Field of Glory: Kingdoms - Burghers and Bombards | The Late campaign
[p]Let’s start with the Late Campaign of 1223.[/p][p][/p][p]It radically changes the shape of the game compared with the 1054 start. In a century and a half, the[/p][p]map has grown denser, borders have shifted or contracted, and several familiar powers are now mere[/p][p]shadows of their former selves (or gone entirely, farewell Fatimids and Seljuks). This is an age of more[/p][p]structured monarchies, richer cities, but also harsher wars and systemic shocks, foremost among them[/p][p]the arrival of the Mongols.[/p][p][/p][p]
The Mongols are already far along in 1223, but it will take them a few years to consolidate their gains[/p][p][/p][p]A storm is forming in the east (more precisely a major cyclonic front!). By the 1220s, Mongol armies are[/p][p]already pushing deep into the Rus’ principalities and Persian Khorasan. Their raids probe local defenses[/p][p]without always holding territory, but the crushing victory over the Rus’ and Cumans at the River Kalka[/p][p]shows that worse is still to come. Further south, Baghdad has not yet fallen, but the possibility of a[/p][p]historical catastrophe is already very real.[/p][p][/p][p]Meanwhile, the western landscape remains unstable. The Byzantine Empire has lost Constantinople and[/p][p]must rebuild itself around Nicaea. France and England continue their centuries-long duel, intensified by[/p][p]the English loss of most continental holdings. The Holy Roman Empire remains impressive on the map[/p][p]but is internally weakened by the autonomy of its princes and cities. In Spain, the Reconquista advances[/p][p]at the expense of a declining Almohad power, while in Egypt the Ayyubids strive to maintain their[/p][p]dominance against weakened but persistent Crusader states. Khwarezm already faces the Mongol wrath[/p][p]it provoked, and the Delhi Sultanate is reshaping the political balance in India. Across the entire region,[/p][p]towns and commerce are growing, advanced economy mechanics and inflation begin to emerge, and the[/p][p]first gunpowder weapons are on the horizon.[/p][p][/p][p]
By the saints, what is this eastern sorcery?[/p][p][/p][p]Let’s dive deeper and look at the nations of this campaign, each with its own specific gameplay. First[/p][p]among them, of course, the Mongols.[/p][p][/p][p]Historically, they did not try to administer each province immediately, but rather to destroy opposing[/p][p]armies, break ruling elites, and open the way for future conquests. In game terms, this logic holds: your[/p][p]units are of excellent quality, extremely mobile, and a large share of your contingents consists of low-[/p][p]upkeep volunteers. You can therefore field very large forces without crippling your economy. The[/p][p]downside is obvious: time works against you. The death of Genghis Khan will trigger the fragmentation of[/p][p]the empire into several khanates, resulting in a significant drop in your overall power. You become the[/p][p]Golden Horde, essentially centered along the northern shores of the Caspian and Aral Seas. You thus[/p][p]have a few decades to strike hard, draw lasting borders, and secure the regions that will remain under[/p][p]your control once the division occurs.[/p][p][/p][p]
The forced migration of thousands of artisans into strategic cities was one of the Mongols’ trademarks. You will benefit from it as well[/p][p][/p][p]To help you manage vast, poor, and thinly urbanized territories, you receive unique buildings. Yam relay[/p][p]stations support control over extended areas, while Captive Artisans allow you to extract value from[/p][p]regions that would normally be unprofitable. These tools unlock only after successful conquests,[/p][p]reinforcing the idea that your economy follows your campaigns rather than preceding them.[/p][p][/p][p]The Mongols also benefit from twelve exclusive multi-choice decisions. Roughly half of them revolve[/p][p]around inexpensive reinforcements, counterbalanced by side effects, often tied to the loyalty of the Khan[/p][p]leading the new army. Using these tools aggressively can give you a decisive edge, but abusing them will[/p][p]eventually lead to political consequences (premature fragmentation). Once again, the goal is not to play[/p][p]on autopilot, but to constantly negotiate between short-term gains and long-term stability.[/p][p][/p][p]But that is not all: we have also reworked the setup and, in many cases, the perks of numerous nations.[/p][p]Without going too deep, here are a few notes about the major protagonists.[/p][p][/p][p]England emerges from the troubles of King John. Henry III inherits a politically weakened kingdom but[/p][p]one with a solid economic base, notably thanks to textiles. In game, its network of vassals is its main[/p][p]strength, allowing it to evolve into a Realm faster, provided you take your time and choose carefully when[/p][p]to mobilize these forces against Scotland, Wales, or France.[/p][p][/p][p]
