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Sim/Strategy/War => Games Discussion => Topic started by: Asid on May 15, 2022, 11:53:40 PM

Title: Field of Glory: Kingdoms
Post by: Asid on May 15, 2022, 11:53:40 PM
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Field of Glory: Kingdomsl


Politics, religion, war. They are nothing without a legacy that can stand the test of time. Lead any nation, and turn it into a mighty kingdom in one of the most compelling grand strategy games ever created.

Home (https://www.slitherine.com/game/field-of-glory-kingdoms)
Game engine: Archon


Manual: PDF
Editor: Moddable Data Files
Theatre: Mediterranean
Turns: Turn-Based IGOUGO
Genre: Strategic
AI: Yes
Players: 1- 14
PBEM: Yes PBEM++


Field of Glory Kingdoms   Reveal Trailer

https://youtu.be/e79ASenocFA



About

Field of Glory: Kingdoms is the new game from award-winning studio AGEOD, makers of some of the best grand strategy games of all times. It is set in 1054, just after the Great Schism, and it encompasses more than two centuries of epic European, African, and Middle Eastern history.
The game in numbers

•   375 factions
•   325 units
•   600 Buildings
•   14 Religions/heresies
•   90 Cultural traits (all new)

Authority and Disorder
Administer your royal domain with the new Authority concept. Keep your population and vassals under control, promulgate edicts to construct buildings, and declare wars on your enemies.

Dynasties and characters
As a ruler, prepare your succession by siring an heir with your spouse or with any other person of your choice. Having an heir is by no means a guarantee of a peaceful transition.

Religion
Having a neighbor of a different religion will create tensions and sometimes wars, even for tolerant rulers. When the imbalance is too strong, diplomacy will take a backseat, and war will be declared. Lose too many holy cities and watch a Crusade or Jihad form up.

Regions and population
Administer your population from the lowest peasants to the prestigious, powerful, and troublesome nobles. The social ladder is difficult to climb and your ability in keeping social classes under control is paramount to success.

Warfare
Keep your borders protected and build an army of expert combatants. Knights, sergeants, spearmen, crossbowmen, and many more types of units can be used to fulfill your objectives.

Field of Glory II Integration  :duel
If you want even more direct control, Field of Glory: Kingdoms lets you export and load your battles into Field of Glory II: Medieval and then load the results back into the game.

Multiplayer
And once you think you are ready to be challenged, play against real opponents in one of the largest asynchronous multiplayer systems ever created.


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Title: Re: Field of Glory: Kingdoms
Post by: Asid on December 17, 2022, 12:10:05 AM
Field of Glory: Kingdoms - Beta Open for Sign-ups
Fri, 16 December 2022

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Hello,

During our live event Slitherine Next 2022, we released the sign-up for the Beta for Field of Glory: Kingdoms.

Check here the link if you wanna join: https://www.slitherine.com/beta/field-of-glory-kingdoms

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Title: Re: Field of Glory: Kingdoms
Post by: Asid on May 24, 2023, 12:08:04 AM
Embark on a Faith-Filled journey with Field of Glory: Kingdoms
Wed, 19 April 2023

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Development Update

Attention all strategy game enthusiasts!

Get ready to dive into the exciting world of Field of Glory: Kingdoms. This is the latest addition to our popular Field of Glory franchise, from veteran development studio AGEOD.

Field of Glory: Kingdoms takes you on an epic journey through the Middle-Ages historical period, just after the Great Schism between the Orthodox and Catholic Christians. Players will experience more than two centuries of European, African, and Middle Eastern history in a WEGO turn-based strategy game that promises to be both challenging and enjoyable.

One of Kingdoms new major features is the introduction of religions.
Each nation and population can be of one of the Abrahamic religions, pagan, or even heretic, and this can be a determining factor for your nation and your relations with others.

Indeed, having a neighbor of a different religion will create tensions and sometimes wars. Some rulers were tolerant, but this was more an exception than the norm.

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Religion was an important aspect of medieval life and is well-represented in Kingdoms. There are five Holy Cities, one of which is shared by three monotheistic religions and will foster friction and tension, perhaps leading to a crusade or a jihad.


In particular, Christianity and Islam will often clash, as they both claim the Holy City of Jerusalem. When the imbalance is too strong, diplomacy will take a backseat, as a Crusade or a Jihad will be declared! Should this happen, expect several nations to join together against the “heathens” (that is, anyone not of their faith).

These power blocs can be quite formidable and very strong opponents. Pagans, having drawn the short straw, will be equally despised by all religions of the Book.

But that’s not all, as heretics can appear if you lack faith in some of your regions. If you don’t put them in check, they will spread their twisted faith while shortening the lifespan of your clergy social class.

Christian nations can be backed by several Holy Orders, which will help them in case of conflict. The fact they get richer and more powerful over time is probably a coincidence of no importance for you the King.
Rest assured, following a religion is also providing ample benefits, like a more docile population, plus extra Legacy Points, the measure of victory!

We cannot wait for you to immerse yourself in the game, and we are confident that you will love Field of Glory: Kingdoms as much as we do. Stay tuned for more updates.

Title: Re: Field of Glory: Kingdoms
Post by: Asid on May 24, 2023, 12:08:15 AM
Field of Glory: Kingdoms - The Balance of Authority
Tue, 23 May 2023

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The second Dev Update is out now

Field of Glory: Kingdoms takes players on a journey through over two centuries of European, African, and Middle Eastern history set in 1054, just after the Great Schism.

With hundreds of factions at the start and a plethora of buildings, players will have ample opportunities to build and expand their kingdom.

One of the key features of Field of Glory: Kingdoms is the Authority and Disorder system, which allows players to manage their kingdom and maintain order.

With the Authority concept, players can maintain control over their population, promulgate edicts, and declare war on their enemies. However, be careful not to let your realm fall into disorder, as this can result in challenges from your heirs and unruly vassals. As one of the main tools to measure your progress, Authority will also allow a change in your system of government, and here Kingdoms offers many more possibilities than in its predecessor, Empires.

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Authority is perhaps the most important new concept in Kingdoms, as its influence literally courses through all game elements - from loyalty to succession to warfare.


But the game presents a delicate balance between maintaining control and expanding your kingdom, as expansion will create tension with powerful neighbors. Indeed, a large Authority rating will make you clash with nearby similarly minded nations.

So, to become a formidable force, you will have to walk the thin line between being small enough to keep things firmly under control and large enough to progress to a more formidable status.

Will you be a humble county, or will you raise to be the equal of the mighty Byzantine Empire? Nothing is written in stone and even as a modest Northumbrian noble, you too can become the King of England. Or perhaps you would rather ascend from being a Novgorod prince to the King of all of Rus’? There will be only one in such a position though and expect a fierce struggle to ensue.

The Authority and Disorder systemwhile being very flavourful and thematic to middle-age games also prevents easy snow-balling and captures the rise and fall of empires/kingdoms.

Title: Re: Field of Glory: Kingdoms
Post by: Asid on June 01, 2023, 12:03:57 AM
We are excited to invite you to our Field of Glory Day event
Wed, 31 May 2023

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A special day dedicated to the Field of Glory franchise on June 6th

We are thrilled to announce a special day dedicated to the Field of Glory franchise on June 6th, in partnership with the University of Winchester.

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We would like to express our gratitude to all the fans who have supported the franchise over the past 6 years. In celebration of this milestone, we have organized a live tournament in collaboration with our beloved community with some of the top 8 players of Field of Glory in Europe.
This thrilling competition will take place at our brand-new office in Milan.

