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Field of Glory: Kingdoms News

Patch 1.04 Release Announcement

Dear players,
We’re excited to announce that the major update 1.04 will be available on October 28th. It will bring many new features and improvements. In addition to the long-awaited German localization, players can look forward to numerous quality-of-life enhancements, including improved map filters and more intuitive trade feedback. We’re also making significant adjustments to the role of cavalry in difficult terrain.

As a token of our appreciation for our German players’ patience, this update will also introduce exclusive new content for the Holy Roman Empire. Stay tuned, more details will coming soon.

PLAY NOW:
https://store.steampowered.com/app/1985050/Field_of_Glory_Kingdoms/

Field of Glory: Kingdoms | Medieval Medicine and DasTactic livestream

We’re thrilled to announce that the first four episodes of A Lens On - Snapshot have officially been released. Head over to the playlist now to catch all the pills about Medieval Medicine.

But that's not all—before we dive into the next chapter of episodes, our friend DasTactic is here to take us on a deep dive into Field of Glory: Kingdoms. Below, you can check out some of the most interesting highlights from his live stream.

Don't miss out, watch now and stay tuned for even more exciting content coming your way soon.
https://youtu.be/GZGA3QeiB24

[h3]Field of Glory: Kingdoms - Managing Your Empire and its Population Health[/h3]

Field of Glory: Kingdoms is a complex and rewarding game that requires careful management of resources, armies, and your population. It is an intricate strategy game that blends historical accuracy with deep, rewarding gameplay. Set in the tumultuous High Middle Ages period, players control kingdoms and guide them through warfare, diplomacy, and economic management. The game immerses you in a world where every decision matters, from raising armies and managing territories to ensuring the prosperity and health of your population.
Each region or territory brings its own rewards and challenges and a force that may fight well in the open plains may struggle against forces in rugged hills. In this play-through we will be focussing on Wales. In recent patches, Wales has been elevated from a March Barony to a Petty Kingdom and this allows a little more authority and scope in your approach. We will focus on the essential steps of getting started, with special attention to managing population health through specific buildings and resources. A healthy population means a thriving kingdom, and understanding how to keep your citizens healthy while expanding your realm is crucial.

Wales. Its Terrain and the March Lords
Playing as a Welsh kingdom present a number of challenges and also some opportunities. Wales enjoys natural defences of rugged mountains and hills, something attacking armies will need to deal with. The March Lords, powerful barons who control the borderlands between Wales and England, represent a constant threat and opportunity. On the one hand, their proximity can lead to hostile encounters, while on the other hand, you can use diplomacy or military force to bring them into your sphere of influence. For the early part of the High Middle Ages, the March Lords were the most expedient ways for the English, then the Normans, to keep Wales controlled.
The challenging landscape of Wales makes it harder to sustain a large population. Building specific structures that boost resource production and population health can help you thrive in the early game.

Evaluating Your Army and Building a Stronger Standing Force
Your army is the lifeblood of your kingdom’s expansion, but maintaining a standing army is a delicate balance between manpower, gold, and metal. Early in the game, it’s essential to evaluate your forces to understand their strengths and weaknesses. Terrain plays a big role here, especially in regions like Wales, where rough terrain hinders cavalry and large-scale formations. Focus on creating a versatile army that can adapt to different combat situations and that has the balance to eventually move out into the plains of England. Wales starts with a large levied force of Javelinmen which can perform well in the rugged terrain but lack the armour and staying power of heavier units. Luckily, we have access to some cavalry and Norse-inspired Ostmen to bolster our forces.

Managing Domains and Regions
Efficient management of your kingdom's regions and domains is critical to your success in Field of Glory: Kingdoms. Your territories provide the economic backbone for your army, infrastructure, and population. Each region comes with its own resources, unique challenges, and development opportunities. For example, some regions may be rich in resources like wood, stone, or iron, which are crucial for constructing advanced buildings. Others may have fertile land for agriculture, providing food to sustain your people.
To grow your population and keep your population healthy, focus on constructing buildings that boost food production. These will reduce the risk of famine and keep your population well-nourished. Simultaneously, developing healthcare infrastructure is key to avoiding disease outbreaks. Public health structures like Wells, Bathhouses, and Hospitals improve the general well-being of your people, reducing mortality and keeping your economy and army strong.

