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Field of Glory: Kingdoms – Burghers and Bombards | Dev Diary #4 out now

[p]With the new expansion, Kingdoms introduces two major campaigns.[/p][p][/p][p]The first is the vast Mega Grand Campaign, spanning from 1054 to 1470, which we will cover in detail in a future diary.[/p][p][/p][p]The second is the late campaign beginning in 1223, and it is this one that concerns us today.[/p][p][/p][p]The late campaign presents a profoundly different world from the early medieval landscape of the base game. The Mongols are sweeping across the eastern steppes, the Byzantine Empire has lost Constantinople, France and England are locked in prolonged conflict, and the Holy Roman Empire is plagued by internal rivalries. Russian principalities struggle under Mongol pressure, the Reconquista advances in Iberia, and new powers rise in Persia, Egypt, and India.[/p][p][/p][p]In short, the political and military balance of the world has shifted dramatically, and national perks have been adjusted accordingly.[/p][p][/p][p]This campaign does not merely add new nations with unique traits. Several existing factions also receive revised or entirely new perks to reflect the realities of the thirteenth and fourteenth centuries.[/p][p][/p][h2]New Nations[/h2][p][/p][p]The Mongols[/p][p]The Mongols are, unsurprisingly, one of the most powerful and consequential factions in the campaign. Even under AI control, they are expected to reach as far as Poland. In the hands of a player, the possibilities are far greater. Yet their strength comes with a fundamental challenge. Upon the death of Genghis Khan, the empire fractures, and the player continues as the Golden Horde. This transition is both a narrative and strategic turning point. To reflect the complexity of Mongol rule, the faction receives twelve multi-choice decisions. Six revolve around the rise of powerful Khans, each bringing major benefits but also difficult consequences. The other six simulate the internal life and pressures of the empire. Several unique buildings help manage their vast domains, such as the Mobile Ordo, Captive Artisan Workshops, and Yam Stations. Their national perk greatly increases the rewards from raiding, but with a harsh counterpart: rebellious populations are treated without mercy, increasing instability in conquered lands.[/p][p][/p][p]A great challenge ahead for the Mongols, the death of Khan Gengis[/p][p][/p][p]Portugal[/p][p]Portugal emerges as a new and highly distinctive faction. This is the period when the kingdom begins its first serious explorations along the Atlantic and the African coasts. To represent this, Portugal receives a chain of multi-choice decisions that simulate the early stages of maritime expansion. These events offer meaningful strategic choices, from cautious coastal exploration to more ambitious ventures. At the same time, Portugal must still contend with the realities of Iberian politics. The Reconquista remains uncertain, and a resurgent Almohad threat can still strike back. The nation therefore operates on two fronts: overseas ambition and continental survival.[/p][p][/p][p]Expeditions can be a game changer for the Portuguese kingdom[/p][p][/p][p]The Ottomans (Kayi Beylik)[/p][p]The Ottomans begin humbly as the Kayi, a small beylik under the shadow of the Sultanate of Rum. Their early position is fragile, and careful play is required. Their strength lies in their Ghazi Warrior trait, which provides significant military advantages and reflects their ability to attract frontier fighters. If the player expands toward the Aegean while allowing Rum to suffer major defeats, a decisive opportunity arises. The Kayi can replace the collapsing Sultanate and transform into the rising Ottoman power. [/p][p][/p][p]Changes to Existing Nations[/p][p]Poland[/p][p]Poland receives three new traits that reshape its political character. Fragmented Duchies increases regional loyalty but weakens central authority, reflecting the divided nature of the realm. Piast Legacy unlocks special decisions through events, representing the enduring influence of the Piast dynasty. Ostsiedlung introduces decisions that improve land development and productivity, simulating the eastward settlement movement. Together, these traits create a realm that is internally stable but politically decentralized, requiring careful management.[/p][p][/p][p]Poland receives new Perks in the late campaign[/p][p][/p][p]Hungary[/p][p]Hungary gains three distinctive traits that define it as a frontier kingdom. The Golden Bull of 1222 limits royal authority and strengthens the nobility, bringing clear drawbacks for the crown. The Frontier Fortress System automatically provides fortifications along borders with non-Christian realms, reflecting Hungary’s defensive posture. Cuman and Vlach Settlers bring additional population and bonuses to light cavalry, representing the integration of steppe people into the kingdom. Together, these traits make Hungary strong in defense and cavalry warfare, but politically constrained at home.[/p][p][/p][p]Christian Realms and Internal Struggles[/p][p]Many Christian nations receive new decision chains that simulate tensions between burghers and nobles. These conflicts are influenced by the new building chains introduced in the expansion. Favoring the urban elites or the traditional aristocracy leads to different economic and political outcomes, and the balance between them becomes a key strategic consideration.[/p][p][/p][p]The Byzantine Successor States[/p][p]After the fall of Constantinople to the Fourth Crusade in 1204, the Byzantine world fragmented into several successor states. Players may take command of Nicaea, Epirus, or Trebizond, each claiming to be the true heir of the empire. From these scattered strongholds, the goal is clear: survive, consolidate power, and one day reclaim the imperial capital. Under certain conditions, a major defeat inflicted on the Latins may open the gates of Constantinople without a prolonged siege. New missions better suited to the era are also available, such as reclaiming Anatolia and expelling the Turks from the region.[/p][p][/p][p]France[/p][p]France gains two new perks centered on the Hundred Years’ War. These traits place additional pressure on the population but improve gold collection or reduce the impact of war weariness during prolonged conflicts with England. However, internal challenges remain. The suppression of the Cathar heresy and the subjugation of powerful regional lords are still necessary steps toward stability.[/p][p][/p][p]France custom traits are geared toward the Hundred Years War[/p][p][/p][p]England[/p][p]England receives two important traits reflecting its political and military situation. Parliamentarism ties the size and sustainability of the royal army to the support of Parliament, making military efforts easier when the crown has political backing and more costly when it does not. Of Two Lands is improved with the ability to sustain armies operating overseas, particularly in France, reinforcing England’s dual-kingdom character and its long struggle on the continent.[/p][p][/p][p]Conclusion[/p][p]The late campaign reshapes both the map and the internal dynamics of many nations. New factions appear, old powers evolve, and national perks have been carefully redesigned to reflect the realities of the thirteenth and fourteenth centuries. In the next diary, we will return to the Mega Grand Campaign, a four-century-long struggle that spans from the High Middle Ages to the dawn of the early modern era.[/p][p][/p][p]We will also examine the more than fifty new buildings introduced in the expansion, along with several major event chains capable of changing the course of a campaign.[/p][p][/p][p]Some of these events may even bring about catastrophes on a continental scale! The Black Death, for instance, does not politely knock before entering.[/p][p][/p][p]Wishlist now:[/p][p][dynamiclink][/dynamiclink][/p]