In collaboration with Professor Robert Houghton from the University of Winchester, Slitherine will host a live Twitch event centered around a historical discussion of Field of Glory II: Medieval and Field of Glory Kingdoms.

Join us to look into the narratives and intricacies of these immersive strategy games with: Professor Ryan Lavelle from the University of Winchester, Professor Lysiane Lasausse from the University of South-Eastern Norway, Professor Vinicius Marino Carvalho from Universidade Estadual de Campinas, Professor Juan Manuel Rubio Arevalo from the Central European University, and Robert Houghton himself.

To make this occasion even more special, we have invited the renowned miniatures wargamer painter, Aurelian Leclerc. He will share valuable insights on improving your miniature painting technique.

But that's not all! For the first time ever, we will show unpublished gameplay eatures from the highly anticipated Field of Glory: Kingdoms.
Get an exclusive sneak peek into the upcoming game as the developers, led by Philippe Malaicre, showcase the exciting new additions and improvements.

Mark your calendars and join us on June 6th at 14:30 on our Twitch channel https://www.twitch.tv/slitherinetv for this extraordinary event dedicated to the Field of Glory franchise.


See you there

Title: Re: Field of Glory: Kingdoms
Post by: Asid on June 13, 2023, 01:19:59 AM
Field of Glory Day: RECAP Kingdoms Showcase
Mon, 12 June 2023

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We hope that those of you who watched it live enjoyed the show. And in case you missed it, you can re-watch it now.

Dear fans,

Last week, we celebrated the Field of Glory franchise, a day filled with excitement, camaraderie, and a shared love for the Field of Glory universe. Your presence and participation made this event remarkable, and we couldn't be more grateful for your support.

We would like to congratulate Paul for winning the live tournament in Milan, and we extend our thanks to each and every one of you who attended the event, whether in person or online.

During the event, we provided a sneak peek of new features and content from Field of Glory: Kingdoms. If you missed it, you can watch the preview here:

https://youtu.be/9_dlX6b6pdw


For those who want to relive the entire event, you can watch it here:

https://youtu.be/8NZwICZgQtg


Stay tuned for more exciting announcements, updates, and events as we continue to explore the vast and wondrous world of Field of Glory together.

Title: Re: Field of Glory: Kingdoms
Post by: Asid on August 08, 2023, 12:01:35 AM
Field of Glory: Kingdoms - Forging the Legacy of Your Dynasty
Mon, 7 August 2023

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Experience the Thrill of Strategy in Field of Glory: Kingdoms

Lords and Ladies,

The game features a main campaign, 2 large scenarios, and an introductory scenario to ease you into the world of Field of Glory: Kingdoms. Get ready to strike the perfect balance between progress and fun while enjoying a seriously fun historical gaming experience.


In Field of Glory: Kingdoms, you will take on the role of a nation guided by various rulers over time. One of the key features of the game is the Dynasties system, where you have to prepare for their succession by siring an heir with a spouse or significant other.

The ruler can have a wife and children, as well as uncles and brothers. All can play a role in the question of your succession and if they are unhappy with your rule (or simply determined to seize control themselves), civil war may ensue.

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Your dynasty is made up of your direct family plus a few major nobles. For example, take your uncle Agdi - he will probably not perform well in warfare, but he would make a decent administrator in one of your provinces.


Maintaining a continuous dynasty over time is important, as you’ll reap more legacy, and this legacy is used to determine the winner of the game. This will be difficult at times, perhaps because your heir is considered weak by important nobles, or because of unfortunate accidents or assassination attempts.

You can also appoint family members and nobles as Peers of the Realm, who act as governors and provide extra bonuses and perks to the region they administer.

These Peers of the Realm can also react to the player's actions and potentially rebel with armies, as your vassals can.

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Vassals too play an important role in the game,with players able to participate in multi-choice events with intriguing results and rewards. However, overextending their domain can result in a loss of Authority.

Some nations in the game also have baronial vassals in their regions, which can be both advantageous and a liability. These independent-minded individuals can help defend your realm, but they might undermine your Authority in doing so.

The Dynasty feature has been tailored to be both interesting and simple to understand.

Stay tuned to know more about Field of Glory: Kingdoms.


Title: Re: Field of Glory: Kingdoms
Post by: Asid on September 20, 2023, 12:16:49 AM
Field of Glory: Kingdoms - The Concept of Authority in Kingdoms
Tue, 19 September 2023

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In this Dev Log we will take a closer look at the Authority system.

In Field of Glory: Kingdoms, Authority is the foundational concept of the game. It's pivotal as it truly is the "King's Maker" of any nation. With low Authority, your nation will regress and fall into civil war. In contrast, strong Authority ensures the loyalty of your subjects and often a smoother transition of rule when the time comes for your king to pass away.

Many players familiar with Field of Glory: Empires have encountered and played with the concepts of Culture and Decadence. They might think that Authority is just a variation of the same term, essentially being the same thing. While there are undeniable similarities in terms of outcomes - in both cases, this notion determines if your kingdom will prosper or collapse - the way the two concepts develop is entirely different. This dramatically impacts how the game unfolds. Furthermore, whereas in Empires, Culture and Decadence only played a role in the overall evolution of your nation, Authority in Kingdoms pervades every aspect of the game in a thoroughly organic and integrated manner.

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Take, for instance, declarations of war. In Kingdoms, multiple factors are taken into account, such as having claims, if the opposing nation is of a different religion, or even if you're launching a sneak attack without warning. Depending on the perceived justification for this declaration of war, you'll either gain or lose Authority. For example, declaring war on a pagan nation with a declared claim on the capital won't cost you any Authority. On the other hand, a Christian state that whimsically decides to declare war on another Christian state will lead to a significant loss of Authority.

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Authority also plays a role in managing your territories. An expansive kingdom will often struggle to maintain tight control over its most distant regions. Here, national-level Authority plays a crucial role in keeping the population under a firm grip, as well as the local nobility, and the presence (or absence) of buildings generating Stewardship.

To conclude with one more example of Authority's omnipresence in every aspect of the game: low Authority can tempt the characters of your nation to betray you. Each character now has a loyalty index and personal treasure. If they see an opportunity to replace a weak king, chances are things might go awry. Be especially wary of characters with several mercenary companies. These troops are powerful and quickly recruited, but they could easily be tempted into committing high treason.

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This concludes our dev diary on Authority. We've only scratched the surface of all its intricacies and implications in the game, but there's so much more to discuss. Regardless, rest assured that this new concept provides a unique stamp on AGEOD's new production, Field of Glory: Kingdoms!


Title: Re: Field of Glory: Kingdoms
Post by: Asid on September 28, 2023, 12:01:24 AM
Field of Glory Kingdoms: A new Dev Log is out now
Wed, 27 September 2023

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Kingdoms places a strong emphasis on the development of the regions within your nation, each boasting a diverse population in terms of culture and religion. Alongside this, a vast array of infrastructures and a plethora of buildings are available to steer the economic and societal development in the direction you desire.

Indeed, this is one of the strong suits of Kingdoms, setting it apart from many other games. Even in times of peace, you will always have dozens of interesting choices to make within your realm, as the game offers no less than 600 different structures (no, that's not a typo!). Taking into account the different categories of buildings and their roles, the culture of each population, the various religions, and the numerous unique situations allowing for uncommon buildings, we indeed reach this high number, signaling a great diversity and almost certain renewal of the content in your gameplay. But let's delve into how all of this is structured...

