on the main map or with a new button in the load/save interface.
- In the ledger, Unknown loyalty characters will be sorted as if they have loyalty 101 because they are
your most trusted friends.
- Extra visual option for borders (colored, thin, black, colored from treaties).
- New faction names coloring option.
- Structures text coloring improved, with more emphasis in case of events.
- Some info on the map filtered out depending on zoom level.
- Fixed a message when an HRE nation decides to become a vassal of the Emperor.
- Some Coats of Arms fixed.


SETUP & FACTION PERKS

- Some culture adjustments on the map for the campaign.
- Extra Rus' principalities can be formed (as vassals, e.g.) from the game start.
- Less chance for a CW as BYZ on Easy difficulty.
- When evolved enough, Normans will switch to the English Kingdoms branch of governments and not
French.
- Improved Georgia and Armenia (units roster).
- England can now have Huskarls at start.
- New Kingdom of Sicily banner.
- Fixed Apulia duchy capital moving on turn 1.


DYNASTY & CHARACTERS

- Reworked coup chances so that a loyal army at the capital is more efficient.
- Less rebellion chances for generals with 26-50 loyalty, but more if 25 or lower. Do not risk naming as
general a character with loyalty 25!
- Increased extra characters for bigger nations (even more if Tier III Realm).
- The Max Demesne penalty is limited to -4 in Balanced difficulty (no change), but is now limited to -6 in Experienced and so on.
- Don't pay an Authority cost if you declare war on a vassal of a nation you declare war on due to being
allied.
- Ceding a Domain to a Peer to form a vassal will relinquish your claims in the donated lands.


DIPLOMACY

- Relinquishing a claim will be worth more if you are human and less if you are AI (favoring the human in both cases).
- Relative combat power will be much more important when evaluating peace chances. Should help AI
cede to conditions when severely beaten.
- If the AI agrees to propose peace after a '3rd party request,' then chances will be +100% (was +25%).


MAP

- Some region links fixed.
- More vibrant map colors to help distinguish some colors.
- Lowland food usage is now 2 per pop (was 1).


WARFARE

- Fixed a military reform (Archer tier II). Other pending verifications.
- Peasants and light militia have minor ranged capability.
- Fixed Disband providing too many resources.


AI

- AI will be more reluctant to declare war if already at war.
- Added AI Search Depth Option (SP only).
- AI less willing to propose peace early.


REGIONAL DECISIONS

- Call to Arms Decision buffed: Does not cost Authority anymore, provides 200 (from 100) equipment
points.
- You'll always get a Form Vassal decision if you have none while having 75+ Authority.
- Fixed then improved Decision Fund Holy Order.
- You get a penalty on the amount of RGDs you have if you have 15 or more, otherwise no change at all
(prevent micro-managing & selling every turn).
- Very High Priority RGD will appear more often in your pool through a priority pick procedure, which has more chance to trigger the higher your Realm Tier is.
- When you tweak RGDs odds, a status message will immediately tell you how much money it will cost.
- Fixed convert population (could convert a heretic, not another population).
- Fixed 3 RGDs not having a message in some cases.
- Draft Levies RGD from Peasants roundup provided more often.
- Form vassal RGD overhauled.


BUILDINGS

- Agriculture: Bee Keeper is now tier I.2 (was I.1), Stug is now I.1 (was 1.2).
- Commerce: Candles Shop is now tier I.2 (was I.1), Weaver Shop is now I.1 (was 1.2).
- Barrack building was not constructible, fixed.
- Baronial Vassal / Minor Fiefdom costs less in resources and now provide +1 extra SAU.
- Pilgrim Refuge (Tier I Piety buffed up).
- Furrier more productive (1>2 Leather, more money).
- Town Crier produces more stewardship, its event triggers more often (loyalty boost when loyalty is low).
- Brickwork has no prerequisite anymore (bug), so not dependent on Clay Pit.
- New area 'viticulture' for vineyards.
- Fixed Equipment rebate from structures not working.
- Fixed prerequisite structures not properly checked under some conditions.
- The structure generating a sound in the region panel has a minor visual cue.
- Marble vein and associated quarry fixed and provided less often.
- Walled cemetery produces the same health bonus as Commoner cemetery.
- Cathedrals and Mosques don't have a cost in metal.

