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Field of Glory II: Medieval News

Field of Glory II: Medieval - Forlorn Hope Tournament

We are pleased to announce another Field of Glory 2 Medieval public tournament, covering the “last hurrahs” of some ill-fated historical factions. It will be played using the normal Field of Glory 2 Multiplayer system and our automated tournament system.

Anyone who has Field of Glory 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.

The first round will commence on Tuesday 14th February 2023 at 10.00 am GMT. No further entries can be accepted after the tournament has begun.

Specific tournament rules:

This tournament will involve five rounds. Each round will last 14 days. The battles will be Medium sized custom battles:
  1. Central Greece 1388 AD: Catalan Company 1350-1388 vs Navarrese Company 1383-1394 (Open Battle. Mediterranean Hilly)
  2. Wales 1405 AD: Welsh 1400-1409 AD vs English (Britain) 1350-1414 (Open Battle. North Europe Hilly)
  3. Serbia 1455 AD: Serbian 1380-1459 vs Ottoman Turkish 1430-1500 (Open Battle. North Europe Agricultural)
  4. Cyprus 1473 AD: Cypriot 1450-1474 vs Venetian (Colonial) 1440-1500. (Open Battle. Mediterranean Agricultural)
  5. Andalusia 1482 AD: Granadine 1450-1492 vs Castilian 1476-1497 (Open Battle. Mediterranean Hilly)

Games are paired, so each matchup will be played both ways. Each player will be able to choose his forces using the normal force selection system. In each round, all players will be playing on the same randomly generated 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.

The 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:
  1. 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.
  2. 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.
  3. 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 14 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.

Field of Glory II: Swifter than Eagles DLC is coming on the 16th of February

[h3]“swifter than eagles, stronger than lions” [/h3]
2 Samuel 1:23

We are pleased to announce the latest DLC of the Field of Glory II franchise named Swifter than Eagles will be available on the 16th of February.



Historical background
Smite your foes with bow and spear as you lead your mighty chariots to glorious victory. Swifter than Eagles extends Field of Glory II backwards to the dawn of “civilised” warfare, covering the period from 2500-681 BC.

The first civilisations in the Near East arose during the Early Bronze Age, 3500 to 2000 BC, in what is known as the Fertile Crescent, a vast semi-circular area of agricultural land stretching from Egypt to Mesopotamia. The most important of these were the many Sumerian city states, and the Old Kingdom of Egypt ruled by kings worshipped as living gods.



The Middle Bronze Age, 2000 to 1600 BC, saw mass migrations of peoples into the Near East, which saw the rise of new states such as the Mitanni, Hittites, Babylon and Assyria. Northern Egypt was overrun by the Hyksos, who ruled as the 15th Dynasty. Chariots were developed in this period as truly effective battlefield weapons.



Around 1550 BC, the Hyksos were expelled from Egypt and the New Kingdom period began. Under the New Kingdom Pharaohs, Egypt adopted a more aggressive foreign policy, and carved out a foreign empire in Canaan and Syria. This placed them in direct competition with the other great international powers of the Late Bronze Age, 1600 to 1200 BC, first Mitanni, then the Hittites.



Most of these great civilisations experienced a major crisis at the end of the 13th century BC; The Mycenaean and Hittite palace cultures collapsed, the Kassite Babylonian dynasty fell, the Egyptians abandoned their Asiatic empire, Ugarit and other Amorite city states were destroyed. The reasons for this crisis are not fully understood, but probably included drought and famine. Another possible factor was the migration of aggressive tribes into the region, including the enigmatic Sea Peoples.
After civilisations had recovered from the Late Bronze Age collapse, the Near East was dominated by the Neo-Assyrian Empire, which crushed all opposition with extreme brutality, eventually ruling over almost the entire Fertile Crescent during the 7th century BC. Meanwhile, Egypt went into a long period of decline, which saw her conquered by a succession of different foreign powers.

