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Field of Glory: Kingdoms News

History meets strategy at #MAMG25

History meets strategy at #MAMG25!

We're proud to partner with the leading academic event exploring medievalism in video games.

Join us today, June 4th at 16:00 UTC+1, for a sponsored session on Field of Glory: Kingdoms featuring exclusive talks by top scholars on authority, religion, and regional history in our game’s design.

Don’t miss the developer interview at 14:00 – and see how we bring the medieval world to life, one turn at a time.

Strategy isn’t just gameplay. It’s cultural storytelling.

Learn more at middleagesinmoderngames.net









Field of Glory: Kingdoms - patch V. 1.06.2 is out now

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.

Field of Glory: Kingdoms - patch V. 1.06.1 is out now

Hi all,

we've implemented a range of new features and fixes across the game, with significant improvements to the User Interface, Regions and Buildings, Nations and Characters, Warfare, and AI. We've also made several adjustments to the Setup.

See here the full change log:

User-Interface
  • Added an option to change overlay saturation (5 choices).
  • Changed the red tone used in many texts to a lighter one.
  • Fix to relationships values in the political overlay being missing.
  • Specific message added when a bandit lair appears because of mercenary being disbanded.
  • Added temporary status message (top of the screen) when you order a sortie. Minor improvements to keywords in the Building Browser, § changed to @ for them. Shortcut for Regional Decisions Button is now shift-R, prevent an issue with the Building Browser.
  • Fix to structure upkeep not shown in the structure detail panel when coming from the Edict screen.
  • Bigger trade goods icons in the trade overlay. Do not color foreign regions regarding their missing goods.
  • Improved a few texts for clarity.


Regions, Buildings
  • Summer and Winter Palace provides one extra capital allowance each (and they are capital).
  • All rituals (which are temporary but can last a few turns) are now 0-slot structures.
  • Garrisoned village (Tribal/Nomad building) will allow more structures, Bowyer and such.
  • Iqta Land grant bug fixed.
  • Fixed a mix-up in the religious building upgrade chains for TN nations.


Nations and Characters
  • Fix to some characters living for too long.
  • Fixed HRE integration being too lax (patching the game will eject some nations like France and England from the HRE).
  • Fixed a bug in the Indian decision to send troops eastward.


Warfare
  • Fixed an issue where besieged armies performing a sortie were incorrectly treated as defenders due to combat checks occurring before exit orders were applied.


AI
  • AI will sortie more often and more logically.
  • AI will value more Wargoals region.
  • Fixed an unintended AI aggressivity increase caused by the November 2024 AI aggressivity option.


Setup
  • Added more nations with possible War Campaigns and Great Trades (these are no longer fully exclusive to Nomads and Tribals). Check them out!
  • Khazars have now Hebrew as state religion (as Simien, the ultimate challenge).
  • Fix to several religions issues for some nations in the DLC campaign.
  • Fixed settlers (Teutonic Order) in the Nevsky scenario not being German.


Enjoy!

Field of Glory: Kingdoms - Rajas and Tribes is out now

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.

[previewyoutube][/previewyoutube]

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.
Buy now:
https://store.steampowered.com/app/3297820/Field_of_Glory_Kingdoms__Rajas_and_Tribes/

[h2]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.[/h2]

[h2]Field of Glory: Kingdoms - Companion patch out now[/h2]
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.

[h2]New Tournaments are open for sign ups[/h2]