VARIOUS

- Fixed Auld Alliance achievement only works if playing Scotland, not France.

We can't wait to hear your feedback.

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Re: Field of Glory: Kingdoms
« Reply #19 on: July 26, 2024, 12:02:19 AM »
New Open Beta Patch 1.03
Thu, July 25, 2024



We are happy to announce that the new Open Beta Patch 1.03 is now available with 80 new entries.

You can now opt-in to the Public Beta on Steam.


FIELD OF GLORY: KINGDOMS 1.03 BETA

SCENARIOS SETUP & FACTION SPECIFICS
- Norman events now work for Humans in SP (only). Overall improvements made to it.
- Al-Andalus AI can expand without restriction (was unable to cross the Pyrenees).
- Paris gets its own flag.
- When a law benefits the Emperor (of the HRE), all HRE members will be displeased.

UI/QOL
- You can now search for any buildings using the Find tool (e.g., where is my master armorer or how many Venetian Fondachi are in my territory).
- Province building queue enabled (see the tooltip on the right-hand side of the panel).
- A message will be issued if you can't recruit and a unit queue is canceled.
- Fixed wrongly formatted messages when a vassal gives you troops.
- Fixed an issue with not seeing your token progress chance in some rare cases in the Nation Panel.
- Scrolling arrows added in the unit queue (region panel).
- More messages are now private to reduce clutter.
- Provincial units are shown in single regions for reference.
- Fixed a display bug for the end year of the last military reform.
- No message is issued when you gain and lose a capital on the same turn.
- Fixed PBEM Lobby display issue.
- Fixed the visual bug of Devastating Charge showing only a +1 bonus.

WARFARE
- Fixed some minor issues in Military Reforms bonuses.
- All ships are now levies.
- Fixed charge working in hills.
- Levies units cost a bit more upfront in manpower but 50% less in money upkeep.
- If a region revolts and the legitimate owner is under occupation, rebels will be of his nation.

DYNASTY & COURT
- Ruler's stats change by ±5% Court Expense, Conversion, Authority (was ±10%).
- Court Expense reduction can't go above 75% (was 90%).
- Court Expenses formula tweaked for extremely high national treasury.

SYSTEM
- Improved launcher logic when launching FoGM.
- New functionalities added to PBEM chat.
- In PBEM, files are always saved locally to reduce issues with cloud saves generating OOS.
- Development Speed (faster game) / AI Aggressiveness PBEM options (works in SP too with more granularity).
- Fixed terrain sounds rising the sound volume progressively.
- AI Search depth option can't be changed in MP.

RELIGION
- First Muslim can also be Shia.

DIPLOMACY
- Allied wars (i.e., triggered because of an alliance) will automatically trigger a white peace once the initial protagonists are at peace.
- When in an alliance, the default is to help if relations are Amiable (was: Always).

VASSALS & PEERS
- A vassal can only be absorbed by his liege.
- Fixed: Peer of the Realm becoming vassals will not transform (uncommonly) to independent regions.
- Vassals won't gift surrounded lands to their liege if the liege has reached Max Demesne.
- Vassals will retrocede less easily isolated regions within a liege territory if these regions are adjacent to their capital.

REGIONS & BUILDINGS
- Buildings producing trade goods are more informative about the local availability of them.
- Single Trade Goods display mode (in Trade Panel) works for all categories of Trade Goods and is more informative.
- When an epidemic or a plague is removed in a region, an 'immunity' bonus is provided for 8 turns to prevent reoccurrence.
- Fixed: Barracks never being allowed won't be listed as a 0 slot.
- Added Clockwise Stairs and Dormant Bridge as new Fortification buildings.
- Added Precious Stone Mine.
- Slightly rebalanced temporary Fortifications.
- Fixed: Paved Roads were not buildable.
- Slave workforce will be properly removed by Orthodox populations.
- Reworked slightly the Local > Town > City watch line of buildings.
- Toll bridge won't be added if only one building slot remains.
- If you disband buildings, in addition to lowered loyalty, revolt risk will also increase exponentially if non-zero.
- Woad Harvest costs a single slot.
- Detinet costs no slot.
- Trench & Stakes provide 1 peasant unit (mini-event).
- Reinforced Gate provides 2 peasant units (mini-event).
- King's Herald gives twice as much Stewardship as there is Loyalty (doubled).
- Shell Keep was not buildable, fixed.
- Several buildings can store more Equipment (Notably, the Minor Stockpile 5>20).

