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Field of Glory: Kingdoms - Rajas and Tribes | Wrap-up and the Companion Patch

Welcome to this final developer diary for the Rajas and Tribes DLC, which, as you now know, is coming very soon — on May 15!

For those who missed the previous diaries, let's start with an overview, and in the second part of this journal, we'll talk about two additions to the base game provided by the companion patch that will be released the same day.

First, the new DLC (which we internally nickname RATS) offers a geographically expanded campaign, with roughly a third more playable surface area thanks to extensions to the east and south. This drastically changes the dynamics of the game, as some existing nations will now have very different strategic contexts. For instance, the Almoravids now face fairly powerful West African kingdoms to their south, which can launch war campaigns to gain legacy at the expense of their enemies. Let’s not forget the powerful Seljuk Turks, who gain much greater strategic depth, or the Mongols, who will arrive earlier and be able to establish a strong foothold before launching their assaults against the Rus’ and the eastern Muslim nations.

As you also know, the DLC adds two major features in addition to several new playable nations: war campaigns and great trades. Each of these features offers new ways to gain legacy, beyond simply constructing powerful buildings or maintaining an unbroken dynasty. War campaigns encourage nomadic and tribal nations to be warlike, while great trades, on the other hand, offer an economic development path that also yields legacy. It's worth noting that great trades are built on impediments — dozens of new special sites, including about twenty that are especially unique and based on the folklore of various nations. (And if you don’t like that approach, there’s an option to disable them.)

Rare mystical and folkloric impediments (only if the option is enabled)

Thus, tribal and nomadic nations, which are now fully playable and come with several dozen unique buildings, allow you to experience the game in a way that’s very different from a typical European kingdom!

But don’t think that only tribal nations have received additions. The newly expanded map includes fully formed Indian and African kingdoms as well, each with a mix of unique buildings. Indian nations, for example, get 18 structures, almost all of which come with associated events, and they also gain a new major trait: "Eastward Expansion". This allows them to send contingents to the off-map regions of India and receive various bonuses based on their conquests' success. This is summarized in a brand-new dedicated panel accessible from the nation panel.

Game dynamics change with the new map, as for example the Seljuqs will be stronger

Which brings us to the companion patch! In addition to dozens of balance updates and many bug fixes, we’ve added two surprises. First, Scandinavian nations now have a new major perk! It’s called "To the Green Lands", reflecting how these brave explorers expanded to Iceland, then Greenland, and perhaps — for the most persistent among you — even further, to Vinland, Helluland, and beyond! This is also reflected in a brand-new panel, which you'll find in the nation panel.

Companion Patch – Scandinavians can now send settlers along the Northern Arc, earning rewards... or dying trying!

And finally — last but not least, as the saying goes — the last big addition in this patch is a feature you’ve been asking for over the years, including during the development of our previous game, Empires. We’ve brainstormed again and again to find the best formula to help you navigate the vast forest of Kingdoms’ 900 buildings. A traditional building tree just wouldn’t have worked, given the number of interconnections and the complexity of displaying dozens of structures. So instead, we created what we call the Building Browser, accessible via any already constructed building. It’s a powerful tool — just take a look! It shows what a building does, its connections, and lists what we call its notable points — key features that stand out. You can even search! Not just for any building (even those you can't construct yet), but also by keywords. Honestly, it was an intensive task, but the browser responds to almost 300 keywords. Enter something like "Strong Piety" and the game will list all buildings that produce high piety. Enter "Copper" and it will show buildings that produce or use copper… a full feature set, and we hope you’ll enjoy this new addition.

Companion Patch - The Building Browser helps you navigate the many structures of Kingdoms

This concludes our final diary, which outlines the key additions of the DLC (we could also mention the two new scenarios) as well as those of the companion patch! We hope to see many of you on May 15 and to hear your feedback on the work of these past months.
Long Live Kingdoms!

