1. Field of Glory: Kingdoms
  2. News

Field of Glory: Kingdoms News

Field of Glory: Kingdoms - Burghers and Bombards | Dev Diary #2

[p]The second DLC for Kingdoms, Burghers and Bombards, also introduces what we call the advanced economy. The decision to add new concepts related to monetary income and expenditure stems from two main goals. First, to at least partially address the issue of monetary revenues becoming too easy to accumulate in the later stages of the game. Second, to bring an additional layer of historical plausibility, without falling into heavy-handed simulation.[/p][p][/p][p]This advanced economy is built around three main pillars, with wide-ranging implications. It goes well beyond the simple management of coins and treasuries.[/p][p][/p][p]The London Cloth Guild is very appealing thanks to its base ability, even before taking into account its additional ability unlocked with four populations working in trade.[/p][p][/p][p]The first pillar is the introduction of an additional gold maintenance cost for buildings, applied in a very gradual way. This upkeep is entirely absent during the first century of the base campaign, which of course fully and organically benefits from the feature if you own the DLC. From the second half of the 12th century onward, many buildings will start to incur a gold maintenance cost. This naturally encourages more careful optimization, for example by actively triggering the revenue bonuses of these buildings, if you wish to maintain a comfortable monetary surplus. Unchecked gold hoarding is otherwise strongly curtailed. Historically, almost all rulers had to resort to considerable creativity, and often injustice, to raise the funds required for court expenses and military campaigns.[/p][p]This monetary upkeep is not only progressive over time, but also tailored to each building. Agricultural structures and basic infrastructure are far less penalized than buildings tied to more advanced or specialized functions. Tier I buildings have modest upkeep compared to Tier II, and even more so compared to Tier III buildings, a new tier introduced with this DLC. Expect to pay a steep price for a Winter Palace or even a Falconry, one of the new buildings. Noblesse oblige.[/p][p][/p][p]Most buildings now come with an additional monetary upkeep, such as the 7 gold maintenance cost of this Blast Furnace.
[/p][p]The second pillar is inflation. It can be negative, reducing costs, but will more often be positive, depending on the development of your realm. Inflation affects the maintenance costs of both buildings and units, acting like a slow, creeping poison. At this stage, we deliberately chose not to impact purchase costs, in order to avoid creating insurmountable upfront expenses. As you may recall, many high-quality units, often standing army units, already have costs that increase with the number you own. Inflation can nevertheless be fought, notably through certain guilds and banking systems, but most of the time it will have to be endured as an additional burden, partially offsetting the very generous revenues of large and wealthy nations.[/p][p]The Sultanate of Delhi on turn 64 (year 1254) has a small monetary margin, but a solid reserve. Its 4% inflation remains moderate and not particularly worrying.[/p][p][/p][p]Finally, and perhaps most importantly, comes the introduction of a new social class: the Burghers. Emerging strongly during the 12th century, this class reflects the transformation and growing sophistication of economic practices. Guilds, effectively professional corporations, become increasingly common. Non-noble merchants gain wealth, influence, and confidence, and are no longer willing to submit unquestioningly to feudal lords. They may not be nobles, but they control the lifeblood of war and politics: money. As such, they seek a growing role in the life of cities and, by extension, of the realm as a whole.[/p][p][/p][p]Historically, many rulers relied on the burghers to counterbalance the power of the high nobility. This dynamic often created opportunities for the emergence of municipal councils and city charters granting greater freedom and autonomy. In game terms, the Burghers form a new population class, also present among tribal factions where they represent wealthy merchants. In Christian realms, they favor the appearance of Guilds, powerful Tier III buildings that we will detail further in an upcoming diary. These buildings unlock a particularly strong ability if the region hosts a sufficiently large commercial population, opening up new optimization strategies that we hope you will find both engaging and rewarding.[/p][p]The presence of Burghers also triggers new multi-choice events, forcing you to take sides between the bourgeoisie and the nobility, each choice carrying its own consequences. We hope these new dynamics will offer fresh challenges to rulers and bring renewed depth to your campaigns.[/p][p][/p][p]As always, in multiplayer it is sufficient for the host to own the DLC for all participants to benefit from the full set of features.[/p][p][/p][p]See you soon for the next diary, which will focus on the arrival of gunpowder and the necessary adaptation of castles to this profound military revolution.[/p][p][/p][p]Wishlist now:[/p][p][dynamiclink][/dynamiclink]
[/p]

Field of Glory: Kingdoms | Tutorial Video with Sampstra Games #6

[p]Discover the secrets of the newest DLC for Field of Glory: Kingdoms – Rajas and Tribes.[/p][p][/p][p]Dive into @SampstraGames’ latest explainer videos to explore how the expanded map from the DLC affects the existing nations:[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Buy it now:[/p][p][dynamiclink][/dynamiclink][/p][p]Wishlist the upcoming DLC:[/p][p][dynamiclink][/dynamiclink][/p]

