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Designer’s Note - Part II

Warfare

Let’s not kid ourselves; war is one of the major interests of players, and Kingdoms tries to represent it with the right balance of complexity, realism, and fun (never forget that the project is a game; making concessions in this regard when there are decisions to be made would be a mistake). AGEOD has a long tradition of wargames and strategy games, having started 20 years ago with American independence and then followed with a large number (over 15) of turn-based games on different conflicts (all WEGOs). Early on, we decided to show that a war is won not by sheer numbers but by qualitative superiority. This ranges from the training and logistics of the basic soldier to the competence of your generals and even your ruler, and by extension, the player. This means that with the right approach, it should be possible to win even when significantly outnumbered. Everything is, of course, based on military history in general and thus well-grounded on a concrete basis.

However, this can be frustrating for new players or those used to more casual games where accumulation leads to victory. On numerous occasions, we’ve seen rage on forums where, for example, in Empires, the valiant Roman legions struggled against the nations of the Apennines or later in Dacia or Germania (Varus, give me back my legions!). The same goes for Kingdoms, where players might believe that their very (very) costly knights are the ultimate answer to everything. Or, more moderately, that piling up a large number of heavy infantries will suffice. This is, of course, false (unless your nation is so powerful that you can field a knight for every opposing peasant, perhaps), and this is where the game becomes an intellectual exercise, trying to find the right combination of troops to fight the enemy at the least cost. This creates a game with multiple levels and thus replayability, even in solo play. Initially, unfamiliar with the system, you might choose an easier nation and win in a relaxed, pressure-free way. Later, instead of increasing the difficulty level, you might choose a more challenging nation (for example, Wales, often up against England, or even the Abbasids, a small decaying entity facing the powerful Seljuqs), requiring you to play all your cards cleverly.


Blood on the snow … the integrated battle system


To talk more practically about what we’ve done to favor quality and strategy over brute force, the integrated combat system, a kind of automated chessboard, deserves some explanation. We needed to achieve a completely hands-off battle module where very different parameters resulted in very different ‘flavors.’ The worst would have been to combine unit power, experience, fatigue, and commander competence arithmetically into a single number to determine an outcome. So, we developed a three-dimensional system, where pushing the slider on one aspect does not increase more than that aspect without affecting the other two. This is what we called the triangle rule, which deserves attention. First, the unit has a base combat value, easily imagining that a knight is worth much more than a quick levy. This value is, however, modified by the terrain, where the optimizer player can already act by choosing battle locations, for example, luring the enemy into a swamp or forest.


Italo-Normans knights will stay put in this city assault, while their spearmen lead the charge


Secondly, troop experience and fatigue are very determining factors in the outcome of a battle. These values do not increase combat value but will generate better dice rolls. This is the second dimension of this triangle rule.
Lastly, the commanders are also crucial. How do they impact without improving unit power or dice outcome? By allowing a general to roll multiple dice (and you take the best, knowing that the best is already improved by the unit itself!).
Thus, we create rather realistic battles where inexperienced but numerous troops can be defeated by a tactical genius with a few seasoned troops on chosen terrain.


Standing army units will need a backup of levies to perform optimally


Moving away from the battlefield level and discussing how armies were raised and demobilized during the medieval period, we also wanted to introduce a marked difference between medieval levies, drawn from the population with very rudimentary combat training, and permanent units always ready for combat and regularly trained (mercenary corps, nobles, nomadic warriors). One difficulty was to make players accept that the game's tempo was not that of reality, as military campaigns often stopped in winter and population levies could last only a few months. Therefore, one of the things players must accept is that your units are levies but can be present on the map for the equivalent of several years. The same goes for the famous movement speeds, which are heavily abstracted. Some players point out that an army doesn’t take two years to cross France and that one should be able to embark in Venice and arrive in Jerusalem in a few weeks, not six months. These are compromises necessary for this turn-based strategy game to work, as we cannot stress enough; it’s not a simulation but an abstraction and simplification of reality. Again, the main point is not to evaluate each subsystem in isolation but to see if, when combined, they most often yield a plausible result in line with historical accuracy. For the more skeptical, it’s possible to rationalize some rules. For example, saying that the ability to disband a levy unit and recover most of its initial cost simulates a constant flow of new soldiers while the older ones return home. It’s also interesting to note that some concepts are never questioned, although completely impossible, such as having an immediate view of the map (at a time when most people had no idea of Europe’s shape) with instant communication between armies (radio technology was not very widespread ). In a way, players have blind spots; they accept what has become a game convention (and a sacrifice to playability) over the years but still struggle with the rest.