DECISIONS & EVENTS
- Recruit non-standard unit RGD is less generous by 1/3.
- Fondachi can only be placed in coastal regions.
- Some other changes to RGD.
- Extra test for the free anchorage event.
- Minor fiefdom can provide one of these 3 missing RGDs: Remove Civilized, Absorb Vassal, Form Vassal.
- Promote to Clergy will always produce a clergyman of your state religion.

AI
- The AI is less likely to restart a war with someone it was recently at war with or someone who has beaten it several times.
- AI is less prone to propose peace for new wars.

MAP & ART
- Cyprus harbor moved slightly.
- Fixed a region connection near Wales.
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Re: Field of Glory: Kingdoms
« Reply #20 on: September 13, 2024, 12:09:29 AM »
A Lens On - Snapshot
Thu, 12 September 2024



Medieval Medicine - Ep. 1

We’re excited to announce the launch of our new editorial format, A lens on - Snapshot!
This innovative series features bite-sized videos that highlight fascinating historical insights connected to Field of Glory: Kingdoms.

Each episode will take you on a quick yet informative journey through key moments and stories from history, bringing you closer to the worlds within our games.
There will be a variety of fascinating topics about medieval culture, life, and warfare presented by historian Claire Kennan.

Don’t miss out on these engaging historical pills—perfect for a quick break or deepening your knowledge of Field of Glory: Kingdoms' rich background.


The first Episode is about Medieval Medicine:





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Re: Field of Glory: Kingdoms
« Reply #21 on: October 11, 2024, 12:04:19 AM »
Patch 1.04 Release Announcement
Thu, 10 October 2024



Major Updates and German Localization


Dear players,
We’re excited to announce that the major update 1.04 will be available on October 28th.


It will bring many new features and improvements. In addition to the long-awaited German localization, players can look forward to numerous quality-of-life enhancements, including improved map filters and more intuitive trade feedback. We’re also making significant adjustments to the role of cavalry in difficult terrain.

As a token of our appreciation for our German players’ patience, this update will also introduce exclusive new content for the Holy Roman Empire. Stay tuned, more details will coming soon.

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Re: Field of Glory: Kingdoms
« Reply #22 on: October 29, 2024, 12:47:20 AM »
Patch 1.04 is out now
Mon, 28 October 2024



Explore these Major Updates and the addition of German Localization.




We're excited to announce that Patch 1.04 for Kingdoms is now available. This update brings the addition of German as a supported language and a lot of new features.

Here?s a sneak peek of the patch notes:
    ? German translation added: the game is now available in German.
    ? To celebrate this new language option, there is now the possibility that players controlling a member of the Holy Roman Empire (HRE) will unlock access to a brand-new panel that provides detailed insights about the Empire and its members.
    ? Heavy cavalry gets Clumsy, cavalry gains Ungainly, except if Agile. This is a major change that will prevent knights from being the best unit even in forests.
    ? Map enhancements: Several new map filters are much improved and useful.
    ? Rebalanced a dozen buildings and added a new one to solve the infamous Copper/Brass crisis.





Full changelog.

FIELD OF GLORY: KINGDOMS 1.04.1


(1.04.1): Additions compared to 1.04 (German Preview) + 9 entries

LANGUAGE
German translation added.
To celebrate this new language, if playing as an HRE member, you'll get access to a brand-new panel about the Empire and its members!