At the core of the region, the economic unit, lies the population. These populations are defined by their social class, culture, and religion. Don't expect a peasant to fulfill the role of a noble, or a clergyman to till a field. Each population point, despite these constraints on who can work where, is somewhat of a wild card, as you can allocate it in various ways, slightly altering its production from turn to turn. However, the population also provides construction slots, each allowing for a building. There are several possible roles for these buildings, and some do a bit of everything, while others are specialized. Some have synergies with others, while dozens have small events attached, making them unique. In any case, there are a large number of interrelations between the game's concepts and therefore between buildings and populations, in a very organic and logical manner. For instance, the population requires food to grow, but also needs access to a healthcare system, however rudimentary, otherwise epidemics lurk. Similarly, loyalty to the Crown must be monitored, and while it's possible to ignore the problem for sparsely populated regions, those with larger populations will require a strong presence of the Clergy, or nobility, sometimes even the army, to prevent any possible revolts.

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But regions are not isolated islands either. Kingdoms introduces the concept of National Authority and then Local Authority, the latter deriving from the former. This Local Authority serves as a basis for determining the loyalty of the region, and decreases progressively based on the distance of the region from the capital (posing problems for overly extended empires). Nevertheless, nobles, with their function of generating Stewardship points, can help solve this problem by maintaining a high level of Local Authority. The Clergy plays a somewhat similar role, but will be particularly useful either for converting the infidels to the True Faith or for convincing heretics, in various more or less unpleasant ways, to return to the fold.

Besides this, regions often have a military function, either defensive or offensive. On the defensive side, the game could not overlook one of the staples of the medieval period: castles and other fortified places. You probably know that castles of the time were built over a long period. Kingdoms represents this by allowing you to erect several structures over time that provide temporary bonuses as well as permanent Fortification points. Once you have accumulated enough of these Fortification points, a permanent defensive structure will be proposed. Thus, in the beginning, you will have the choice between a hill fort or perhaps a Motte and Bailey, but with time and effort, you will have the opportunity to build double-walled concentric castles, bristling with towers and caltrops.

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On the offensive side, you will also need to put in some effort to be able to raise anything other than peasants and low-quality troops. Over time, you will then be able to raise archers, armed sergeants, and other knights. In this case, we are talking about permanent troops, and while they are powerful, losing them in battle is always a blow to your Authority! It's somewhat of a double-edged sword...

Let's conclude this brief tour of the regions of Kingdoms by citing a few examples of structures, so that you can appreciate the full diversity of the game's buildings, which are much more than mere providers of numerical bonuses!

The Manorial Demesne is a very important structure in Agriculture, as it is a pivot structure, unlocking the other half of Tier I structures. It also benefits from a productivity bonus for each other agricultural structure present.

The Demesne Expansion is a rather peculiar structure as it can be upgraded no less than 5 times, and provides a free slot each time! While initially a few peasants will suffice to clear the countryside, the later levels will require tools, a large population, and a determined local lord.

The Trade Road is a structure that can spontaneously appear if you have itinerant merchants in the region. Being itinerant, they move between your regions (and rarely into other nations' regions). Thus, over time and with many merchants, Trade Roads will appear in your Realm.

The Jousting Field is quite emblematic of the Middle Ages as well, as it will provide free XP to heavy cavalry units created, and can even give them a special unique perk.

The Astrologer (not to be confused with the Astronomer) engages in some esoteric studies, not very well seen by the Clergy, but it seems that he can occasionally create a very particular resource that we will call 'Luck'. It is said that this can prevent misfortunes befalling your characters or even your ruler, such as a sudden death during a hunt or an unfortunate arrow targeting them in battle. Certainly just rumors!

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The King’s Agent allows for a discount on the promulgation of Edicts. These allow you to choose the structure of your choice to build in Kingdoms, which will certainly please players of Empires who didn't like the reshuffle button too much, as it has disappeared!

Here is a brief overview of population and economic development in Kingdoms. This is really just the tip of the iceberg, but we hope it will make you want to learn more!
Title: Re: Field of Glory: Kingdoms
Post by: Asid on December 14, 2023, 12:09:23 AM
Field of Glory: Kingdoms - The Art of War
Wed, November 8, 2023

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War is always near in Kingdoms, even if you avoid starting it, your neighbors might have different intentions

War is never far away in Kingdoms, for even if you do not wish to instigate it yourself, preferring to expand peacefully through diplomatic means or focus on improving your realm (which in itself is a viable winning strategy in Kingdoms, as victory is achieved through accumulating Legacy points), chances are some of your neighbors see things differently... And even without such a neighbor, you might find yourself embroiled in a Crusade, Jihad, or facing a nation growing too dangerous and on the verge of victory and thus in need of a 'corrective' action.

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These factors make it clear that in Kingdoms, even in times of peace (perhaps especially in peace!), preparation for the next war is crucial. This entails numerous aspects to plan and anticipate.

Firstly, a nation with a king of strong Authority is desirable to reduce the risks of sedition and revolts. This also enables the sovereign to lead on the battlefield, magnifying the consequences of victory by earning more Warscore points, which are essential for negotiating favorable terms once peace is restored.

Furthermore, the art of war involves establishing fortifications, ranging from humble keeps to mighty double-walled castles, with intermediate variations depending on your culture and religion: Motte-and-bailey, Trelleborg, Qasada, etc. These defenses offer multiple benefits, the primary being protection for your troops behind walls, along with various recruitment advantages, sometimes even granting additional perks to certain troops.

Once this is achieved, depending on the military building infrastructure you possess, you can recruit various units more or less quickly (and in greater or smaller numbers). Recruitment ease depends on the presence of nobles, spear makers, armor smiths, training grounds, and many others. Quantity is determined by your treasury and metal stock for the SAUs (Standing Army Units) like knights, but for levies, a substantial population is required. Here's hoping you have many villages and towns within your kingdom.

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In Kingdoms, units, besides the usual categories like heavy cavalry, infantry, archers, have an additional parallel classification: Mercenary, Standing Army Unit (permanent unit akin to professional), Levy or Volunteer. This grants them a completely different behavior and profile, as levies gain little experience and are relatively costly to maintain, so you may want to disband them in times of peace. SAUs have the opposite profile: they gain experience well, are costly initially, and any loss will decrease your Authority (it's better to avoid losing the cream of your cavalry or shall I say, as a French 'la fine fleur'!).

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Mercenaries have other advantages and disadvantages. Quickly recruited, especially through a Regional Decision allowing mass recruitment, they are costly in gold to maintain, and can foster treacheries if commanded by a disloyal general. You might think to disband them when no longer needed, but then expect marauders in your lands. Of course, our testers will advise releasing them into the wild, but on enemy soil, just before peace. A kind of 'Not in my backyard' variant, so to speak.

(https://clan.akamai.steamstatic.com/images//42371626/49344aac4d5d806b6588829283eaa5e473ff192b.jpg)

The army lists of Field of Glory Medieval are honored in Kingdoms, as each nation closely follows these lists, divided into three time periods. For instance, as early period Byzantines, you'll have access to Skoutatoi Archers, but will have to wait until the third period to recruit heavy lancers. Fear not, these periods are not set in stone, as based on your military reforms and overall military expertise, you can advance these periods by a few years, say up to 25 if you excel in the military field.