Your Court and Loyalty
Managing your court is equally important as ruling over your territories. The nobles, advisors, and officials who form your court wield considerable influence. Their loyalty can make or break your rule. Disloyal court members may incite rebellion or hamper your governance, leading to instability and a potential decline in population health if disorder spreads.
To maintain loyalty, you must balance rewards and duties. Bestowing titles, land, and gold on your most loyal subjects can foster trust and stability. Conversely, keeping an eye on potential troublemakers and dealing with them swiftly is equally necessary.

Basics of Combat
Combat in Field of Glory: Kingdoms revolves around strategy, terrain, and the composition of your forces. Battles are influenced by multiple factors, such as the balance of unit types, enough numbers to maintain a secure frontage, and the quality of your generals. Knowing when and where to fight is as important as having the right troops. Hills and mountains offer defensive bonuses, while open plains are ideal for cavalry charges.
In Field of Glory: Kingdoms, combat can be played out in the in-game auto-battle system or the battles can be exported out and played in the table-top tactical simulator, Field of Glory 2: Medieval.

Health
In Field of Glory: Kingdoms, population health is a cornerstone of maintaining a strong kingdom. If your people fall ill or die from disease, your kingdom’s economy will collapse, and your ability to wage war will suffer. Some regions are more susceptible to health crises than others, and learning how to leverage specific buildings in key regions is essential to long-term success.
Baghdad is a prime example of a large population center with some initial health issues. As one of the wealthiest cities in the game, Baghdad is a major center of trade, culture, and knowledge. However, its dense population makes it prone to disease outbreaks. By investing in advanced healthcare buildings like Hospitals, Wells, and Bathhouses, you can keep the population healthy and productive. A key to Baghdad’s success is to focus on public health and hygiene. Hospitals provide medical care, while Bathhouses reduce the spread of diseases by promoting cleanliness. Wells ensure access to clean water, which is critical for preventing waterborne diseases.
The Silesian Mines in Poland, on the other hand, present a different challenge. While they are a valuable source of income due to their rich mineral deposits, the mines are also hazardous. Workers who labor in the mines are at high risk of injury and disease. To keep your workforce healthy and productive, you need to build specialized healthcare structures like Apothecaries and Infirmaries. Apothecaries can provide medicine to treat common illnesses and injuries, while Infirmaries offer more advanced medical care for those who are seriously injured in the mines. By focusing on the health of your miners, you ensure that the mines remain operational and profitable, contributing to the overall strength of your kingdom.
Whether you are dealing with the rugged terrain of Wales, building a powerful army, or managing the bustling city of Baghdad, understanding how to maintain a healthy population is crucial to your success. By constructing the right buildings, such as Hospitals, Wells, and Apothecaries, and paying attention to the unique challenges of each region, you can ensure that your kingdom thrives both militarily and economically.

PLAY NOW:
https://store.steampowered.com/app/1985050/Field_of_Glory_Kingdoms/

Patch 1.03.5 has been released

We are constantly continuing to improve the game to give you a better and better gaming experience.

This quick patch addresses out-of-sync (OOS) issues in multiplayer games.

  • Court expenses have been toned down.
  • Renaming groups in multiplayer has been disabled (stabilizing MP games).
  • Large Concentric Castle now requires 43 fortifications instead of 45, preventing softlocking.
  • Wood-producing structures now generate more wood, aligning with their intended function.
  • The Parish church now uses wine (for the liturgy only!), not copper, to ease the copper issue a bit. More to come in 1.04.
  • Fix for Leczyca-Gniezno (Poland) connection.
  • Some filters now show unowned regions in stripes.


A Lens On - Snapshot

We’re excited to announce the launch of our new editorial format, A lens on - Snapshot!
This innovative series features bite-sized videos that highlight fascinating historical insights connected to Field of Glory: Kingdoms.

Each episode will take you on a quick yet informative journey through key moments and stories from history, bringing you closer to the worlds within our games.
There will be a variety of fascinating topics about medieval culture, life, and warfare presented by historian Claire Kennan.

Don’t miss out on these engaging historical pills—perfect for a quick break or deepening your knowledge of Field of Glory: Kingdoms' rich background.