UNITS & WARFARE
Heavy cavalry gets Clumsy, Cavalry gains Ungainly, except if Agile. This is a major change that will prevent knights from being the best unit even in forests!
In battle, excess frontline units capable of support will now take precedence over support units unable to provide any support (i.e., very weak units like transport ships). These transport ships (could be baggage trains, etc.) will now be pushed to the reserve and won't use a support slot.
Reworked assault priority for most medium/heavy infantries, which will depend on their quality.
The first time you build a Peasant Roundup structure, Peasants get permanently added to your allowed units.
If friendly units are outside a walled city, then the garrison will join a possible fight if it is weaker or equal to the exterior units.
Raid effect applies to leaders, added some modifiers using it. (1.04.1)
A battle check is made before any movement. Solve armies moving out of a region without any fight at the end of the 1st move impulse. (1.04.1)

RELIGION
You won't be excommunicated earlier than 3 turns after being excommunicated.
Promoting freemen to noble will convert them to your religion. (1.04.1)

UI & QOL
Fixed some messages not appearing in the Messages Panel or as Pop-ups.
New data are shown in Ledger\History.
Crossing cost alters movement arrows color (with proper option in the OPTIONS screen).
Crossing cost shown in Region Panel tooltip about terrain.
Fixed the Trade opportunities sentence in the Structure panel being erroneous.
Removed message about the systematic declaration of war when a rebellion happens, if not relevant.
Fixed Reduced Aggro for AI not being settable.
Improved free slot overlay (simpler and more useful).
The list of entries in the Diplomacy panel can now be filtered by a single faction or a single treaty type (or both).
Fixed a few cities' position issues.
Game now supports a maximum of 640 factions, not 512. Probably in preparation for something big?
Religion overlay now shows in stripes the religion of the region owner if it differs from the main regional religion.
In the relationships/treaties overlay, armies are color-coded depending on the current treaty you have with this nation (It's for you Surt).
Reduced by 25% the frequency of the random building sound in the region panel.
Lowered priority of messages dealing with recurring changes in relationships.
Structure detail panel indicates where the trade goods are sent. (1.04.1)
Transverse bonus triggered by a building is now also listed in the source building, not only by the benefiting building. (1.04.1)

AUTHORITY & DYNASTY
Fixed DOW Authority cost not properly factoring in claims you have on the vassals of your target.

MULTIPLAYER
Can now rename again in MP.
Removed one extra rare cause for OOS (MP).

NATIONS & PERKS
Paris Duchy changed to ?le de France.
Tribal populations have medium infantries, not light.

REGIONAL DECISIONS
Reworked vassal RGD, which can allow different religions.
Restore order decision can't target fish.

REGIONS/STRUCTURES
Freely initiated defensive buildings (Noble) won't start at Very High priority.
Hemp field is now tier I.2, whereas Fallow Fields are tier I.1. This will help produce food in low-loyalty regions.
Added surface copper mining, which should greatly help with the issue of missing brass.

AI
AI without regions but only troops will tend to be deactivated more often (except if a Knightly Order).
Buildings now indicate if they give a transversal bonus to another (previously only the receiving building would indicate from what it could receive a bonus).
Crude smelter produces less metal initially but more with coal.
Charcoal Burner produces some gold.
Cauldron maker is much more productive (as it uses Brass).
Brass Smelter gives less gold, Brass being already important.
Infrastructure points decay when not producing is down to 25% for a region and 15% for a Demesne.
Wise Woman health 3>4. (1.04.1)
Master Clothiers bonus is much increased. (1.04.1)

DIPLOMACY
Fixed third-party agreements generating errors.
See the new filter options in the Diplomacy Panel.
By default, you only help your allies if at 75 relationships (was 50). (1.04.1)

SYSTEM
Slightly optimized hosting phase (movements). (1.04.1)
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Re: Field of Glory: Kingdoms
« Reply #23 on: November 26, 2024, 12:21:17 AM »
A Lens On - Snapshot
Mon, 25 November 2024



Warfare and Fortifications ep.1

We are here with the first episode in our new macro topic, Warfare and Fortifications.