Castles and Fortresses are built progressively thanks to the Fortifications system, with temporary buildings enabling more permanent structures


The last point to address is the construction of castles and fortresses. This was a major element defining the medieval period, with the creation of hundreds of fortified sites. We had to solve the problem of making these tasks both titanic and progressive. We didn’t want to ask players to invest hundreds of infrastructure points without seeing any result and then suddenly have their castle appear. On the other hand, the system had to integrate naturally with Kingdoms' existing system of buildings classified by category and tier. This is where we introduced the concept of fortification points in each region, a value from 0 to 100. Based on this value, a more or less powerful fortified site is offered, but with a relatively modest cost compared to all the advantages it provides. The system’s beauty lies in the prerequisite of these fortification points, which you can increase via temporary pseudo-buildings representing castle elements. Indeed, it would be rather anecdotal (and would clutter the military buildings line too much) to ask the player to build and maintain elements as modest as a guard post, a drawbridge, or machicolations. However, defining them as temporary modules that improve the region’s fortification points allows you to propose and illustrate them appropriately and immersively.

Designer’s Note: Initial Thoughts - Part I

When we began developing Kingdoms in late 2020, we knew there would be several obstacles to overcome. The Early Middle Ages are very tumultuous with strong specificities, notably the Crusades. Feudalism is a central notion in Europe, but there is a great variety of governments. This could also be said, though to a lesser extent, about antiquity. However, the further you progress through time, the more abundant and detailed the documentation and sources become, requiring more effort to adhere to historical accuracy if you don't want (1) your game to quickly deviate from what actually happened, and (2) numerous players to say there is only a historical veneer, but that too many things are poorly represented.
Another challenge we had to consider is that Kingdoms follows Empires. A historical game set mainly in Europe, with the core of the game remaining the development of your regions and military campaigns. We had to solve the challenge of creating a game that was similar enough to Empires to appeal to its previous players with renewed and new content featuring the concepts they appreciated, while also being different enough to avoid feeling like just a minor improvement. This is where we sought to define what could be the core of Kingdoms.


Authority
The central concept of Kingdoms is the Authority of your ruler and, by extension, your nation, both being intimately linked. One of the fundamental elements of Empires was the rather successful simulation of the rise, greatness, and fall of the kingdoms and empires of ancient times through a progressive status change mechanism, which had less to do with your military expansionism and much more with a balanced development of your nation. The fundamental principle remains the same in Kingdoms. We wanted to continue to see many nations develop and then collapse in civil war and rebellions because the Middle Ages, like antiquity, are rich in stories of nations with only ephemeral supremacy. Even the powerful Seljuk Turks fractured into several emirates, and the Kingdom of France struggled to expand in a laborious, chaotic process with severe setbacks. The Holy Roman Empire remained a patchwork of antagonistic interests, with only a few powerful emperors managing to imprint a defined direction. And so on, for many nations. There is little stability, and governance is far from rational, often at the mercy of a hasty and poorly informed decision, or a criterion that seems entirely absurd today.


Authority is the most important resource, but reaching 100 is counterproductive, as it creates extra friction with all your neighbors.


Authority in Kingdoms is much more integrated into the game and all its sub-parts than Decadence was in Empires. Decadence was primarily due to your geographical extension and investment in Culture buildings (which in themselves did not have much use except to lower your decadence, thus acting as a brake on your expansion since you had to spend time and effort consolidating).
But in Kingdoms, Authority is present everywhere. It is indeed the super resource of the game. It represents the prestige of your kingdom, its ability to claim lands, your king's willingness to declare wars, and how you keep your population under control. Moreover, when you spend it, you penalize your ability to progress in your kingdom's status, which can, in the short term, lead to a civil war (and if the king’s Authority is low, this seems quite organic), and in the long term, will mean that your fief remains a modest piece of land and not a powerful monarchy. One might criticize that Authority is too central to the game, but one must be pragmatic; a game is necessarily a very significant simplification of reality. Many things must be abstracted and synthesized, or you end up with a very detailed simulation, which is not necessarily intended to be fun and entertaining, but only realistic…


Many features indirectly use Authority. For example, the Emperor will be challenged by HRE members with higher Authority than him.


