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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/

A Lens On - Snapshot

We are here with the first episode of our new macro topic, Medieval Misconceptions.

[previewyoutube][/previewyoutube]

Dr. Clare Cannon will explores medieval misconceptions. For centuries, humanity believed that Earth was the center of the universe, with the sun, moon, and planets revolving around it. This idea, known as the Geocentric Theory, was widely accepted from ancient times and shaped the way civilizations understood the cosmos.

This view that lasted from the ancient world.

Check out here the last episodes:

[previewyoutube][/previewyoutube]

Buy now:
https://store.steampowered.com/app/1985050/Field_of_Glory_Kingdoms?snr=1_2108_9__2107

Maritime Exploration | DasTactic livestream

We’re thrilled to announce that the third macrotopic Maritime Exploration of A Lens On - Snapshot has been completely released.

Head over to the playlist:
[previewyoutube][/previewyoutube]

now to catch all the pills about Maritime Exploration.

But that's not all—before we dive into the next chapter, our friend DasTactic is took us on a deep dive into Field of Glory: Kingdoms.

[previewyoutube][/previewyoutube]

[h2]Maritime Power in Medieval Europe[/h2]
In our game timeline, Wales has yet to embrace naval power fully. However, the game presents a wide variety of ships, from the ever-present Viking longboats—ravaging the North Sea and supplementing the Norse invasion of Scotland under King Harald Hardrada—to the cumbersome English transport fleets and coastal galleys.

For instance, at the start of play, our ally Deheubarth fields a fleet consisting of Round Ships and War Galleys. Meanwhile, Northumbria maintains a blockade off the Welsh coast with a fleet of weak transport ships. These vessels carry the remnants of the Northumbrian army led by King Siward the Stout, which had been defeated by our main Welsh force and is not expected to regain battle readiness for some time.

[h2]Using the Detailed Message Log for Strategic Insight[/h2]
We began this session by exploring the Detailed Message Log and its filtering options, which provide a comprehensive understanding of world events. The log records roughly 10 years of history across all kingdoms, offering valuable insight into geopolitical developments.

By default, the log displays only important messages relevant to your kingdom for the current turn. However, adjusting the filters allows players to:

• View the current turn’s events for foreign kingdoms, displaying additional map icons related to their activities.
• Access average and low-priority messages for detailed information on diplomatic changes and unit losses.
• Shift the focus from the current turn to previous turns, revealing broader historical trends and allowing for strategic foresight.

Understanding these tools provides players with a deeper grasp of the unfolding medieval world, which is invaluable in making informed decisions.

[h2]The Alternate History of Britain and Normandy[/h2]
Our campaign has significantly altered historical events, shaping a unique medieval landscape:

• Edward the Confessor was slain early in our conflict with Mercia, disrupting the traditional sequence of events leading to the Norman Conquest.
• Mercia has seen multiple rulers come and go due to internal plotting and betrayals. King Leofric, for example, met his end after being betrayed by his mistress.
• Macbeth, King of Scotland, is fiercely resisting the Norse invasion.
• William of Normandy is struggling to maintain his position, locked in a difficult war against the French.

During our session, William of Normandy meets an untimely end, dying in battle while defending his homeland. Meanwhile, tensions rise as Wessex severs ties with England, igniting war between the two factions. While this presents future diplomatic opportunities for Wales, Wessex remains uninterested in an alliance with us—for now.

[h2]Strategic Choices: North or South?[/h2]
With our army in need of recuperation, we face a strategic choice:

March south into Mercia to complete our conquest.
Turn north to face Northumbria, which remains the only English kingdom fielding a large army.

Expecting that Northumbria will take time to recover from its defeat, we initially move east and then south to eliminate Mercia. However, as anticipated, the Northumbrians abandon their sea-based invasion plans, disembarking in Lancashire to regroup.

Seeing an opportunity, we shift focus and march north to engage them.

[h2]The Pursuit and the Battle of Lancashire[/h2]
Northumbria, sensing our approach, attempts a counterplay. Their weakened forces march southward in a bid to reclaim lost land. Our army intercepts them at the border, forcing them to retreat back to Lancashire, where they seek protection from their garrisons. We give chase, and a battle ensues.