These episodes will explore the evolution of warfare and fortifications and tell a story of innovation driven by conflict. Early wooden towers, quick to build but vulnerable, gave way to formidable stone fortresses like Krak des Chevaliers, influenced by lessons from the Crusades and advances in engineering. These fortifications symbolized power and protection, safeguarding growing economic hubs.

Alongside this, siege warfare advanced with engines like catapults and trebuchets. Often built on-site, these machines demonstrated resourcefulness and adaptability in medieval campaigns.

Medieval strategies diverged from ancient ones, relying on levies and feudal knights rather than professional armies. Chivalry shaped noble conduct, while mercenaries introduced new dynamics to warfare. Together, these elements transformed military tactics and society, leaving a lasting legacy.

Join historian Claire Kennan as she guides you through these fascinating topics, enriching your understanding of the rich backdrop of Field of Glory: Kingdoms.

Don?t miss this engaging historical exploration?perfect for a deeper dive into the complexities of medieval life. Check out here the last episodes:
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Re: Field of Glory: Kingdoms
« Reply #24 on: February 18, 2025, 01:29:00 AM »
A Lens On - Snapshot
Mon, 17 February 2025



Maritime Exploration

We are here with the first episode of our new macro topic, Maritime Exploration.




Dr. Clare Cannon will explores medieval maritime exploration and technology. She will discuss how, unlike ancient civilizations such as Athens, which maintained standing naval fleets, medieval nations had limited naval forces due to the high costs of maintaining ships, crews, and supplies.

Ships were among the largest investments aside from land, and medieval states needed substantial financial resources to support their navies. Join Dr. Cannon as she delves into the challenges and innovations of medieval naval warfare.

Don?t miss this engaging historical exploration, perfect for a deeper dive into the complexities of medieval life. Check out here the last episodes:

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Re: Field of Glory: Kingdoms
« Reply #25 on: February 21, 2025, 12:11:29 AM »
Field of Glory: Kingdoms - Rajas and Tribes DLC Coming Soon
Thu, 20 February 2025




This expansion broadens the frontiers of your conquest, introducing new playable nations, an expanded map, and innovative mechanics that bring nomadic and tribal civilizations to life.

Expanded Frontiers & New Playable Nations

With a map now extending to the Indian subcontinent and deep into the heart of Africa, you can command the formidable Rajput Kingdoms, Kingdom of Ethiopia, and many others. Whether you seek prosperity through trade or domination through war, these nations offer a fresh and dynamic challenge.



New Nomadic and Tribal Mechanics

In Rajas and Tribes, playing as a nomadic or tribal nation introduces new ways to accumulate legacy points. Establish dominance through Great Trades or unleash War campaigns tailored to the strengths of these unique civilizations. Custom buildings, specialized war goals, and distinct development paths set them apart from the established feudal powers.



Two New Scenarios for Tactical Mastery

For those seeking even greater strategic depth, Rajas and Tribes introduces two new scenarios:

    Alexander Nevsky ? Defend the Rus? against the relentless advance of the Teutonic Knights and Swedish forces, stepping into the role of the legendary hero himself.
    Guelphs vs. Ghibellines ? Take part in the brutal struggle for dominance in medieval Italy, as factions vie for control under the shadow of the Holy Roman Empire.



Stay tuned for more details on the release date and upcoming previews. Let us know which new nation you?re most excited to play as.

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Re: Field of Glory: Kingdoms
« Reply #26 on: March 08, 2025, 12:01:57 AM »
Field of Glory: Kingdoms - Rajas and Tribes | Dev Diary #1
Fri, 7 March 2025



We introduce the Great Trades System


The Great Trades System

Welcome to this first dev diary about a brand-new system introduced with the first DLC of Kingdoms, Rajs & Tribes: the Great Trades system!

Complementary to the War Campaigns system, the Great Trades serve two key purposes. First, they add depth and historical authenticity to tribal, nomadic, and non-European nations. Second, they provide these nations with a unique way to remain competitive against the dominant powers of the Western and Muslim worlds, such as the Holy Roman Empire, Byzantium, or the Fatimids.