Field of Glory: Kingdoms - Burghers and Bombards | The Late campaign

[p]Let’s start with the Late Campaign of 1223.[/p][p][/p][p]It radically changes the shape of the game compared with the 1054 start. In a century and a half, the[/p][p]map has grown denser, borders have shifted or contracted, and several familiar powers are now mere[/p][p]shadows of their former selves (or gone entirely, farewell Fatimids and Seljuks). This is an age of more[/p][p]structured monarchies, richer cities, but also harsher wars and systemic shocks, foremost among them[/p][p]the arrival of the Mongols.[/p][p][/p][p]The Mongols are already far along in 1223, but it will take them a few years to consolidate their gains[/p][p][/p][p]A storm is forming in the east (more precisely a major cyclonic front!). By the 1220s, Mongol armies are[/p][p]already pushing deep into the Rus’ principalities and Persian Khorasan. Their raids probe local defenses[/p][p]without always holding territory, but the crushing victory over the Rus’ and Cumans at the River Kalka[/p][p]shows that worse is still to come. Further south, Baghdad has not yet fallen, but the possibility of a[/p][p]historical catastrophe is already very real.[/p][p][/p][p]Meanwhile, the western landscape remains unstable. The Byzantine Empire has lost Constantinople and[/p][p]must rebuild itself around Nicaea. France and England continue their centuries-long duel, intensified by[/p][p]the English loss of most continental holdings. The Holy Roman Empire remains impressive on the map[/p][p]but is internally weakened by the autonomy of its princes and cities. In Spain, the Reconquista advances[/p][p]at the expense of a declining Almohad power, while in Egypt the Ayyubids strive to maintain their[/p][p]dominance against weakened but persistent Crusader states. Khwarezm already faces the Mongol wrath[/p][p]it provoked, and the Delhi Sultanate is reshaping the political balance in India. Across the entire region,[/p][p]towns and commerce are growing, advanced economy mechanics and inflation begin to emerge, and the[/p][p]first gunpowder weapons are on the horizon.[/p][p][/p][p]By the saints, what is this eastern sorcery?[/p][p][/p][p]Let’s dive deeper and look at the nations of this campaign, each with its own specific gameplay. First[/p][p]among them, of course, the Mongols.[/p][p][/p][p]Historically, they did not try to administer each province immediately, but rather to destroy opposing[/p][p]armies, break ruling elites, and open the way for future conquests. In game terms, this logic holds: your[/p][p]units are of excellent quality, extremely mobile, and a large share of your contingents consists of low-[/p][p]upkeep volunteers. You can therefore field very large forces without crippling your economy. The[/p][p]downside is obvious: time works against you. The death of Genghis Khan will trigger the fragmentation of[/p][p]the empire into several khanates, resulting in a significant drop in your overall power. You become the[/p][p]Golden Horde, essentially centered along the northern shores of the Caspian and Aral Seas. You thus[/p][p]have a few decades to strike hard, draw lasting borders, and secure the regions that will remain under[/p][p]your control once the division occurs.[/p][p][/p][p]The forced migration of thousands of artisans into strategic cities was one of the Mongols’ trademarks. You will benefit from it as well[/p][p][/p][p]To help you manage vast, poor, and thinly urbanized territories, you receive unique buildings. Yam relay[/p][p]stations support control over extended areas, while Captive Artisans allow you to extract value from[/p][p]regions that would normally be unprofitable. These tools unlock only after successful conquests,[/p][p]reinforcing the idea that your economy follows your campaigns rather than preceding them.[/p][p][/p][p]The Mongols also benefit from twelve exclusive multi-choice decisions. Roughly half of them revolve[/p][p]around inexpensive reinforcements, counterbalanced by side effects, often tied to the loyalty of the Khan[/p][p]leading the new army. Using these tools aggressively can give you a decisive edge, but abusing them will[/p][p]eventually lead to political consequences (premature fragmentation). Once again, the goal is not to play[/p][p]on autopilot, but to constantly negotiate between short-term gains and long-term stability.[/p][p][/p][p]But that is not all: we have also reworked the setup and, in many cases, the perks of numerous nations.[/p][p]Without going too deep, here are a few notes about the major protagonists.[/p][p][/p][p]England emerges from the troubles of King John. Henry III inherits a politically weakened kingdom but[/p][p]one with a solid economic base, notably thanks to textiles. In game, its network of vassals is its main[/p][p]strength, allowing it to evolve into a Realm faster, provided you take your time and choose carefully when[/p][p]to mobilize these forces against Scotland, Wales, or France.