Authority was thus balanced for months and months, serving to fine-tune precisely the ease of geographical expansion. The road was long and laborious to reach a balance that seems appropriate at Balanced difficulty.


Economic Development
A major content of Kingdoms is also the emphasis on the economic development of your nation. The initial observation is simple: if you want players to find satisfaction in doing something other than warring, you must offer substantial content outside military campaigns. This is what we have done with Kingdoms, with several hundred buildings (CK3 took the character approach). Kingdoms is perhaps the game with the most buildings ever proposed in any strategy game (581 and counting). It will take many hours and different nations to see most of them (which is probably a marketing error, as we did not try to frontload the game with tons of content you would discover from the start, but I still design & code for players first and foremost so...). These are varied, many have small events attached, and almost all have a historical description, as Kingdoms, as a history game, is also a great way to learn more about the history of Europe and the people who lived there.
There is a strong bias in Kingdoms: you will not have the possibility to repeat the exact same construction order in each of your regions. We know this is quite divisive, and some players do not understand that this is how we help maintain the game's interest, as you have to choose from 6 proposals when you want to build a building, and you must prioritize and decide, which is the essence of strategy. The absence of choice, predictability, we have all practiced it for decades with Civilization I, its successors, its clones, and its copies. Here, by combining the extreme number of buildings with the fact that you have to deal with the cards you are given, the game's interest is maintained longer. The concession we made compared to Empires is that it is possible to have a broader range of possibilities through Edicts, which of course, are paid for with Authority.


A very late game, Scotland at turn 433, and yet the player did not 'paint the map.' Various features act as roadblocks, plus you can win without conquering everything.


The other system we are quite happy with, because it works even better than expected, is having managed to combine a rich trading game (with dozens of different resources) with the fact that it is automated, through trading rules that take into account everything one would expect from a rather detailed simulation: the needs and demands of each region, the privileged exchanges between allies and vassals, the commercial competence of each nation (we expect Venice, when selling the same goods as a mountainous region of France, to often win the contract). This was, in fact, the necessary condition, even imperative, to have a commercial system other than abstract. This consequently enriches economic development through the bonus resource system, which is not strictly necessary for the region or buildings but improves productivity. It's a bit of a game within the game, a second layer, which can usually be ignored but delights optimizers or those playing a difficult nation.


Granada, the capital of the restored Al-Andalus, has a trading network extending up to England.


I am sometimes told that populations should be strictly linked to each structure, and that it is unrealistic to see all your peasants suddenly become cathedral builders. In fact, it is a concession to realism above all; it is necessary to give the player a tool to adjust their production immediately, to give a bit of grease to the wheels when they want to reorient their economy. However, social classes in Kingdoms are quite inflexible, so there are still some significant constraints on how your populations change jobs (a noble will not go to work in the fields).

Field of Glory: Kingdoms - Open Beta Patch 1.02

We are happy to announce that the new Open Beta Patch 1.02 is now available.
You can now opt-in to the Public Beta on Steam.


[h3]FIELD OF GLORY: KINGDOMS 1.02 BETA[/h3]

UI & QOL
- Fixed refresh issue in MP Lobby.
- Adjusted some faction colors.
- Retinue units indicated as such in the unit tooltip.
- You can now send a bug report to the team by hitting Shift-Escape while on the main map or with a new button in the load/save interface.
- In the ledger, Unknown loyalty characters will be sorted as if they have loyalty 101 because they are
your most trusted friends.
- Extra visual option for borders (colored, thin, black, colored from treaties).
- New faction names coloring option.
- Structures text coloring improved, with more emphasis in case of events.
- Some info on the map filtered out depending on zoom level.
- Fixed a message when an HRE nation decides to become a vassal of the Emperor.
- Some Coats of Arms fixed.