As you know, kingdoms, emirates, and caliphates were eager to acquire rare and exotic goods?silks, amber, salt, and more. These valuable resources were transported from distant lands, such as sub-Saharan Africa or India. The Great Trades system represents this reality by allowing non-European nations to establish powerful structures dedicated to the production and exploitation of these sought-after resources.

These production buildings are particularly valuable. Consider this: they do not take up a building slot, they are inexpensive to construct, and they generate two resources at once. But there is a catch; they are entirely terrain-dependent. To enrich gameplay and diversify terrain mechanics, we have reintroduced the Impediments of Empires, a popular feature from Kingdoms? predecessor that introduced varied landscapes and additional strategic challenges. This also adds situational logic to our new resource-generating buildings. For instance, you will need an impediment like Deep Forest to find wild beasts or Barren Land to extract salt. This system also presents an interesting dilemma for resource-exploiting nations: while impediments reduce local production efficiency, they are essential for establishing profitable trade routes!

Once a trade structure is set up, you can assign a merchant to initiate a Great Trade, generating both substantial gold income and Legacy. While placing the merchant farther from the resource site is more efficient, it is not mandatory. This mechanic helps peripheral nations grow in power and stand on more equal footing with established realms.

To further encourage competition among nations engaging in Great Trade, we have introduced an additional reward for those generating the highest Legacy from these trades. The top performer?though not always the first to establish a trade?can receive an exclusive bonus that cannot be obtained otherwise. A prime example is the highly coveted "Little Eyes Everywhere", which reveals the fog of war in any region containing a trade route!

With the Great Trades system and the return of Impediments, we are introducing a deeper and more dynamic gameplay experience for Kingdoms players. But that?s not all?these new nations will also have access to War Campaigns. More on that in the next dev diary!


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Re: Field of Glory: Kingdoms
« Reply #27 on: April 09, 2025, 12:02:56 AM »
Field of Glory: Kingdoms - Rajas and Tribes | Out on May 15th
Tue, April 8, 2025



New campaigns and scenarios

We?re thrilled to announce that Field of Glory: Kingdoms ? Rajas and Tribes will be released on May 15th

While you wait, we invite you to dive into the third Dev Diary for Rajas and Tribes, where we?ll explore the new campaigns and scenarios included in the DLC.

After covering the two major new features that benefit the newly added nations, it?s time to turn our attention to the additional scenarios introduced in this expansion. First things first: the brand-new campaign. The map now stretches significantly farther to the east and south, accommodating the new nations ? but this expansion brings more than just geography. It introduces entirely new gameplay dynamics.


Extended Map

In Africa, the Fatimids, who previously had a rather peaceful position (at least until the Crusades), now find themselves surrounded by over a dozen nations, such as the powerful Makuria, and another rising force, the Kingdom of Solomon (which benefits from several unique perks). To the far west, the Almoravids are now bordered by Ghana and Gao, who possess the Great Trades and War Campaigns perks, as well as more than 30 tribal buildings, some of which are particularly convenient and powerful. Our favorite is the one we affectionately call the ?wife-o-matic?!


Selijuqs Elephants

Far to the east, several Indian nations make an appearance, and they?re not left behind either ? they have access to the two new perks of the DLC, over 15 uniquely Indian buildings, and to top it all off, a lovely little perk with its own dedicated panel (you?ll hear more about that soon).
As for the Ghaznavid Sultanate, which previously only had a minor presence, it is now a major power in the region. And let?s not forget the mighty Seljuk Turks ? already featured in the base game, they now receive several additional regions and are among the rare base-game nations to gain access to Great Trades and War Campaigns!


Smaller Scenarios but mighty battles

To finish, the eastern steppes have also been greatly expanded in the DLC. Where there was previously only a small strip of land around the Caspian Sea, now thousands of kilometers of steppe open up to you? or rather, to the Mongols, who will be able to appear earlier on the map and will have a vast hinterland (in case you found them too weak before).