When your armies are ready to march, it's time to appoint generals, considering their offensive and defensive tactical skills, loyalty (spy on them to ensure it), and whether they have relevant and suitable abilities. Sometimes this is easier said than done, and you'll have to make do with what you have. Whatever the case, don't appoint your psychopathic uncle with a loyalty of 30 at the helm of a mercenary army, unless of course, you believe a necessary wind of change should sweep through your kingdom.

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Soon, the time will come to clash with the adversary, after some fine operational maneuvers.

Kingdoms being a game of simultaneous turn-based play, expect some surprises, as you can't be certain that during your turn, the enemy will stay put where you expect them to. But let's hope that luck, coupled with your tactical sagacity, will allow you to triumph on the battlefield.

We'll delve into this more in a future Developer Diary, focusing on the battlefield, castle sieges, and peace conditions!
Title: Re: Field of Glory: Kingdoms
Post by: Asid on December 14, 2023, 12:09:30 AM
Field of Glory Kingdoms: Battle and the art of siege
Wed, December 6, 2023

(https://clan.cloudflare.steamstatic.com/images/42371626/6e7f1b3e396f8455251b1030607b5fc93f720c2a.jpg)

Battles in open fields, castle assaults, and the art of siege

Battles in Field of Glory: Kingdoms display a wide variety, either due to their scale, ranging from skirmishes to full-scale engagements involving the main armies of several nations, or due to terrain and weather conditions, or because they can occur as pitched battles in open areas or as castle assaults (here, we use 'castle' to denote any permanent fortification, from a humble rustic fort to a mighty fortress with triple concentric walls!).

(https://clan.cloudflare.steamstatic.com/images//42371626/3b8bd0115f94bde5768763ece00e5a3fe6ffbc1d.jpg)

When you start the game, it's quite easy to be deceived by the apparent simplicity of combat... until you lose several battles without really understanding why. Indeed, the game simplifies your task by providing an approximate value of your units' effectiveness
, but this number is inherently imperfect in capturing all the subtleties of combat.

There's also the combat module, which can be very roughly described as a checkerboard. Square spaces, neatly arranged units facing off. But in reality, this covers a range of mechanisms all working together to add subtlety and allow for different approaches. Let's delve into this more deeply!

The combat system is based on three pillars
, which we call the rule of the triangle, because it's crucial to understand that your units need a good general (the first pillar: generals provide additional dice). They need to be rested and experienced (ideally, of course!), which allows them to mitigate bad dice rolls, which are simply excluded from combat (so your veterans are less subject to bad luck), this being the second pillar. Finally, the third pillar, the easiest to understand and often seen by beginners as the only existing one, is the raw strength of the unit. Let's not kid ourselves, equal skills being present, it's better to have knights than peasants... However, even this raw strength varies greatly with the terrain. Heavy units are disadvantaged in constrained terrains like forests and mountains, for example.

(https://clan.cloudflare.steamstatic.com/images//42371626/ae522bef8571d7845c439672f31f6a60f99e16dd.jpg)

This rule of the triangle or the three pillars is fundamental to understanding, as it is the essence of combat in Kingdoms.
Add to this several other mechanisms like the ranged attacks of your archers, skirmish units, which even when they lose tire out your soldiers, pursuit units, those that block charges, etc. There's too much to say, in fact, but what can be retained is that combat in Kingdoms offers more than honorable subtlety, and it would be wrong to think of it as simplistic and uninteresting... That being said, if you want even more finesse and detail, at the expense of a much longer game time, then you can export your battles to Field of Glory Medieval from Richard Bodley Scott, and then retrieve the combat result in Kingdoms!

(https://clan.cloudflare.steamstatic.com/images//42371626/73329055329d6ef7a85717f95d1e2e21bd439ca3.jpg)


What about castle assaults?

They largely follow the same procedure as open field battles, but with various defensive bonuses, depending on whether a breach has been made in the fortification. Some units naturally have specialized bonuses or penalties in assault. But before the assault, you must have laid siege and weakened the defenders (or if you are patient, they might even surrender if they lack food).

The art of siege isn't learned in a day either, as it involves considering the abilities of the opposing generals, the capacity of units to conduct or defend against a siege (here archers have a clear advantage, but if you build siege units, you can more than compensate for this problem). Sieges can also be very long, especially if the opposing fortification has undergone several improvements, and this is a feature of Kingdoms compared to its predecessor Empires: forts and castles are built in several modular stages, each providing different bonuses. With serious investment, it is possible to hold a stronghold for years.


This concludes our 4th developer diary, and we hope it has piqued your interest in testing military maneuvers in Kingdoms, knowing that this is just a small part of the game, and that we also have a lot of content available for those who like peaceful development... so stay tuned!
Title: Re: Field of Glory: Kingdoms
Post by: Asid on January 30, 2024, 12:03:30 AM
Field of Glory Kingdoms: Religions, Knightly Orders and Heresies
Mon, 29 January 2024

(https://clan.akamai.steamstatic.com/images/42371626/be4af6a91dedccc009498b4affcb13f6f708c1a0.jpg)

To say that religion is of great importance in Kingdoms would be an understatement

Just as historically it has had a major influence on many nations, so too will it be a major point of contention among the powers of the time in Kingdoms. But not only that, because with most populations being very fervent, daily life in your regions will also be under the major influence of priests and imams.
 

The game defines a national religion (which can be difficult to change, and will not be without causing widespread disturbances) that usually alters relations over time either with your co-religionists or with countries of different religions (this is particularly true for Christians and Muslims). Unless you have solid treaties, expect these relationships to deteriorate, which will not be without causing lines of fracture and therefore wars.

(https://clan.akamai.steamstatic.com/images//42371626/48407f5e8ef6d4268ed960c059cfa4f2263f4c83.jpg)

On a more local level, each population has a religion, which alters its loyalty and productivity (this can vary depending on whether your leader is tolerant or not), and you will then take care to gradually convert (and with more or less difficulty, pagans being easier to convert than the so-called "Religion of the Book" populations (i.e. Christians, Muslims and Jews). To do this, you will want to build religious buildings and promote populations into the clergy.

If you sin too much on your production of Piety points, then expect heresies, which are in some ways powerful rebels, who can spread their false belief in other regions. You will then have no choice but to convert them by force and blood, with an army or particularly intransigent clergy members.

But that's not all, because there is the possibility that Crusades or a Jihad will be triggered! Indeed, the game defines 5 holy cities, 3 for Christianity (Rome, Byzantium, and Jerusalem) and 3 for Islam (Mecca, Medina, and... Jerusalem). So you have a nice point of contention there, and it's a safe bet that at some point, a crusade or a Jihad will be launched! You will then see (literally and figuratively) Crusaders landing, for example, with fleets lent by the Italian maritime republics.

(https://clan.akamai.steamstatic.com/images//42371626/381f9bed85fa300c8372e039856ebc5bc4b7f29d.jpg)

As if that weren't enough, there are also the Knightly Orders in the game. These will gradually establish themselves in YOUR regions, with Chapters, and will be like a double-edged sword. On one hand, you will be happy with the increased piety in the region, as well as the detachment of knights protecting it, on the other hand, they are a bit burdensome as neighbors, monetarily speaking, because what goes into their coffers does not go into yours. It's up to you to decide whether you support them or want to limit their influence.

On the other hand, from an international point of view, seeing a heavy detachment of Templars land in the Holy Land always makes an impression. But do not think that Islam is left out, because if the first Sunni feels threatened, the Jihad is not far away!