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

Field of Glory: Kingdoms - Companion patch out now

UI/UX, Map
  • Building Browser (MAJOR): Check all possible game buildings through this powerful new interface, accessible from any already built structure in the region panel.
  • Search functionality now supports partial match and switch to extended (full map) search if no result is found within your nation.
  • Changed draggable thickness to 50 px in several UIs.
  • Edict panel supports cultural variations for buildings.
  • Fix to a labeling issue with provincial mercenaries in the recruitment interface.
  • Fix to some missing links between eastern regions.
  • Extra column in the ledger for legacy.
  • A few unit scale fixes.
  • Clicking on a leader in the ledger, leader tab, will systematically move the camera to him/her.
  • Icons showing bonus XP levels and flat XP in the region panel.
  • In Region/Military (ledger), the tooltip indicates XP and XP level bonuses for produced units.
  • Added options to disable rumored sites.
  • 50+ new sounds for buildings and impediments.
  • Fixed a few non-working achievements.
  • Improved trade filter.
  • Help panel can be closed with ESC.
Warfare
  • You can now recruit siege units with the "Recruit Non-standard Unit" RGD.
  • Complete overhaul of mercenary recruitments; actual units from neighboring nations are now used.
  • If you lose a sortie but still have units inside, the city is not lost.
  • Cultural militias.
  • Battle: Unit positioning refined further and more contextual.
  • Fix to newly split army within a city being considered outside.
  • Archers and crossbowmen levies don't require a bowyer.
  • Removed some discount bonuses on transport ships, not relevant (usually replaced by galleys).
  • Fix to some armies being repulsed wrongly when two opposing armies march against each other.
  • Units you have lent (e.g., to Crusaders) can provide vision one-third of the time.
  • No militia should be allowed to fly anymore (broom broom…).
  • Siege values in nation shield tooltip on unit panel.
  • Authority loss from lost SAUs did not work properly (beware!).
  • Fleets crossing each other's path (in opposite directions) can sometimes halt and engage in battle, with the rest of their movement being cancelled. This is subject to a dice roll, with a higher chance earlier in the turn.
  • High combat power garrisons (300+ CP) will never surrender at once, but first suffer attrition (until they fall under the threshold).
Buildings, Regions, Trade
  • Some buildings are dynamically replaced in setup if using a missing resource.
  • Master Herbalist and Master Ratcatcher had a bug preventing them from being built.
  • Flax Fields and Legume Fields can now be built in arid lands.
  • Made tribal/nomad ritual descriptions clearer.
  • Some structures changed their goods; notably, Prestige Clothier uses Dyes and a new building, Illuminator Atelier, uses Indigo.
  • New building: Underground Fortress, which is an extension to existing castles.
  • AI improves Tier I to Tier II much better and more frequently.
  • In some cases, populations were created without a culture.
  • Army Camp now adds +1 Effectiveness recovery at a cost of 5 XP.
  • Village Green is not removed at 20 population.
  • Chief's House provides a decent chance to trigger the Bonus Authority Event (overall limit of +3 Authority).
  • Fix to negative-production buildings being affected by productivity-reducing modifiers.
  • Fix to Master Herbalist and a few other buildings missing modifiers.
  • Secret Cult added as an “improved” Cult Site—you’ll like it.
  • Fix to buggy rituals.
  • Gypsy event building.
  • The first two fortifications for many tribals and nomads appear spontaneously only.
  • Fix to Dungeon Prison not working.
  • Fix to some units with malformed modifiers.
Religion
  • Fix to First Muslim not properly removed from previous bearer.
  • Improved religious distribution in the DLC campaign and Manzikert scenario.
  • Only ROTB religions get a penalty from other religion piety-producing buildings.
Dynasty, Nation-Level Features, Diplomacy
  • More mercenary impacts on coups for Byzance.
  • Spy networks can lift FOW in the nation they are deployed in (you get a message about this).
  • Parties don't deploy as leaders.
  • Max demesne size for progress increased from 2 to 3 for mini nations.
  • You can always DOW a vassal, even if already at war with their liege.
  • HRE: New members can join and existing ones can be expelled.
  • Newly formed vassals will always start at war with their liege opponent, as diplomacy is not an option.
  • Scandinavian people (except SWE) get the "To the Green Lands" perk; see the nation panel and new RGD (MAJOR).
Byzantine Civil Wars change:
  • The delay is longer the more civil wars have already occurred.
  • Intensity increases with the number of previous civil wars.
  • Each rebel comes from a disloyal character, if possible.
  • The AI will totally crumble if three or more civil wars have taken place, subject to an increased dice roll chance.
  • If the Seljuqs are at war and adjacent to the rebel, the rebel will become their vassal (automatically if the Byzantines are AI-controlled, 1/3 chance if human-controlled).

Don't cancel systematically both proposals when two “collide”; the human player has priority over the AI here.
You can now DOW anyone except allies. Sneak attack works the same.
Setup
  • Scotland has a more credible initial army in the main campaign.
  • Scottish burghs are rarer.
  • Extra traits given to some leaders for some nations (e.g., Seljuqs) could be duplicated—fixed.
  • Manifest Destiny rebalanced; Seljuqs have a bonus against Byzantines.
  • Nations starting as Khanates now start as Grand Hordes.
  • Seljuqs are not restricted anymore to some provinces.
  • Hungary can still recruit Hungarian Noble Lancers in the late-tier army list.
  • Alans are Orthodox.
  • Smaller scenarios always feature a boost for AI at higher difficulty levels.
Decisions
  • Some regional decisions can't have their odds tweaked: Sneak Attack, Mercenary Company, and [Reacted].
  • Develop Region RGD always provides bonus food and infrastructure.


Various
New seasonal turns possibility (modding, extra scenarios).