But that?s not all ? the game also receives two additional, relatively complex scenarios. The first takes place in the north and recounts Alexander Nevsky?s struggle in Novgorod against the Teutonic Knights, as well as the Danes and Swedes. In the middle of it all are the pagans of Lithuania and Prussia, fighting for survival against the knights, and each faction has several unique features. This scenario is ideally sized if you want to play a PBEM game that has depth without dragging on for weeks.


Nevsky scenario

More complex is the Guelph vs Ghibellines scenario, in which the Holy Roman Empire and Barbarossa attempt to conquer Milan and bring the papacy to heel. Let?s be clear ? this scenario is dense, and even includes a dedicated political filter to help you navigate it! Shifting alliances are not only possible but likely, and many decisions will allow you to undermine your neighbors? loyalty or even assassinate an overly annoying monarch. It even includes what if options for human players ? you can play as Venice, the Italo-Normans of southern Italy, or even Henry the Lion?s Bavaria, which historically, though part of the Empire, was at odds with the Emperor. So anything goes!

As you can see, beyond the major new features and dozens of additional buildings (and we still have a few surprises up our sleeve), the DLC brings its share of scenario changes and additions.

See you soon for the next dev diary!
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Re: Field of Glory: Kingdoms
« Reply #28 on: April 24, 2025, 12:08:18 AM »
Field of Glory: Kingdoms - Rajas and Tribes | Dev Diary #4
Wed, 23 April 2025



New nations Perks

Welcome to the fourth Dev Diary for Rajas and Tribes, the first DLC for Field of Glory: Kingdoms!

In Diaries #1 and #2, we discussed two major features of the DLC: Great Trades and War Campaigns. As you now know, these features are mainly granted to the new playable nations, such as nomads, tribal peoples, or established African and Indian kingdoms. They greatly enrich gameplay and help compensate for their partial lack of Tier II buildings?at least in the case of nomadic and tribal factions, as non-European structured kingdoms do have access to them.

But these nations benefit from several additional new mechanics. Let?s begin with the most iconic kingdom, often destined for greatness in many campaigns: the legendary Kingdom of Solomon. At the start of the game, Solomon controls only one region (historically, the kingdom had not yet emerged at this time, but this gameplay abstraction allows you to conquer power in its name). Over time, however, these petty kings?or Negus?will forge a myth that leads to the rise of the famed Solomonic dynasty.


The Kingdom of Solomon arrives in the expanded campaign with very powerful national perks.

Claiming quasi-divine origins, your kingdom benefits from two very powerful traits. The first, Keeper of the Ark, makes it significantly easier for your characters to avoid tragic events compared to other nations. This will grant your generals longer lifespans on the battlefield and help prevent the all-too-common sudden illnesses. Unyielding Legacy is the second?possibly even more powerful?gradually converting your army into volunteer units, with drastically reduced upkeep. This enables Solomon to field an army far stronger than that of its neighbors. With advantages like these, your destiny seems all but written!


The most powerful trait of the Kingdom of Solomon is likely the one that gradually converts its units into volunteers.

Now let?s turn to the Indian nations. These factions have access to three additional panels?yes, three! Two of them you already know from the previous diaries: Great Trades and War Campaigns. Thanks to a solid economy (they have access to Tier II buildings), they are formidable contenders in terms of legacy accumulation, even compared to European powers.


The new Indian nations receive 15 additional buildings, almost all of which have associated mini-events.

The third panel reflects the eastward expansion of Indian kingdoms into the unrepresented territories of India. Through decisions, you?ll be able to capture off-map provinces by deploying and maintaining a military contingent despite potential losses. These territories will grant a range of benefits (no fewer than 12 associated mini-events), including money, natural resources, and occasionally authority, legacy, or even slaves.


The Chalukya dynasty invested heavily in forces that enabled them to expand into eastern India

However, don?t assume the Indian nations are unstoppable. The Seljuqs have received several buffs, and the Mongols will also arrive later in the campaign. That said, with careful planning, it's not unthinkable for an Indian Raj and his army to reach the Mediterranean?who knows?