(https://clan.akamai.steamstatic.com/images//42371626/2a83f08533aeb7ea4eae0dfd2f35171cad50a9df.jpg)

Thus, as we can see, religions are a major element of Kingdoms both from the point of view of the daily life of your populations and from the point of view of international relations and the behavior of nations towards each other. You cannot ignore it, and ignoring the piety of your population would be a major mistake. And then, building cathedrals and great mosques, what prestige that is! Not to mention that the clergy participates in the education of your population, which grants you more Legacy points, the game's victory point unit.

Stay tuned for the next developer diary on Dynasties and Characters!


Title: Re: Field of Glory: Kingdoms
Post by: Asid on February 24, 2024, 06:03:18 PM
Field of Glory: Kingdoms - Dynasties and Characters
Fri, 23 February 2024

(https://clan.akamai.steamstatic.com/images/42371626/0c2ab5d55811df3b719fb9232258ce2dde1cc117.jpg)

In today's Dev Diary we will look into the management of characters

One of the major new features of Kingdoms, which aligns with the significant events of the medieval era often initiated by great men rather than established states, is the addition of dynasties to the game, and more generally, a much more advanced management of characters (compared to Empires, the predecessor of Kingdoms).

Each game faction (whether a duchy, an emirate, an empire, or even a knightly order) is indeed led by a ruler with several important characteristics. Just like any other character, the ruler has an administration value, very important for providing economic bonuses to his realm, but also a military value, which allows for the recruitment of higher quality units, and finally, since we are in the Middle Ages and religion was of paramount importance, a piety value, very useful for helping to convert the population, being well seen by the Pope if you are Christian, and generally useful for making heresies rare. These 3 values are supplemented by one or two possible skills that have very diverse effects, ranging from tolerance towards other cultures, to dubious life practices (reducing life expectancy), to the propensity to attack one's neighbor sneakily without a formal declaration of war.

(https://clan.akamai.steamstatic.com/images//42371626/0aec745c4d70726b8fa72898b58a9d139caf5c0d.jpg)

This ruler is often accompanied by his spouse and often courtesans. The Middle Ages not being very progressive, it will not be possible to see one of these ladies leading an army; however, daughters of marriageable age hold particular interest, as they allow for the conclusion of royal marriages. These are, however, double-edged swords, as if your sovereign dies without an heir, it is possible that your nation will suffer, with the faction where your daughter resides taking over part of your territory.

The picture would not be complete without the mention of possible brothers, sisters, uncles in addition to your descendants, all of whom have a role to play, as they can be Peers of the Realm, sort of governors of certain portions of your territory, allowing for better administration than if there were only a modest noble. Your characters can also, just like the sovereign, lead armies, with their own statistics, in attack as well as defense, and various tactical abilities (far more numerous than in Empires, and veterans of our first instalment will be pleased to learn that there are 6 times more in Kingdoms than in our first game).

(https://clan.akamai.steamstatic.com/images//42371626/2887820c1752b182b4412489f2b71c43eed72b12.jpg)

All these additional possibilities come at a cost, however, but this is also what makes Kingdoms intriguing. Each character also has a loyalty, which is not necessarily known initially (but rest assured, there are ways to find out through decision options). Thus, a disloyal character presents a dilemma, as if they are good, you will want to use their services, but then there is a risk of betrayal.

These betrayals come in several forms: a coup d'état, which immediately replaces your leader with the traitor (which, let's be cynical, can be a blessing in disguise if the traitor is competent while your leader was not), or an armed revolt. If the character was a general, they might even keep their troops and immediately recruit others using their personal funds (and characters accumulate funds more or less quickly, depending on their position and integrity... but it is possible to prosecute those embezzling funds).

(https://clan.akamai.steamstatic.com/images//42371626/87e28009e56140243cffba703de776d0a92385bd.jpg)

Rest assured, however, in Kingdoms, characters serve at the heart of its gameplay, consisting of a rich economic management of your nation's regions and a sophisticated and nuanced military simulation.

Our game is primarily a historical strategy game, which has adopted a dynasty system to complete the picture, and we neither pretend nor aim to make it a dynastic role-playing game. We hope this direction is what you wish to see in our game, and we look forward to sharing more in a future developer diary.

Title: Re: Field of Glory: Kingdoms
Post by: Asid on March 18, 2024, 07:57:36 PM
Field of Glory: Kingdoms - Diplomacy and Troublesome vassals
Fri, March 15, 2024

(https://clan.cloudflare.steamstatic.com/images/42371626/0c9621a62c6c2deb0cd5e1c37d0bc00b9f568ee3.jpg)

Even the most powerful of nations will need to rely on allies or vassals

In Kingdoms, even the most powerful of nations will need to rely on allies or vassals. Indeed, medieval Europe and the Middle East are tumultuous and hostile lands, where the small isolated state stands no chance of survival. Nations often have territorial claims against each other, exacerbating tensions. The two major religions of the Book are often in tension, creating fault lines where nearly half the map could be hostile to you, especially as holy wars, crusades, or jihads regularly appear.

(https://clan.akamai.steamstatic.com/images//42371626/faa9c450770aed3be674c5e15abf1a887abdcfa1.jpg)
Gelasius II, Head of the Holy See, wisely befriended the Knightly Orders and the Byzantines

Kingdoms offers a diplomatic model with more than half a dozen different treaties: Alliance, Cooperation, Vassalage, Royal Marriage, Right of Passage, transactions, gifts, insults, knowing that there are of course wars to declare and peace to sign, and transactions are actually a box where you can add different additional entries. For example, offering mercenaries, requesting territorial concessions, offering metal, etc.

The royal marriage is a novelty in Kingdoms, and will be an ideal opportunity to strengthen ties between two nations. Of course, you will need a daughter of marriageable age for this (i.e., 14 years old), and you must be astute, as a royal marriage can backfire on you. Upon the death of one of the sovereigns, it can lead to a division of the kingdom or even its absorption. Be careful to have the highest Authority, or you will suffer the consequences.

(https://clan.akamai.steamstatic.com/images//42371626/16236d2d2a16bee280469b0438a443b713488f59.jpg)
Having vassals also provide decisions to play with, with several outcomes

Right of Passage is also a novelty and is relatively easy to conclude compared to an alliance. It allows not only to transit through the territories of the other nation but also to resupply there, including the resupplying of ships. Generally, becoming allied with another country requires a gradual approach, initially made of simple cooperation, maybe a gift or two, and often the abandonment of all claims against that nation. Usually, all of this happens organically and naturally, because only nations in dispute will seek to claim the regions of the other. Know finally that different religions are a rather major obstacle to establishing good relations, but it remains entirely possible, with the right means.

(https://clan.akamai.steamstatic.com/images//42371626/667d8a8f4e544aa6d6caa03278dc857ab6efa8b9.jpg)
Kingdom of Heaven, except they are now vassals of the Fatimids, as is Oultre-Jourdain. Only Antioch remains fiercely independent

But the main addition of Kingdoms in diplomacy is undoubtedly the vassalage relation, which is much richer in its possible aspects than the client state relations of Empires, the game preceding Kingdoms. A vassal is generally a plus for a suzerain, as it facilitates the progression of your kingdom towards a more accomplished and powerful Realm, and it can lend you troops. These will still bear the coat of arms of your vassal and will be returned to them in case of peace, but as long as the war lasts, you will have full control! Vassals also provide the opportunity to manage decisions with multiple choices with many different outcomes depending on the loyalty of the vassal and the abilities of the suzerain. Finally, a vassal will often show signs of independence and will not hesitate to let you know if you possess a land that they believe belongs to them.