New features added:
  • 19 new named factions: Amorite, Early Nomad, Gasgan, Hittite, Hyksos, Luwian, Makkan, Minoan, Mitanni, Mycenaean, Neo-Hittite/Aramaean, Nubian, Philistine, Sea Peoples, Sumerian/Akkadian, Syrian, Syro-Canaanite, Trojan, Zagros Highlanders.
  • 46 new units: Picked Sumerian/Akkadian Spearmen, Sumerian/Akkadian Spearmen, Sumerian/Akkadian Spearmen with Pavise, Raw Sumerian/Akkadian Spearmen with Pavise, Sumerian/Akkadian Battle Cars, Early Chariots (Spear), Early Chariots (Bow), Egyptian-style Light Chariots, Egyptian Close Fighters, Egyptian Guard, Shardana Guard, Sherden Swordsmen, (Other) Sea Peoples Swordsmen, Picked Sherden Swordsmen, Picked (other) Sea Peoples Swordsmen, Philistine Spearmen, Philistine Guard, Libyan Foot, Libyan Swordsmen, Libyan Light Javelinmen, Nubian Close Fighters, Nubian Light Javelinmen, Nubian Light Archers, Anatolian-style Light Chariots, Anatolian-style Heavy Chariots, Anatolian Spearmen, Syrian Spearmen, Maryannu Light Chariots, Ugaritic Heavy Chariots, Minoan/Mycenaean Heavy Chariots, Minoan-style Spearmen, Aegean Light Chariots, Sea Peoples Light Chariots, Libyan Light chariots, Mycenaean-style Spearmen, Myrmidons, Early Middle-Eastern Close Fighters, Gasgan Warriors, Zagros Warriors, Neo-Hittite-style Spearmen, Early Assyrian-style Cavalry, Anatolian Irregular Foot, Anatolian Light Javelinmen, Early mixed bow and spear infantry, Raw early mixed bow and spear infantry, Early Levies.
  • 66 new army lists (which expands the total number of army lists to 355).

Amorite 2000-1595 BC
Assyrian 1365-891 BC
Assyrian 890-746 BC
Assyrian 745-705 BC
Assyrian 704-682 BC
Babylonian 1594-891 BC
Babylonian 890-729 BC
Cypriot 800-681 BC
Egyptian 2686-1551 BC
Egyptian 1550-1451 BC
Egyptian 1450-1277 BC
Egyptian 1276-1201 BC
Egyptian 1200-1150 BC
Egyptian 1149-1069 BC
Egyptian 1068-946 BC
Egyptian 945-720 BC
Elamite 2500-2193 BC
Elamite 2192-1801 BC
Elamite 1800-1501 BC
Elamite 1500-816 BC
Gasgan 1450-1076 BC
Greek 1179-681 BC
Gutian 2190-2115 BC
Hebrew 1000-801 BC
Hebrew 800-682 BC
Hittite 1680-1595 BC
Hittite 1594-1351 BC
Hittite 1350-1276 BC
Hittite 1275-1180 BC
Hyksos 1650-1591 BC
Hyksos 1590-1535 BC
Kushite Egyptian 732-728 BC
Libyan 3000-1251 BC
Libyan 1250-651 BC
Libyan 650-550 BC
Luwian 1680-1595 BC
Luwian 1594-1180 BC
Makkan 2500-1301 BC
Makkan 1300-1001 BC
Makkan 1000-891 BC
Makkan 890-313 BC
Mannaean 1000-751 BC
Minoan 1600-1450 BC
Mitanni 1594-1250 BC
Mycenaean 1600-1251 BC
Mycenaean 1250-1180 BC
Neo-Hittite/Aramaean 1179-891 BC
Neo-Hittite/Aramaean 890-700 BC
Nomad 2500-1001 BC
Nubian 3000-1281 BC
Philistine 1166-801 BC
Philistine 800-600 BC
Phoenician 1099-801 BC
Phoenician 800-682 BC
Sea Peoples 1208-1176 BC
Sherden 1278-1209 BC
Sumerian/Akkadian 2500-2193 BC
Sumerian/Akkadian 2192-1762 BC
Syrian 2500-2200 BC
Syro-Canaanite 1594-1276 BC
Syro-Canaanite 1275-1208 BC
Syro-Canaanite 1207-1100 BC
Trojan 1250-1180 BC
Urartian 870-781 BC
Urartian 780-750 BC
Zagros Highlanders 2500-1001 BC