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

Field of Glory: Kingdoms - Rajas and Tribes | Dev Diary #4

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

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

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

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

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

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

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

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

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

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

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

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

That wraps up our fourth Dev Diary. The fifth and final diary will unveil two exciting surprises from the companion patch, released alongside the DLC. Calling it a "patch" might be unfair, as this free update brings two major features—one of which has been requested for a very, very long time!

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

Medieval Misconceptions | DasTactic livestream

We’re thrilled to announce that the last macrotopic Medieval Misconceptions of A Lens On - Snapshot has been completely released.

Head over to the playlist:
[previewyoutube][/previewyoutube]
now to catch all the pills about Medieval Misconceptions.

This is the final chapter of our journey, but before we wrap it up, our friend DasTactic will present his final episode:

[previewyoutube][/previewyoutube]

[h2]Medieval Life and the Woes of Wessex[/h2]

Field of Glory: Kingdoms is a deep strategy sandbox that models myriad layers of medieval society and kingdoms. Our current playthrough of Wales draws inspiration from the YouTube series A Lens On, presented by Dr. Claire Kennan. This series offers short yet insightful videos covering various aspects of medieval life, with recent episodes focusing on maritime advancements.

The War is Over

In the previous episode, we had just concluded our war with England and its earldoms: Northumbria, East Anglia, and Mercia. The war’s outcome heavily favoured Wales, particularly at the expense of Mercia.
  • Mercia ceded three provinces to Wales, significantly expanding our domain.
  • Northumbria also lost a province, bringing it under Welsh control.
With these new territories under our banner, we appointed a governor to help stabilize and manage the holdings. This expansion not only broadened our influence but also provided access to new military resources.

The Mercian Ostmen

One of the more strategic benefits of the Mercian territories is access to new recruitment options:
  • English Bowmen, acting as long-range skirmishers, though not yet the formidable Longbowmen of later centuries.
  • Levied Ostmen, a significant addition to our military strength.

Previously, Ostmen were available only as expensive mercenaries. These heavy infantry units, while not as powerful as Viking Huskarls, offer a reliable front-line presence. Now, as levies, they can be recruited using manpower, equipment, and iron—saving vital gold reserves.
We opted to levy two Ostmen units, doubling our available heavy infantry and preparing for future conflicts.

Wessex on the March – And the Fall of Harold

Meanwhile, Wessex—having thrown off its vassalage to England—goes on the offensive. England, weakened by its war with Wales, becomes the target. Harold Godwinson of Wessex marches on London in an ambitious bid for dominance.
However, the campaign ends in disaster. Harold is slain in battle, plunging Wessex into turmoil. A rapid succession of rulers culminates in the rise of Earl John, a mere one-year-old child. A council of advisors governs in his place—and their decisions leave much to be desired. Amid English devastation of Wessex, the council inexplicably declares war on Anjou, opening another front.

Northumbrian Raids and Rising Tensions

Despite a formal peace treaty, Northumbrian forces launch raids across the new Welsh border. These incursions are largely ineffective, but retaliatory strikes by Welsh forces fail to capture or neutralize the rogue elements.
Though a full-scale conflict is avoided initially, the provocations cannot go unanswered.

A Return to War

Once the peace treaty expires, Wales wastes no time. Outraged by Northumbria’s betrayal, we march to war once again. This time, we forego a formal delay: the declaration of war is issued as our army crosses the border into Northumbria.
  • A small Northumbrian force is swiftly routed.
  • A siege begins, though early signs suggest it will be drawn out.

To avoid a prolonged stalemate, we decide to pursue the main Northumbrian army, believed to be stationed further south. As we march through the English forests, Northumbria launches its own offensive, pushing westward into our lands.
But fate favours us—our army intercepts the main English force on the eastern coast, setting the stage for a decisive encounter.

A Clash of Armies – East Coast Showdown

The two armies are now arranged for battle in a hilly and forested terrain, conditions that will influence tactics heavily.
  • Welsh Forces: Primarily Noble Cavalry supported by our newly levied Ostmen.
  • Northumbrian Forces: Offensive Spearmen with a formidable contingent of Huskarls.