Stay tuned for our next diary, which will deal with the special perks and game rules that major nations and culture groups have. It really makes for a different gaming experience depending on the country you play, and we can't wait to provide you with some juicy details on the perks we designed!

Title: Re: Field of Glory: Kingdoms
Post by: Asid on May 04, 2024, 05:07:14 PM
Field of Glory Kingdoms: is coming on June 4th
Fri, May 3, 2024

(https://clan.cloudflare.steamstatic.com/images/42371626/babaca797fcf49c99511ece1862f9c3b1b8eaf38.jpg)

Dev Diary: Decisions and thinking outside the box


Kingdoms offers a vast arsenal of options to alter the course of the game, beyond the more traditional gameplay of developing one's kingdom, recruiting units, and engaging in battles. These are, of course, the regional decisions, which veterans of the previous game, Empires, are familiar with, but which have been greatly expanded in Kingdoms. Indeed, we have four times as many as in the previous game. For newcomers, who we hope will be numerous, regional decisions are somewhat like playing cards that create exceptions to the rules or unexpected events (for your opponents). A large part is more peaceful, such as those that allow strengthening a border, ennobling freemen, or prospecting for natural resources.

We have also made a special effort to ensure that decisions producing an advantage can be used both by you and for the benefit of a close ally, which in the context of a multiplayer game allows for increased interactions between participants. For example, a decision that allows destroying a bandit lair can be played in an ally's territory to help them, and the same goes for combating the plague. It goes even further as some personal decisions can be played on one of your armies in an ally's territory, such as recruiting local troops. Send one of your generals to a distant allied region, if you know the troops will be useful, and thus recruit 'exotic' units, such as camel riders or forest runners.

(https://clan.akamai.steamstatic.com/images//42371626/c68e359ce3d46e90acd49eeb690ec43380a3fd61.jpg)

Decisions are used, as we have said, for game rules that cannot be used systematically or by everyone, and thus launching a crusade, a jihad, or excommunicating a nation is managed by the decisions. These decisions are obviously not granted to just anyone, as their consequences are significant. For example, to receive the decision to launch a crusade, you must be among the most pious nations among the Christians, while the Jihad is only granted to the nation that is 'First Muslim'. More modestly, many decisions are more or less rare depending on your nation or the profile of your nation. For instance, the Seljuq Turks will receive a more generous 'Instill Revolt' decision grant than the norm, with an additional bonus each time they declare war on the Byzantine, this being part of their 'Dissent Sower' trait, while the French, through their 'Royal Domain' trait, will receive a decision more often to absorb a friendly vassal. As you see, playing and receiving decisions is rather organic, as it is based on the in-game situation.

(https://clan.akamai.steamstatic.com/images//42371626/4051a576215dcd3578289c499315349a86f02d99.jpg)

When it comes time to play a decision, do not think that there is only one possible outcome and that the probability of success depends on a simple die roll. This may not be readily apparent when you discover the game, but a large number of decisions evaluate their success probability based on the relative skills of the involved sovereigns, as well as other factors, and this can be quite involved in the end. For example, assassinating a sovereign is a decision that you can play on a foreign sovereign, of course, but also against yours (if you find them really too incompetent). In the first case, the skills of each sovereign, the presence of bodyguards, the authority of the sovereign, the possibility of a spy network, and even the relative treasury of the two nations will play a role (in this case, it is assumed that a wealthy nation can more easily bribe less honest guards).

(https://clan.akamai.steamstatic.com/images//42371626/1d39996455c6b9ae9952d1210135ff741449e35b.jpg)

As for the outcome, you will initially only see the tip of the iceberg, but with a bit of practice in the game, you will appreciate the finesse and variation in the results. To take our example of the assassination again, besides the death or survival of the targeted king, there may be revelations about who commissioned the operation, or not. Perhaps a false lead will be given, maybe the king will only be wounded and weakened. And this philosophy has been repeated for many decisions (even if not all are as detailed), thus the mercenaries recruited depend on your nation and the era, and a trial for witchcraft will also depend on the piety of the victim, their wealth, and their influence.

As you see, the system of regional decisions is extremely rich and allows for great variations in the game. Rest assured, however, that in more than a year of testing, our testers have never told us that it overturned the table too much or added too much chaos to the games. But it does add soul to the games, at least, and just enough to diversify the game even more.

Title: Re: Field of Glory: Kingdoms
Post by: Asid on June 05, 2024, 12:36:18 AM
Field of Glory: Kingdoms is out now
Tue, 4 June 2024

(https://clan.akamai.steamstatic.com/images/34556788/fbe90fc6485c8ee939cb26cc156c673b8a06f789.jpg)

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.

https://youtu.be/oacxgMbpZAQ


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.

https://youtu.be/VHm_tVUcSAM


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.

Title: Re: Field of Glory: Kingdoms
Post by: Asid on June 14, 2024, 12:24:45 AM
Field of Glory: Kingdoms - Enigma: Perceive and Resolve
Thu, 13 June 2024

(https://clan.akamai.steamstatic.com/images/42371626/2ad1ae57987f78ab131140bea6df6850d58b7dea.jpg)

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.
Title: Re: Field of Glory: Kingdoms
Post by: Asid on July 10, 2024, 12:24:54 AM
Field of Glory: Kingdoms - Royalty Patch 1.01 has been released.
Thu, July 4, 2024

(https://cdn.akamai.steamstatic.com/steam/apps/1985050/ss_152f4cc48d535951e8b9abbef189e9b394386a7b.jpg)


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!


Title: Re: Field of Glory: Kingdoms
Post by: Asid on July 10, 2024, 12:25:35 AM
Field of Glory: Kingdoms - Open Beta Patch 1.02
Fri, July 5, 2024

(https://clan.akamai.steamstatic.com/images/42371626/09bc74da261ee1549e2969c52aee33e39fd2781f.jpg)


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.

Title: Re: Field of Glory: Kingdoms
Post by: Asid on July 26, 2024, 12:02:19 AM
New Open Beta Patch 1.03
Thu, July 25, 2024

(https://clan.akamai.steamstatic.com/images/42371626/b23536c8119a01186f6dec1c26f0b708b415dfc7.jpg)

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.
Title: Re: Field of Glory: Kingdoms
Post by: Asid on September 13, 2024, 12:09:29 AM
A Lens On - Snapshot
Thu, 12 September 2024

(https://clan.akamai.steamstatic.com/images/42371626/05fd6c1ad4921d762398bc50659e2ed2e7d38951.jpg)

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:

https://youtu.be/bP8s506EUZY



Title: Re: Field of Glory: Kingdoms
Post by: Asid on October 11, 2024, 12:04:19 AM
Patch 1.04 Release Announcement
Thu, 10 October 2024

(https://clan.akamai.steamstatic.com/images/42371626/66e22ade3f2262a0c0866ecb38cf64be8d2f6223.jpg)

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.

Title: Re: Field of Glory: Kingdoms
Post by: Asid on October 29, 2024, 12:47:20 AM
Patch 1.04 is out now
Mon, 28 October 2024

(https://clan.fastly.steamstatic.com/images/42371626/4ef3c717336fd4059691f26b4b9bfc6847f960eb.jpg)

Explore these Major Updates and the addition of German Localization.

https://youtu.be/xhvL1htmGe4


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.