The Mongol playstyle, beyond its custom perks and special buildings, includes numerous unique events[/p][p][/p][p]France, under Louis VIII, benefits from the military and territorial legacy of Philip Augustus. It stands[/p][p]strong against England but is tied down in the south by the crusade against the Cathars and the County[/p][p]of Toulouse. In the campaign, this creates an initial phase focused on internal pacification, elimination of[/p][p]heresy, and smart use of legitimate claims before pressing fully against English Aquitaine.[/p][p][/p][p]The successor of Byzantium, the Empire of Nicaea, is a compact, wealthy, and well-organized state. Its[/p][p]priority is destroying the Latin Empire of Constantinople, supported by Venice. A major field victory can[/p][p]be enough to topple the entire structure (and recover Constantinople without a siege!), but you must act[/p][p]quickly, before the potential Ottoman rise reshuffles everything once again.[/p][p][/p][p]The Holy Roman Empire offers one of the most open but also most unstable experiences. Frederick II[/p][p]rules from Sicily, his claims are mostly Italian, and the German princes are powerful and jealous of their[/p][p]prerogatives. On the ground, you have a vast theoretical empire, few declared enemies, but nearly as[/p][p]many power centers as provinces, with the need to rebuild imperial Authority before everything falls[/p][p]apart.[/p][p][/p][p]
Western Europe is anything but quiet, with many conflicts underway or about to begin. Here, France is containing the Albigensian heresy (also known as the Cathars)[/p][p][/p][p]The Ayyubids remain the major power of the Near East but are divided among several branches of[/p][p]Saladin’s family. Egypt is still rich and strong, but the edges of the empire are drifting away, and a major[/p][p]defeat can open the way for a Mamluk uprising. The position is comfortable on the map but politically[/p][p]fragile: your maneuvering room is limited, and you must account for Latin states and, later, Mongol and[/p][p]Ottoman shifts.[/p][p][/p][p]Venice is at its peak: dominant fleet, strong revenues from eastern Mediterranean trade, indirect control[/p][p]over the Latin Empire. But its power is overstretched, relying on a chain of islands and maritime posts. In[/p][p]the campaign, you play a thalassocracy that must first consolidate, secure its routes, and keep a close[/p][p]watch on rival merchant republics like Genoa or Pisa, while maintaining manageable relations with[/p][p]Hungary or Bulgaria.[/p][p][/p][p]Poland, fragmented into duchies, no longer exists as a unified kingdom. You play Lesser Poland around[/p][p]Cracow, with the goal of reuniting the country while dealing with Prussian and Baltic raids threatening[/p][p]Mazovia. Growth is real, driven by urbanization and German settlers, but danger comes from all sides,[/p][p]including the Mongols and better-structured neighbours.[/p][p][/p][p]Hungary, finally, gives the illusion of a solid block. It has a strong army, fortresses, and a vigorous mining[/p][p]economy. But the Golden Bull has weakened royal resources and empowered the nobility. In game, you[/p][p]are the regional powerhouse that knows the real test is coming from the east: surviving the Mongols[/p][p]requires making the most of the initial calm, picking wars carefully, and preparing a deep defense.[/p][p][/p][p]
The eastern Mediterranean is no calmer, rife with tensions. The Empire of Nicaea and the Despotate of Epirus make no secret of their imperial ambitions.[/p][p][/p][p]This Late Campaign has a very different rhythm and profile from the 1054 start. It offers shifting[/p][p]balances, rising and declining powers, and the looming presence of the Mongols over a large part of the[/p][p]map. It spans more than two centuries, from 1223 to 1470, and supports up to 16 players in multiplayer.[/p][p][/p][p]We hope it will strongly refresh the experience you enjoyed in the base game and the first DLC.[/p][p][/p][p]Join now the beta:[/p][p]https://www6.slitherine.com/beta/field-of-glory-kingdoms-burghers-and-bombards[/p][p][/p][p]Wishlist now:[/p][p][dynamiclink][/dynamiclink][/p]