This engagement is played out in Field of Glory 2: Medieval, the sister game to Field of Glory: Kingdoms, allowing for tactical battles using the acclaimed tabletop rule set.

Northumbrian Strengths: Superior infantry and a large contingent of mercenary light horse.
Welsh Strengths: Heavy cavalry, which dominates in open terrain.
Battle Plan: Hold the Northumbrian infantry in place while our heavy cavalry flanks their forces.
Enemy Counterplay: Northumbria places their light cavalry on our right flank, posing a risk to our less mobile units.

Despite taking some losses, our heavy cavalry prevails, securing a decisive victory for Wales.

[h2]England Sues for Peace[/h2]
At the conclusion of the battle, England, facing a new war with Wessex, seeks peace. As part of the treaty, all the lands we have conquered are officially ceded to Wales.
By the war’s end, our domain has doubled in size, marking a significant expansion of our power.

[h2]Looking Ahead: Consolidating Our Holdings[/h2]
With war concluded, our focus now shifts to governance. In the next session, we will:

Secure our newly acquired territories and establish stronger administrative control.
Manage regional development, ensuring sustainable growth for our kingdom.
Navigate new diplomatic opportunities with Wessex and other emerging powers.

The expansion of Wales marks a turning point in our campaign. With England weakened and Northumbria defeated, a new era of Welsh dominance in the British Isles may be within reach.

Join us in the next session as we secure our holdings and chart the course for the future of our kingdom.

Field of Glory: Kingdoms - Rajas and Tribes | Dev Diary #1

[h2]The Great Trades System[/h2]

Welcome to this first dev diary about a brand-new system introduced with the first DLC of Kingdoms, Rajs & Tribes: the Great Trades system!

Complementary to the War Campaigns system, the Great Trades serve two key purposes. First, they add depth and historical authenticity to tribal, nomadic, and non-European nations. Second, they provide these nations with a unique way to remain competitive against the dominant powers of the Western and Muslim worlds, such as the Holy Roman Empire, Byzantium, or the Fatimids.



As you know, kingdoms, emirates, and caliphates were eager to acquire rare and exotic goods—silks, amber, salt, and more. These valuable resources were transported from distant lands, such as sub-Saharan Africa or India. The Great Trades system represents this reality by allowing non-European nations to establish powerful structures dedicated to the production and exploitation of these sought-after resources.

These production buildings are particularly valuable. Consider this: they do not take up a building slot, they are inexpensive to construct, and they generate two resources at once. But there is a catch; they are entirely terrain-dependent. To enrich gameplay and diversify terrain mechanics, we have reintroduced the Impediments of Empires, a popular feature from Kingdoms’ predecessor that introduced varied landscapes and additional strategic challenges. This also adds situational logic to our new resource-generating buildings. For instance, you will need an impediment like Deep Forest to find wild beasts or Barren Land to extract salt. This system also presents an interesting dilemma for resource-exploiting nations: while impediments reduce local production efficiency, they are essential for establishing profitable trade routes!

Once a trade structure is set up, you can assign a merchant to initiate a Great Trade, generating both substantial gold income and Legacy. While placing the merchant farther from the resource site is more efficient, it is not mandatory. This mechanic helps peripheral nations grow in power and stand on more equal footing with established realms.

To further encourage competition among nations engaging in Great Trade, we have introduced an additional reward for those generating the highest Legacy from these trades. The top performer—though not always the first to establish a trade—can receive an exclusive bonus that cannot be obtained otherwise. A prime example is the highly coveted "Little Eyes Everywhere", which reveals the fog of war in any region containing a trade route!

With the Great Trades system and the return of Impediments, we are introducing a deeper and more dynamic gameplay experience for Kingdoms players. But that’s not all—these new nations will also have access to War Campaigns. More on that in the next dev diary!
Wishlist now:
https://store.steampowered.com/app/3297820/Field_of_Glory_Kingdoms__Rajas_and_Tribes/