The terrain limits flanking opportunities, favouring the solid shield walls and staying power of heavy infantry. However, our cavalry’s mobility could turn the tide if leveraged effectively.
The outcome of this clash will shape the next chapter of our alternate medieval history. Will Wales cement its dominance, or will Northumbria’s Huskarls hold the line?

Looking Ahead: The Final Reckoning

As we end this session, the battle looms. Months of maneuvering and diplomacy have led to this moment, the ultimate clash that will decide the fate of the Northumbrian war and shape the future of the British Isles.
  • Will our cavalry punch through the English line?
  • Can the Ostmen stand up to the Huskarls?
  • What impact will the chaos in Wessex have on the balance of power?

Thank you for marching with us through every twist and turn of this epic campaign. If you want to see how it all ends, be sure to catch the final showdown on DasTactic’s channel.

Field of Glory: Kingdoms - Rajas and Tribes | Out on May 15th

[h2]We’re thrilled to announce that Field of Glory: Kingdoms – Rajas and Tribes will be released on May 15th[/h2]

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

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

Extended Map

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

Selijuqs Elephants

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

Smaller Scenarios but mighty battles

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

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

Nevsky scenario

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

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

See you soon for the next dev diary!

Out on May 15th, wishlist now:
https://store.steampowered.com/app/3297820/Field_of_Glory_Kingdoms__Rajas_and_Tribes/

Field of Glory: Kingdoms - Rajas and Tribes | Dev Diary #2

[h2]Welcome to the second Dev Diary for Rajas and Tribes, the first DLC for Kingdoms! [/h2]

After discussing Great Trades in the first diary—a feature that allows tribal, nomadic, and generally non-Western nations to earn Legacy through the lucrative trade of exotic goods—let’s now explore another way for these nations to compete in the race for Legacy… and perhaps even win it!

Indeed, non-Western nations, particularly those not organized as established kingdoms (such as most Indian nations and the Christian kingdoms of Ethiopia), often have access to War Campaigns.
This system allows you to designate specific regions (belonging to your future victims) as targets for your next military campaign—one that, let’s be honest, will often involve pillaging and devastation! This designation of objectives is independent of claim declarations, meaning the two can be combined, and you can select between 1 and 4 regions of your choice.



Once this is done, the campaign automatically begins, putting you at war with any nation whose territory includes your declared campaign objectives (while paying the usual Authority cost—there are no free passes here). Your goal is to seize these regions as quickly as possible, and in any case, before 16 turns—the maximum duration of a campaign. When a region is taken, it is considered secured in terms of the Legacy you will earn, but you are free to abandon it afterward; this system does not treat campaigns as permanent conquests.

As the famous saying goes, time is of the essence! Every 4 turns, any remaining unclaimed objectives lose 25% of their Legacy value, so you must realistically assess what you can achieve before launching your campaign. Choose too few objectives, and you waste your regional war goal declarations; choose too many, and you may accomplish very little. A careful balance of ambition and pragmatism is required. Keep in mind that the most rewarding regions in terms of Legacy are also the most developed and well-defended.

Once all your campaign objectives are secured, 16 turns have passed, or you choose to end the campaign at your discretion, you will gain Legacy points for the war objectives you have achieved. This can provide a significant boost, as each region grants between 15 and 100 Legacy depending on its level of development.



There are additional nuances to War Campaigns as well. A Major Campaign (with 3 or more declared war goals) will alarm the neighboring countries of your victims—unless they are allies. Expect a deterioration in diplomatic relations. Meanwhile, a campaign with 4 declared objectives, the most ambitious type, comes with high stakes: successfully securing all 4 will grant a major Authority boost due to the prestige of your campaign. However, complete failure will be seen as a disgrace, causing a significant loss of face.



And with that, we conclude this second diary! We hope it gives you a clearer understanding of how different these newly playable nations are in their approach. And we haven’t even discussed the new buildings available to them yet! See you soon for the next diary...

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