SETUP & FACTION PERKS
- Some culture adjustments on the map for the campaign.
- Extra Rus' principalities can be formed (as vassals, e.g.) from the game start.
- Less chance for a CW as BYZ on Easy difficulty.
- When evolved enough, Normans will switch to the English Kingdoms branch of governments and not
French.
- Improved Georgia and Armenia (units roster).
- England can now have Huskarls at start.
- New Kingdom of Sicily banner.
- Fixed Apulia duchy capital moving on turn 1.

DYNASTY & CHARACTERS
- Reworked coup chances so that a loyal army at the capital is more efficient.
- Less rebellion chances for generals with 26-50 loyalty, but more if 25 or lower. Do not risk naming as
general a character with loyalty 25!
- Increased extra characters for bigger nations (even more if Tier III Realm).
- The Max Demesne penalty is limited to -4 in Balanced difficulty (no change), but is now limited to -6 in Experienced and so on.
- Don't pay an Authority cost if you declare war on a vassal of a nation you declare war on due to being
allied.
- Ceding a Domain to a Peer to form a vassal will relinquish your claims in the donated lands.

DIPLOMACY
- Relinquishing a claim will be worth more if you are human and less if you are AI (favoring the human in both cases).
- Relative combat power will be much more important when evaluating peace chances. Should help AI
cede to conditions when severely beaten.
- If the AI agrees to propose peace after a '3rd party request,' then chances will be +100% (was +25%).

MAP
- Some region links fixed.
- More vibrant map colors to help distinguish some colors.
- Lowland food usage is now 2 per pop (was 1).

WARFARE
- Fixed a military reform (Archer tier II). Other pending verifications.
- Peasants and light militia have minor ranged capability.
- Fixed Disband providing too many resources.

AI
- AI will be more reluctant to declare war if already at war.
- Added AI Search Depth Option (SP only).
- AI less willing to propose peace early.

REGIONAL DECISIONS
- Call to Arms Decision buffed: Does not cost Authority anymore, provides 200 (from 100) equipment
points.
- You'll always get a Form Vassal decision if you have none while having 75+ Authority.
- Fixed then improved Decision Fund Holy Order.
- You get a penalty on the amount of RGDs you have if you have 15 or more, otherwise no change at all
(prevent micro-managing & selling every turn).
- Very High Priority RGD will appear more often in your pool through a priority pick procedure, which has more chance to trigger the higher your Realm Tier is.
- When you tweak RGDs odds, a status message will immediately tell you how much money it will cost.
- Fixed convert population (could convert a heretic, not another population).
- Fixed 3 RGDs not having a message in some cases.
- Draft Levies RGD from Peasants roundup provided more often.
- Form vassal RGD overhauled.

BUILDINGS
- Agriculture: Bee Keeper is now tier I.2 (was I.1), Stug is now I.1 (was 1.2).
- Commerce: Candles Shop is now tier I.2 (was I.1), Weaver Shop is now I.1 (was 1.2).
- Barrack building was not constructible, fixed.
- Baronial Vassal / Minor Fiefdom costs less in resources and now provide +1 extra SAU.
- Pilgrim Refuge (Tier I Piety buffed up).
- Furrier more productive (1>2 Leather, more money).
- Town Crier produces more stewardship, its event triggers more often (loyalty boost when loyalty is low).
- Brickwork has no prerequisite anymore (bug), so not dependent on Clay Pit.
- New area 'viticulture' for vineyards.
- Fixed Equipment rebate from structures not working.
- Fixed prerequisite structures not properly checked under some conditions.
- The structure generating a sound in the region panel has a minor visual cue.
- Marble vein and associated quarry fixed and provided less often.
- Walled cemetery produces the same health bonus as Commoner cemetery.
- Cathedrals and Mosques don't have a cost in metal.

VARIOUS
- Fixed Auld Alliance achievement only works if playing Scotland, not France.

We can't wait to hear your feedback.

Field of Glory: Kingdoms - Royalty Patch 1.01 has been released.

We are happy to announce that Royalty Patch 1.01 has been released.

If you want more details on the new updates, please see the full article with the detailed changelog: https://store.steampowered.com/news/app/1985050/view/4181110370590486898?l=english

Field of Glory: Kingdoms - Royalty Patch 1.01

We are happy to announce that Royalty Patch 1.01 is now available.
You can now opt-in to the Public Beta on Steam.


