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Field of Glory: Kingdoms News

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).

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/