  • 8 new Epic Battles: Kerkha River 2272 BC (Akkadians vs Elamites), Megiddo 1457 BC (Egyptians vs Syro-Cannanites), Zippasla 1410 BC (Hittites vs Mycenaean Greeks), Kadesh 1274 BC (Egyptians vs Hittites), Fields of Perire 1208 BC (Egyptians vs Libyans and Sea Peoples), Ilion 1184 BC (Mycenaean Greeks vs Trojans), Qarqar 853 BC (Assyrians vs Aramaeans, Hebrews and others), Per-Peg 730 BC (Kushite Egyptians vs Libyan Egyptians).
  • 70 new Quick Battles (almost all playable from either side).
  • Expanded Field of Glory II Custom Battles module now includes all 355 army lists from Immortal Fire, Rise of Rome, Legions Triumphant, Age of Belisarius, Rise of Persia, Wolves at the Gate and Swifter than Eagles. (Purchase of the appropriate DLCs is necessary to access them all).
  • Expanded Field of Glory II Sandbox Campaigns module now includes all 355 army lists from Immortal Fire, Rise of Rome, Legions Triumphant, Age of Belisarius, Rise of Persia, Wolves at the Gate and Swifter than Eagles. (Purchase of the appropriate DLCs is necessary to access them all).
  • 4 new historically-based campaigns:
    Sargon the Great (Akkadian Empire)
    Hittite Empire
    Ramesses II (New Kingdom Egypt)
    Shalmaneser III (Neo-Assyrian Empire)


Wishlist now: https://store.steampowered.com/app/2110620/Field_of_Glory_II_Swifter_than_Eagles/

Field of Glory II: Medieval - White Christmas Tournament

Hello everyone,

The Field of Glory II: Medieval - White Christmas Tournament is over. 

After 3 exciting rounds of intense battles, we have a winner, CyberHetman



Check the full ranking here

It was a close one and it was very exciting for us to follow it.    

We really want to thank everyone of you for playing in this tournament and congratulate once again with our champion CyberHetman.

See you next.

Field of Glory II: Medieval - White Christmas Tournament

White Christmas Tournament

We are pleased to announce another Field of Glory 2 Medieval public tournament. This will be played using the normal Field of Glory 2 Multiplayer system and our automated tournament system.

Anyone who has Field of Glory II Medieval can enter. You do not need to own any DLCs to enter.

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

The general tournament rules can be found here:
https://www.slitherine.com/tournaments/rules

The first round will commence on Thursday 8th December 2022 at 10.00 am GMT. No further entries can be accepted after the tournament has begun.

Specific tournament rules:

This tournament will involve three rounds. Each round will last 14 days. The battles will be Medium sized custom battles:
  1. East Prussia 1370 AD: Teutonic Order 1320-1379 AD vs Lithuanian 1360-1385 AD. Open Battle. Frozen Agricultural.
  2. Yorkshire 1461 AD: English (Yorkist) 1461-1482 AD vs English (Lancastrian) 1461-1484 AD. Open Battle. Frozen Agricultural.
  3. Lorraine 1477 AD: Swiss 1476-1477 AD vs Burgundian 1471-1477 AD. Ambush by Swiss. Frozen Wooded.

Games are paired, so each matchup will be played both ways. Each player will be able to choose his forces using the normal force selection system. In each round, all players will be playing on the same randomly generated 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.

The 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:
  1. 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.
  2. 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.
  3. 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 14 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.

Next? Slitherine

Slitherine Next, the spiritual successor of our Home of Wargamers events, is coming soon.
Save the date: December 13th at 4 pm GMT on Twitch

It'll be the perfect occasion to learn more about upcoming games and get an insight directly from the developers.

It will be 100% live: there will be no pre-recorded segments and we'll have a level of interaction with the players like never before. You'll be able to ask us anything and be answered directly by the developers.

Stay tuned for the full schedule!