KINGDOMS 1.01 BETA

SYSTEM
- Should skip the launcher when starting FoG for battles the vast majority of times.
- Fewer FOW calculations in hosting (faster turns).
- Improved music handling and reshuffling.
- Tooltip delay added, for now, as an entry only in \Documents\My Games\EmpiresKingdoms\OPTIONS.TXT.
- No City coloring added, for now, as an entry only in \Documents\My Games\EmpiresKingdoms\OPTIONS.TXT.
- Added an additional sound backend.
- Identical sounds will be played less loudly.

UI & QOL
- Pop-up panel has extra functionalities.
- Fixed a slightly misformatted tooltip in battle.
- Modifier tab stays selected when switching factions in the factions lobby.
- Slightly reworked political filter, with relationships more readable.
- Music delay between tracks reduced by 2/3.
- Fixed not being shown in the Piety ranking if you produce no piety at all.
- The tutorial will ensure the enemy can't surrender during the siege.
- Message truncating resulting in an ellipsis (...) will be better done.
- Many text edits.
- Authority and Legacy buttons in the Nation Panel now lead to the relevant ledger page.
- Average HRE member Authority in the nation panel was not /10.
- Removed reference to the Legacy panel in the Help system.
- Relationships in the Political overlay made bigger and clearer. In the same overlay, a new color differentiates between yourself and your vassals.
- Fixed a visual issue when looking at a single trade good if more than 8 were present in a region.

EASY MODE
Overhauled (fully dynamic, you can alternate between easy & balanced in the same game):
- More chance for the event 'noble donation' (free money).
- Less chance of having an epidemic.
- More chance for the event providing a free Defensive building.
- Double reward from Authority mini-events.
- Less stupendous Court expenses.
- Lowered War Weariness by 15%.
- Slightly less chance of a coup or rebellion.
- Better ruler stats.
- Penalty from war occupation is skipped.
- Sedition from Nobles halved.

Only apply when starting a new game:
- More Intrinsic Resources at start (free resources that go away as time passes).
- A player in Easy difficulty will receive +20 Authority and +50% money (scenario start only).

DYNASTY, CHARACTERS, AUTHORITY
- Mercenaries are slightly more prone to degrade the relationship with their general.
- General improvements on how the ruler's Military stat is tied to the actual leader's battle stat.
- If you form a new nation and are under a certain Realm level, you'll be promoted instantly to a certain level (e.g., Apulia > Sicily).
- Clergymen can lead armies with a systematic penalty of 1 to AMP. Other nobles will now have this penalty only if not in a legitimately owned region (was their Domain before, so relaxed rule).
- If a general has a penalty to his AMP stat (while leading an army thus), it's indicated in the tooltip.

CLAIMS
- Claims are now given much more frequently in the first 15 turns of the campaign.
- Hostile claims give you a discount if you declare war on the other nation.
- Claims will, in the vast majority of times, only be added if you are at least distant neighbors.
- Hostile foreign claims penalty is now only in Experienced or harder difficulty.
- Higher chance to get a claim if you have none from an insult; if you get one, you pay 2 Authority though.

VASSALS
- Human vassals will never be forced to give their units to their liege.
- If a vassal, your possibilities to get spontaneous claims are restricted to nations you are at war with or have extremely low relationships with.
- This will also prevent vassal AIs from adding too many claims against other nations, including the players.
- Vassals under threat and sending troops to their liege will be less frantic regarding troop recruitment.
- Vassals giving troops won't give them all at once, allowing you to change the policy (troops won't be given back unless you 'disband' them).

LEGACY & WINNING
- The sudden win condition will activate after 150 turns, not 100, in the grand campaign.

GRAPHICS & ARTS
- New harbor smuggling image.
- Major & important: chicken leg is now roasted.

RELIGION
- Fixed the Jihad being stoppable by the Holy See under some circumstances.
- Holy war targets won't get DOWed by nations not close enough to them.
- Fixed Declare Jihad against target X not working if the playing faction is already within a Jihad (same for Crusade).
- Fixed Christians under Jihad being despised by other Christians. This is now properly reversed (they will like you more).
- More chance to get bonus Authority from units you gave with the Send Crusaders Decision. Reminder, you also get bonus Legacy.
- Made sure any Catholic DOWing the Papacy gets excommunicated. Added a pop-up if you are.