[/p][p][/p][p]The Mongol playstyle, beyond its custom perks and special buildings, includes numerous unique events[/p][p][/p][p]France, under Louis VIII, benefits from the military and territorial legacy of Philip Augustus. It stands[/p][p]strong against England but is tied down in the south by the crusade against the Cathars and the County[/p][p]of Toulouse. In the campaign, this creates an initial phase focused on internal pacification, elimination of[/p][p]heresy, and smart use of legitimate claims before pressing fully against English Aquitaine.[/p][p][/p][p]The successor of Byzantium, the Empire of Nicaea, is a compact, wealthy, and well-organized state. Its[/p][p]priority is destroying the Latin Empire of Constantinople, supported by Venice. A major field victory can[/p][p]be enough to topple the entire structure (and recover Constantinople without a siege!), but you must act[/p][p]quickly, before the potential Ottoman rise reshuffles everything once again.[/p][p][/p][p]The Holy Roman Empire offers one of the most open but also most unstable experiences. Frederick II[/p][p]rules from Sicily, his claims are mostly Italian, and the German princes are powerful and jealous of their[/p][p]prerogatives. On the ground, you have a vast theoretical empire, few declared enemies, but nearly as[/p][p]many power centers as provinces, with the need to rebuild imperial Authority before everything falls[/p][p]apart.[/p][p][/p][p]Western Europe is anything but quiet, with many conflicts underway or about to begin. Here, France is containing the Albigensian heresy (also known as the Cathars)[/p][p][/p][p]The Ayyubids remain the major power of the Near East but are divided among several branches of[/p][p]Saladin’s family. Egypt is still rich and strong, but the edges of the empire are drifting away, and a major[/p][p]defeat can open the way for a Mamluk uprising. The position is comfortable on the map but politically[/p][p]fragile: your maneuvering room is limited, and you must account for Latin states and, later, Mongol and[/p][p]Ottoman shifts.[/p][p][/p][p]Venice is at its peak: dominant fleet, strong revenues from eastern Mediterranean trade, indirect control[/p][p]over the Latin Empire. But its power is overstretched, relying on a chain of islands and maritime posts. In[/p][p]the campaign, you play a thalassocracy that must first consolidate, secure its routes, and keep a close[/p][p]watch on rival merchant republics like Genoa or Pisa, while maintaining manageable relations with[/p][p]Hungary or Bulgaria.[/p][p][/p][p]Poland, fragmented into duchies, no longer exists as a unified kingdom. You play Lesser Poland around[/p][p]Cracow, with the goal of reuniting the country while dealing with Prussian and Baltic raids threatening[/p][p]Mazovia. Growth is real, driven by urbanization and German settlers, but danger comes from all sides,[/p][p]including the Mongols and better-structured neighbours.[/p][p][/p][p]Hungary, finally, gives the illusion of a solid block. It has a strong army, fortresses, and a vigorous mining[/p][p]economy. But the Golden Bull has weakened royal resources and empowered the nobility. In game, you[/p][p]are the regional powerhouse that knows the real test is coming from the east: surviving the Mongols[/p][p]requires making the most of the initial calm, picking wars carefully, and preparing a deep defense.[/p][p][/p][p]The eastern Mediterranean is no calmer, rife with tensions. The Empire of Nicaea and the Despotate of Epirus make no secret of their imperial ambitions.[/p][p][/p][p]This Late Campaign has a very different rhythm and profile from the 1054 start. It offers shifting[/p][p]balances, rising and declining powers, and the looming presence of the Mongols over a large part of the[/p][p]map. It spans more than two centuries, from 1223 to 1470, and supports up to 16 players in multiplayer.[/p][p][/p][p]We hope it will strongly refresh the experience you enjoyed in the base game and the first DLC.[/p][p][/p][p]Join now the beta:[/p][p]https://www6.slitherine.com/beta/field-of-glory-kingdoms-burghers-and-bombards[/p][p][/p][p]Wishlist now:[/p][p][dynamiclink][/dynamiclink][/p]

Field of Glory: Kingdoms | Tutorial Video with Sampstra Games #5

[p]Discover the secrets of the newest DLC of Field of Glory: Kingdoms – Rajas and Tribes.[/p][p][/p][p]Dive into @SampstraGames' latest explainer videos to explore how the Nomads and tribes work:[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][/p]

Field of Glory: Kingdoms - Burghers and Bombards is coming

[p]Field of Glory: Kingdoms expands with Burghers and Bombards, a new DLC introducing two grand campaigns and powerful new mechanics that mark the dawn of the Renaissance.[/p][p][/p][p][/p][p][/p][p]Lead the Mongols in the 1223 campaign or shape centuries of history in the Mega Campaign (1054–1470). Master the Advanced Economy, rise with the Guilds, and command the battlefield in the Age of Gunpowder, where bombards, handgunners, and cannon-armed galleys change warfare forever.[/p][p][/p][p]Join the Closed Beta now: https://www6.slitherine.com/beta/field-of-glory-kingdoms-burghers-and-bombards[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p]