The first Episode is about Medieval Medicine:
https://www.youtube.com/watch?v=bP8s506EUZY

Field of Glory: Kingdoms - Patch 1.03 is now available

We are continually striving to enhance the game to provide you with an ever-improving gaming experience.

We are pleased to announce that Patch 1.03 has been rolled out and is now officially available.
The Patch 1.03 adds 120+ new entries and introduces many updates.



KINGDOMS 1.03.4
August 28th, 2024
Approximatively 120 entries.

SCENARIOS SETUP & FACTION SPECIFICS
- Norman events now work for Humans in SP (only). Overall improvements made to it.
- Al-Andalus AI can expand without restriction (was unable to cross the Pyrenees).
- Paris gets its own flag.
- When a law benefits the Emperor (of the HRE), all HRE members will be displeased.
- Fix to Italian Maritime Republics losing the Large Merchant Fleet perk when they progress to Late Tier II (and higher) Realm.
- Fix to a rare issue preventing Apulia from declaring the Kingdom of Sicily when Sicily is under control.
- Wales starts as a Minor Kingdom, not a March (resulting in more Authority gain among other things).
- Welsh culture now provides extra Military Expertise (instead of bonus XP).
- Russian modifiers become Rus' modifiers.
- The Byzantine Empire easily agrees to a passage rights treaty with non-hostile Crusaders.

UI/QOL
- You can now search for any buildings using the Find tool (e.g., where is my master armorer or how many Venetian Fondachi are in my territory).
- Province building queue enabled (see the tooltip on the right-hand side of the panel).
- A message will be issued if you can't recruit and a unit queue is canceled.
- Fixed wrongly formatted messages when a vassal gives you troops.
- Fixed an issue with not seeing your token progress chance in some rare cases in the Nation Panel.
- Scrolling arrows added in the unit queue (region panel).
- More messages are now private to reduce clutter.
- Provincial units are shown in single regions for reference.
- Fixed a display bug for the end year of the last military reform.
- No message is issued when you gain and lose a capital on the same turn.
- Fixed PBEM Lobby display issue.
- Fixed the visual bug of Devastating Charge showing only a +1 bonus.
- Health prediction is correctly shown for all structures.
- Selling a RGD will now be a request to sell and won't be immediate anymore, making it harder for cheaters to spoil the fun for everyone.
- Multiplayer login improved (see button tooltip on the relevant screen).
- Fixed Wales being described as part of Western England.
- Fixed Norwegian adjective (from "Norweigan").
- Leaders' lists now have an indicator for loyalty.
- The province panel shows stockpiles.
- Fixed Georgian and Byzantine portraits having a mix-up for 'Sons'.
- Fixed a possible rare crash when displaying a battle.
- Added history in the Ledger for Military Expertise, Piety Ranking, number of wars, and Net Commerce.
- The Legacy inter-turn display now shows gains in addition to totals.

WARFARE & UNITS
Mercenaries
Significant changes have been made to Mercenary distributions. The goal is to offer alternative mercenaries to the original owner of each Domain, reducing redundancy. For example, France will no longer have French mercenary knights in the Paris domain but will have Sergeants, while other nations will still have these knights. Overall, efforts have been made to propose plausible units (historical or from neighboring regions). Here are some examples:
- Champagne: Brabançon Mercenary Spearmen
- Cordoba: Christian Mercenary Knights
- Edessa: Mercenary Turcopoles
- Estonia: Western Mercenary Crossbowmen
- Belaya Rus: German Mercenary Knights
- Damascus: Frankish Mercenary Crossbowmen
Turkish nations, notably the Seljuqs, get enhanced army lists
Many nations now have better 'coverage' in unit types

The rest
- Fixed some minor issues in Military Reforms bonuses.
- All ships are now levies.
- Fixed charge working in hills.
- Levies units cost a bit more upfront in manpower but 50% less in money upkeep.
- If a region revolts and the legitimate owner is under occupation, rebels will be of his nation.
- Revised Light Cavalry and Horse Archers recruitment and upkeep costs, with Horse Archers aligning more toward the cost of Light Cavalry.

DYNASTY & COURT
- Ruler's stats change by ±5% Court Expense, Conversion, Authority (was ±10%).
- Court Expense reduction can't go above 75% (was 90%).
- Court Expenses revised to be less punishing.