(https://clan.fastly.steamstatic.com/images//42371626/0f62e41f9dff1556886e025da529dbfeb795d2e1.jpg)



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)
Title: Re: Field of Glory: Kingdoms
Post by: Asid on November 26, 2024, 12:21:17 AM
A Lens On - Snapshot
Mon, 25 November 2024

(https://clan.fastly.steamstatic.com/images/42371626/a5b0d87ad833fd50446e684eac82d926dd980398.jpg)

Warfare and Fortifications ep.1

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

https://youtu.be/4XcBTrITBGc


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: https://www.youtube.com/playlist?list=PLQrYLOdjwRhQZYBA0KsqsTfk10O8TtxRk
Title: Re: Field of Glory: Kingdoms
Post by: Asid on February 18, 2025, 01:29:00 AM
A Lens On - Snapshot
Mon, 17 February 2025

(https://clan.fastly.steamstatic.com/images/42371626/28d2a0aaab78fcbabe92da1d9ed9a0a47cd4469e.jpg)

Maritime Exploration

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

https://youtu.be/RrCacGAkiyY


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: YouTube Playlist (https://www.youtube.com/playlist?list=PLQrYLOdjwRhQZYBA0KsqsTfk10O8TtxRk)

Title: Re: Field of Glory: Kingdoms
Post by: Asid on February 21, 2025, 12:11:29 AM
Field of Glory: Kingdoms - Rajas and Tribes DLC Coming Soon
Thu, 20 February 2025

(https://clan.fastly.steamstatic.com/images/42371626/b04ac49a336e968f178c4fbf2189413135f482b2.jpg)


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.

(https://clan.cloudflare.steamstatic.com/images//42371626/208e27a3f4e1b808f847bbf839c1acb35ae0819d.png)

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.

(https://clan.fastly.steamstatic.com/images//42371626/114a12add1aa7b26cb58f5a18207905d3ce5c66a.png)

Two New Scenarios for Tactical Mastery

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


(https://clan.fastly.steamstatic.com/images//42371626/efa7079d4ed4f6078ff39fa74d7898a383788224.png)

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.

Title: Re: Field of Glory: Kingdoms
Post by: Asid on March 08, 2025, 12:01:57 AM
Field of Glory: Kingdoms - Rajas and Tribes | Dev Diary #1
Fri, 7 March 2025

(https://clan.fastly.steamstatic.com/images/42371626/cb167936ed7db41e99f0e09ea2eed6840de0870a.jpg)

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.

(https://clan.fastly.steamstatic.com/images//42371626/84e98ee528b7d0fff541c3c83c952fac7b057ff1.jpg)

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!


Title: Re: Field of Glory: Kingdoms
Post by: Asid on April 09, 2025, 12:02:56 AM
Field of Glory: Kingdoms - Rajas and Tribes | Out on May 15th
Tue, April 8, 2025

(https://clan.fastly.steamstatic.com/images/42371626/c3e95d8de8d43d8e52a6af1c83784051369c1333.jpg)

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.

(https://clan.cloudflare.steamstatic.com/images//42371626/dcc528a59f90f7356384ac825e7051eb96617ca4.png)
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?!

(https://clan.cloudflare.steamstatic.com/images//42371626/90f44efb53e865324e2e2acb9bf4eb110ef6cb81.png)
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!

(https://clan.cloudflare.steamstatic.com/images//42371626/dcba0a598521248f00245b064e138a5c3e6dac82.png)
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.

(https://clan.cloudflare.steamstatic.com/images//42371626/6cc0941a386726fcaa17b3c2a8cb8b9b6f98e3e6.png)
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!
Title: Re: Field of Glory: Kingdoms
Post by: Asid on April 24, 2025, 12:08:18 AM
Field of Glory: Kingdoms - Rajas and Tribes | Dev Diary #4
Wed, 23 April 2025

(https://clan.fastly.steamstatic.com/images/42371626/cde64be644af4ad678adb9a1a71875aa26ed5c5d.jpg)

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.

(https://clan.cloudflare.steamstatic.com/images//42371626/8c7903c45b85964bb54d9996c2ab0e4cde3b4781.png)
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!

(https://clan.cloudflare.steamstatic.com/images//42371626/38f261addafd34f264f3b222847bfe3d958e693f.png)
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.

(https://clan.cloudflare.steamstatic.com/images//42371626/c828f4c5316d230948956a437f7b2a050049f21f.png)
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.

(https://clan.cloudflare.steamstatic.com/images//42371626/c8339aedd6a53102e66d2e31a2f3d7ae6f40619e.png)
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!
Title: Re: Field of Glory: Kingdoms
Post by: Asid on May 16, 2025, 12:03:07 AM
Field of Glory: Kingdoms - Rajas and Tribes is out now
Thu, 15 May 2025

(https://clan.fastly.steamstatic.com/images/38930049/e96064bd4528a1ac1770930285775c2dd7d76e67.jpg)

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.

https://youtu.be/99-6viXozFM

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

Title: Re: Field of Glory: Kingdoms
Post by: Asid on May 31, 2025, 01:19:28 AM
Field of Glory: Kingdoms - patch V. 1.06.2 is out now
Fri, 30 May 2025

(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/1985050/ss_90e33399ea96fd788d6c2e75d1f23620e2d0e959.jpg)

Dear players,

Here is a new 'quick' patch to address some issues reported by players. We've also added the ability to remap more keys, included additional portraits for Nordic nations, and there's an important note for those wishing to adjust the tooltip delay.
Have fun playing,
The AGEOD Team.


KINGDOMS 1.06.2
May 28th, 2025

UI and UX
Added missing custom ruler names in the German language.
Fix to legacy tally on the inter-turn screen being incorrect.
Restored "R" as the RGD shortcut.
Added new custom remappable keys in the Options window, including regional decisions.
Tooltip delay can be changed in Documents\My Games\EmpiresKingdoms\OPTIONS.txt (in ms), pending a dedicated option in the Options window.
Minor fix to a hanging alert display issue.
Custom unit names for provincial units restored.
Reduced the interval between two sounds in the Building Browser by 20%.
Removed special accented characters from Text0 for better Windows compatibility.
"Kitbashed" Nordic character images with others from different cultures., for more choices.

NATION-SPECIFIC CHANGES
Fix for the Indians? and Scandinavians? progress that could lead to too high a population count in the capital region.
Another fix for Indian Expedition not working with certain armies.
Normans won?t declare war on owners of their claims if they are allies or have good relations.
HRE exclusion now takes into account the specifics of Bohemia and Carinthia.

WARFARE
Fix to vassals of the same liege being able to raid each other.
Auto-Garrison SAUs, when lost, no longer cost Authority.

REGIONAL DECISIONS
Recruit Non-Standard Enemy won?t work in besieged regions. It can be used in any non-enemy region you can enter, making it useful for exotic unit recruitment.

STRUCTURES
Rebalanced Rudimentary Fort, Ringwork Castle, and Hill Fort.

Title: Re: Field of Glory: Kingdoms
Post by: Asid on June 25, 2025, 12:01:17 AM
Field of Glory: Kingdoms | Tutorial Video with Sampstra Games
Tue, 24 June 2025

(https://clan.fastly.steamstatic.com/images/42371626/67e9d4961a873ea7ca372f47df7197fbadea5130.jpg)

Let's deep into Indian Nation with Sampstra Games

Discover the secrets of the newest DLC of Field of Glory: Kingdoms ? Rajas and Tribes.

Check out @SampstraGames' latest explainer videos and dive into the world of ancient India like never before:

https://youtu.be/v32iwPDA5Fo


Do not miss it and stay tuned for other tutorials!