STRUCTURES & REGIONS/DOMAINS
- Some changes in manpower income for some structures.
- More accurate trade status for structures in their detail panel.
- King's Agent properly gives an extra bodyguard and not 'Basque Isolation'. Don't ask.
- Removed the reference to a gain of token upon building a Stone Castle, it's now an Absorb Vassal decision which is provided.
- Structures get their important keywords colored.
- Fixed track requiring Craftsmen borough.
- Fixed Domain Expansion IV & V not available.
- Fixed Domain becoming non-formable as soon as you military occupy one of the regions.
- Fixed very developed regions not properly importing goods within range (if more than 24!).
- Fixed an erroneous link in region Mosul.
- Code will remove 2 capitals in the same region.

WARFARE & BATTLES
- Allies don't pay Authority when joining war, if it is recent (10 turns max).
- Fixed possible crash in battle.
- Some Muslim units renamed so they could be used in more nations (Georgia)
- Training Grounds now handle Heavy Infantry for XP gain.
- A general revolting with his army will not station in the city of the rebelling region, in case the garrison remains loyal.
- Free warscore gain from higher Authority is only done if the two nations at war are neighbors.
- Ships will update their geo-situational combat ability before each battle (e.g., 'Galley in stormy coastal water').
- When you declare war on a liege with vassals or a vassal, all claims you have with the liege or any vassal will be factored into the rebate for DOW.
- Winning a small battle vs. winning a large one was actually more dangerous for generals (fixed).
- Exploit closed: you can only pillage hostile or owned regions, not allied or passage-right ones.

DIPLOMACY & PEACE
- Region exchanges in a peace negotiation (whether acquired or relinquished) will now be a friendly transfer, so no Authority will be lost in either case.
- Fixed vassal/Ally being stolen his land if a third party defends him.
- Bad relations can break a royal marriage or passage rights treaty (Needs Despise level, -35).
- In case of good relations (Amiable, 50+) then allies or vassals can give back a region to its legitimate owner.
- Currently only AI vassals toward a liege or AI allies. (feedback requested)
- Reduced the ratio allowing to absorb through RM a full nation to 66% of the absorbee.

REGIONAL DECISIONS
- Fixed mix-up between Grant Land and Place Holding. Grant Land is only in your land but will now provide significant resources.
- Some changes in RGD allocations for IMRs and Seljuks.
- Fixed your own spy network targeting itself.
- Decision Peasants to Freemen does not provide money anymore.
- Fixed Diplomatic Intrigue RGD able to target yourself.
- Tweaked success chances of the Steal Token RGD (aka Sap Authority). There are fewer chances if you have positive tokens yourself and less chance if the enemy has negative tokens.
- Absorb Vassal should give more plausible results.

EVENTS, SETUP, FACTIONS
- 45 new historical rulers added.
- Campaign map overhauled with extra specific buildings (Abbasid Science Academy, etc.)
- New Campaign setup changing dozens of regions regarding their population mix.
- Improved Crusaders events (fewer cases where they could starve at sea).
- Kalmar union appearance fixed.
- Barghawata (tribal) was selectable (but not playable so confusing), fixed.
- William the Conqueror will always be a 2-2 general.
- In the GC, Normans no longer have a RM with England, and their relationship with France is now 0. This should favor going to England.
- Nations of Scottish culture now also get the Raider effect with Crechrighe.
- Modifications to the initial culture of some regions.
- Portugal is a Condado, not a minor Reino at start.
- Higher chances to get a 0-slot structure built for free if you have regions with high loyalty and high stewardship.
- Updated Manzikert and Angevin setup to have more roads.
- Fixed Taifas triggering too early 'Double-Edged Sword' perk.

ACHIEVEMENTS
- Fixed achievement "A Chip Off the Old Block" where a daughter would work too.
- Life of Bryansk achievement fixed.

AI
- The AI, in higher difficulty levels, will favor players' regions more as an objective.
- Normans AI can break their RM with England in case of negative relationships around 1060.

We are eager to know your feedback.

Buy Field of Glory: Kingdoms now
https://store.steampowered.com/app/1985050/Field_of_Glory_Kingdoms/