SYSTEM
- Improved launcher logic when launching FoGM.
- New functionalities added to PBEM chat.
- In PBEM, files are always saved locally to reduce issues with cloud saves generating OOS.
- Development Speed (faster game) / AI Aggressiveness PBEM options (works in SP too with more granularity).
- Fixed terrain sounds rising the sound volume progressively.
- AI Search depth option can't be changed in MP.
- Handles DPI better and correctly when the options file is set.
- Enabled forcing the game to open on another monitor.

RELIGION
- First Muslim can also be Shia.
- Fix to some religion names sometimes not showing correctly.

DIPLOMACY
- Allied wars (i.e., triggered because of an alliance) will automatically trigger a white peace once the initial protagonists are at peace.
- When in an alliance, the default is to help if relations are Amiable (was: Always).
- More controls on invalid transactions.

VASSALS & PEERS
- A vassal can only be absorbed by his liege.
- Fixed: Peer of the Realm becoming vassals will not transform (uncommonly) to independent regions.
- Vassals won't gift surrounded lands to their liege if the liege has reached Max Demesne.
- Vassals will retrocede less easily isolated regions within a liege territory if these regions are adjacent to their capital.
- When made vassal, return all regions not legitimately owned (in case of ongoing wars, for example).
- Embezzlement is now more dependent on governor loyalty.
- No money received in case of partial failure in a trial.

REGIONS & BUILDINGS
- Buildings producing trade goods are more informative about the local availability of them.
- Single Trade Goods display mode (in Trade Panel) works for all categories of Trade Goods and is more informative.
- When an epidemic or a plague is removed in a region, an 'immunity' bonus is provided for 8 turns to prevent reoccurrence.
- Fixed: Barracks never being allowed won't be listed as a 0 slot.
- Added Clockwise Stairs and Dormant Bridge as new Fortification buildings.
- Added Precious Stone Mine.
- Slightly rebalanced temporary Fortifications.
- Fixed: Paved Roads were not buildable.
- Slave workforce will be properly removed by Orthodox populations.
- Reworked slightly the Local > Town > City watch line of buildings.
- Toll bridge won't be added if only one building slot remains.
- If you disband buildings, in addition to lowered loyalty, revolt risk will also increase exponentially if non-zero.
- Woad Harvest costs a single slot.
- Detinet costs no slot.
- Trench & Stakes provide 1 peasant unit (mini-event).
- Reinforced Gate provides 2 peasant units (mini-event).
- King's Herald gives twice as much Stewardship as there is Loyalty (doubled).
- Shell Keep was not buildable, fixed.
- Several buildings can store more Equipment (Notably, the Minor Stockpile 5>20).
- Fix to Mentoring and Builder Halls having the wrong modifier.
- Fix to Bulwark Tower not being buildable.
- Horses Herd has no prerequisites for tribals.
- Precious Stones Mine added.
- Plague protection bonus doubled to +50 if you had an epidemic recently.
- The blacksmith produces more equipment and does not cost any metal per turn (reminder: there is always a chance it becomes a master blacksmith over time).
- Fixes to a few typos in structure bonuses.
- Baronial vassals have an anti-raid strength of 25 (hefty).
- Astronomer workshops produce slightly more.

DECISIONS & EVENTS
- Recruit non-standard unit RGD is less generous by 1/3.
- Fondachi can only be placed in coastal regions.
- Some other changes to RGD.
- Extra test for the free anchorage event.
- Minor fiefdom can provide one of these 3 missing RGDs: Remove Civilized, Absorb Vassal, Form Vassal.
- Promote to Clergy will always produce a clergyman of your state religion.
- More explicit testing on Place Holding, relative to the gain of resources.
- Knightly Orders can now be removed with 'Remove Civilized'.
- Restore Order works in occupied regions.

AI
- The AI is less likely to restart a war with someone it was recently at war with or someone who has beaten it several times.
- AI will more often propose being absorbed or becoming a vassal if soundly defeated.
- AI is less prone to propose peace for new wars.

MAP & ART
- Cyprus harbor moved slightly.
- Fixed a region connection near Wales.
- Fix to a connection problem in Tabriz.