To wrap up, Indian nations also gain access to several new buildings, many of which are religious, either Buddhist or Hindu. These buildings emphasize the production of Piety, along with conversion and tolerance toward other religions. This helps compensate for the fact that, while they do have access to Tier II structures, they lack the religious infrastructure found in Christian or Muslim realms?no cathedrals or grand mosques. A special mention goes to the powerful effects unlocked when you manage to build four temples in the same region?but we?ll let you discover those for yourself.

That wraps up our fourth Dev Diary. The fifth and final diary will unveil two exciting surprises from the companion patch, released alongside the DLC. Calling it a "patch" might be unfair, as this free update brings two major features?one of which has been requested for a very, very long time!
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Re: Field of Glory: Kingdoms
« Reply #29 on: May 16, 2025, 12:03:07 AM »
Field of Glory: Kingdoms - Rajas and Tribes is out now
Thu, 15 May 2025



To celebrate the release, we are open the sign ups for a new Field of Glory II: Medieval tournament

This first DLC introduces the mighty Rajput kingdoms of India, the storied African realms of Ethiopia and Ghana, and many more. The world map has been dramatically expanded, stretching thousands of kilometers south and east now reaching the heart of Delhi and tracing the path of the fabled Silk Road.



For the first time, you can rise to greatness not just as a Western monarch or emperor, but as any nomadic or tribal nation in the game. Forge your legacy on your own terms, through bold conquests or thriving trade routes, with two new gameplay systems crafted specifically for these dynamic cultures.

Forge Your Path with Powerful New Mechanics

Nomadic and tribal factions now have access to legacy points through two distinct systems:

-The Great Trades ? More than just a source of wealth, these trade routes bring authenticity and strategic depth, empowering non-European nations to stand toe-to-toe with giants like the Holy Roman Empire or Byzantium.
-War Campaigns ? Take the fight into enemy territory with a new system that lets you declare military objectives independently of claims. Plan, strike, and dominate with surgical precision.

Unique buildings and development paths make each tribal or nomadic faction feel truly distinct.

Two new scenarios:
Alexander Nevsky: Step into the boots of Russia?s legendary warrior-prince and repel the Teutonic and Swedish invaders in a high-stakes defense of the Rus?.
Guelphs vs. Ghibellines: Dive into the ruthless civil wars of medieval Italy, where rival factions battle for power under the looming presence of the Holy Roman Empire.

Don't miss Richard Yorke live on our Twitch channel tonight at 8 PM UK time! Watch him dive into Field of Glory: Kingdoms ? Rajas and Tribes and explore the new DLC in action.

Field of Glory: Kingdoms - Companion patch out now

Alongside the release of the DLC, we have also deployed a massive free patch for all Kingdoms players. This update introduces new features and improvements focused on UI/UX, map expansions, warfare mechanics, and deeper tribal and nomadic gameplay.


Here are the most important highlights from this 80-entry companion patch:

UI & Map Enhancements
? Building Browser: Explore all game buildings through a powerful new interface.
? Smarter search function and culturally themed building visuals.
? Over 50 new sound effects and an improved ledger for leaders.

Warfare Upgrades
? Mercenary overhaul: recruit actual units from neighboring nations.
? Refined battle mechanics, unit positioning, and contextual army behavior.
? Improved siege logic, including sortie outcomes and handling of high-power garrisons. Siege units can now be recruited via decision.

Buildings, Regions & Trade
? New structures like the Underground Fortress, Secret Cult, Gypsy event building, and more.
? Numerous fixes and improvements to existing buildings (e.g., Master Ratcatcher).
? Smarter AI progression toward Tier II development.

Religion & Dynasty Systems
? Enhanced religious diversity across the map.
? Scandinavians can now explore the northern arc with a new expedition panel.
? Reworked Byzantine civil war mechanics.
? HRE members can now join or leave dynamically.


New Tournaments are open for sign ups

Surprise are not finish here! To celebrate the release of the Rajas and Tribes DLC for Field of Glory: Kingdoms, we are pleased to announce another Field of Glory II and Field of Glory II: Medieval public tournament.

To enter, go to the tournament page here: www.slitherine.com/tournaments

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