Title: Re: Field of Glory: Kingdoms
Post by: Asid on July 03, 2025, 12:09:16 AM
Field of Glory: Kingdoms Armenia update 1.06.3 is out now
Tue, 1 July 2025

(https://clan.fastly.steamstatic.com/images/42371626/fe86f9a2f4e46d34e172fcee54de920e1a7b533e.jpg)

Մենք ապրում ենք ոչ թե երկար, այլ արդար.
We live not to live long, but to live justly. Smbat Sparapet (~1270)


Hello everyone,

We have released a new patch with include:



Structures, Regions, Revolts

  - Fondachi can now be removed with Remove Civilized.

  - Mining Exploitations further increase the chances of receiving a Prospect for Resources, as detailed in the RGD description.

  - Reference to a Tier II furnace removed from the Bloomery description.

  - Garrisoned village (tribals) was removed before Palisaded village was granted?fixed.

  - Fix to the Iqta issue.

  - Fix to erroneous Notable Points on Hillforts (Building Browser).

  - Rustic Fort now provides +0.1 Authority, but has a slightly higher cost.

  - A region can entirely fall to rebels based on game difficulty, defensive strength, and presence of professional (non-mercenary) units, with stricter thresholds at higher difficulties. Units stationed in the city are expelled but do not defect?unless a new nation is formed.

(https://clan.fastly.steamstatic.com/images//42371626/a1a58d7bcfafa4484f8337dc4f745635cfcc4524.png)
Several nations can now restore the former Kingdom of Armenia


Realms, Dynasty

  - Token chance now includes a rubber banding mechanism, progressively increasing the chance to obtain a token over time.

  - Max Demesne Penalty is halved for the first 10 regions in excess (now -0.1 instead of -0.2), offering relief for smaller nations.

  - Muslim tribal and nomadic governments added.

  - No discount on Max Demesne size if Realm progression is blocked by government.

  - Mercenaries more frequently reduce their general loyalty to the crown.

  - Fix to a bug where forming a new nation (e.g., Novgorod into Rus') removed national modifiers.

(https://clan.fastly.steamstatic.com/images//42371626/8782fcd598befdb764baa21b6f580d8bd2422ef1.png)
3 new missions for the Byzantines, with less focus on Western Europe


QOL / UI

  - Building Browser now accessible regardless of font scaling or resolution.

  - Token chance breakdown now appears in its tooltip.

  - Pending clauses now listed (answers, requests, both directions) in the diplomacy panel and icon alert.

  - Message settings in MP are now properly saved.

  - Improved logic for clergy pop icon.

  - Fortification tooltip now specifies temporary structures (region panel).

  - Fix to certain nations being unselectable when switching mid-game.

  - Fix to unit naming errors when provincial units overlapped standard rosters.

  - Special warning texts added in diplomacy tooltips when about to become a vassal or be absorbed.

  - Minimum Piety and Stewardship now displayed for buildings.

(https://clan.fastly.steamstatic.com/images//42371626/349b27f5eba069a4a30f7e0c17206ec7e4a5e5a9.png)
Every diplomatic transaction is now fully tracked, with detailed clause breakdowns


Faction Perks & Setup

  - Tashir, Syunik, Vanand, and Cilician Armenia can now form the Kingdom of Armenia (rewards: Armenian Culture Tier III perk, Minor Kingdom rank, +5 Authority gain).

  - Requires control of the Ani region, which includes an abandoned palace as a pointer.

  - Slightly adjusted Byzantine civil war parameters.

  - Nations with War Campaigns gain dynamic access to Feast and War Preparations buildings.

  - Byzantine missions updated:
  - ? Conquering Latium now grants 1 point.
  - ? On the DLC map, Seljuqs are considered weakened with 8 regions instead of 3.
  - ? Three new missions: Reclaim the Birthplace of Christ, Revenge on the Caliphate, In Trajan?s Footsteps.

  - Seljuqs restricted again from expanding too far north.

  - Two new Indian nations added, with region and city renaming in India.

Decisions

  - Fix to "Submit to Enemy" not always generating a message.

  - Unit recruitment decisions blocked while under siege.

  - "Liberate Region" decision now triggers at end of turn to prevent a multiplayer exploit (creating neutral regions as blockers).

Map

  - Fixed Spoleto region incorrectly named "Patrimony"; removed superfluous anchorage in the same region.

Religion

  - Only Catholics (not all Christians) will return Rome to the Papacy if relations exceed 50 (was previously 25).

Diplomacy

  - When a Declaration of War is issued, it cancels all other pending requests or answers immediately (sanity check).

Warfare

  - Garrisons will no longer sortie to assist outside units (previous behavior often ineffective).

  - Regions occupied by the target and rightfully yours give a rebate of 2 Authority each, up to 6.

  - Medium cavalry prioritized for deployment in open terrain, over medium infantry.

  - When regions are transferred, eligible garrisons remain stationed inside.

AI

  - Improved AI troop concentration and general strategic competence.

Difficulty Settings

  - Gold from pillaging reduced by 20?60% at the highest three difficulty levels.

  - Unit supply usage increased by 25?75% at the same difficulty levels.


Thank you for your support
Title: Re: Field of Glory: Kingdoms
Post by: Asid on July 31, 2025, 12:12:11 AM
Field of Glory: Kingdoms - 1.06.6 Patch
Wed, 30 July 2025

(https://clan.akamai.steamstatic.com/images/42371626/fe86f9a2f4e46d34e172fcee54de920e1a7b533e.jpg)

Full Changelog

KINGDOMS 1.06.6
July 23rd, 2025

MAP

  - Adjusted some province colors around Poland

  - Cirnsk renamed to Czersk in Poland

  - Improved region and city names in the DLC campaign setup

  - "Dalmatic" culture renamed to Albanian

  - Carinthia and Carnolia now have German culture

  - Croatia is now South Slavic

  - Two area names changed

  - Emerging Albania is now labeled Albanian

DIPLOMACY

  - Diplomatic frenzy penalty now also scales with difficulty level (in addition to

  - Authority)

  - Making a counterproposal now correctly cancels the original one

  - Limited Diplomacy is never applied between two neighboring nations (this

  - restricts certain diplomatic actions between non-neighbors). Practically, your

  - vassals will always accept region donations

  - Selling units now always excludes SAUs. National units are now part of the

  - possible sales list (anti-exploit measure)

FACTIONS / REALMS

  - Mongols can no longer vassalize the Seljuqs. They must be at least as large as

  - their target to vassalize them (only apply to some tribals and Turks).

  - Fixed Muslim-tribal realms incorrectly using Pagan governments

DYNASTY / AUTHORITY

  - Court Expense is no longer partially tied to Authority, eliminating confusing

  - fluctuations

  - Court Expense changes are now smoother compared to the previous turn

  - The Authority penalty for a ruler leading an army is reduced to 0.3 but is now

  - constant

REGIONS / BUILDINGS

  - Pillaged regions now lose a small portion of accumulated Piety and Stewardship

  - Fixed Byzantine realm level having both standard and custom provincial capital

  - buildings

  - Second Palace now correctly provides an extra capital

  - Ferry structure now requires an adjacent river

UI

  - Fixed camera not focusing on selected region in the ledger

  - Fixed message settings resetting between turns

  - Fixed sorties being impossible to cancel

  - Right-clicking one of the six building options now opens the Building Browser

DECISIONS (MC or RGD)

  - Moving the capital no longer requires a provincial capital region

WARFARE / UNITS

  - Fixed cavalry never taking priority over infantry on the frontline