Field of Glory: Kingdoms - Burghers and Bombards | The New Art of War

[p]From the moment a realm gains access to its first gunpowder units, the military landscape begins to[/p][p]change irreversibly.[/p][p][/p][p]This transition usually occurs when an army list reaches Tier IV, typically between 1350 and 1400[/p][p]depending on the nation. More advanced realms may reach this point earlier if they have accumulated[/p][p]sufficient military expertise and maintain a well-educated capital. Gunpowder is not simply unlocked; it is[/p][p]earned through long-term investment in institutions, skills, and infrastructure.[/p][p]With the emergence of handgunners, culverins, and bombards, no fewer than fifteen new military[/p][p]buildings become available. Some focus on organizing and sustaining gunpowder production, others on[/p][p]adapting fortifications to this new threat, and several serve as intermediate steps that reflect the slow and[/p][p]costly transformation of medieval warfare.[/p][p][/p][p]Gunpowder on the Battlefield[/p][p][/p][p]Culverins represent the first truly versatile field artillery. They perform well in siege attack and are[/p][p]particularly effective in siege defense, while also providing solid ranged fire support on the battlefield.[/p][p]Bombards are more expensive and cumbersome, but devastating. They excel in both offensive and[/p][p]defensive sieges and are slightly stronger in open battle, though their true purpose lies in reducing walls[/p][p]rather than formations.[/p][p][/p][p]Handgunners come in several variants depending on culture and army list. On the battlefield they remain[/p][p]fragile, yet potentially devastating. When properly supported, their firepower can decisively weaken[/p][p]enemy formations before contact. Their use marks a shift toward coordinated fire and combined arms,[/p][p]moving away from purely shock-based tactics.[/p][p][/p][p]Naval warfare is also transformed. Cannon-armed galleys and roundships appear, introducing artillery[/p][p]duels at sea and enabling devastating naval blockades against nations that lose naval superiority.[/p][p]Gunpowder weapons remain temperamental. Rain, humidity, and harsh weather conditions can[/p][p]significantly reduce their effectiveness, especially in difficult terrain. Firearms are powerful but unreliable,[/p][p]and commanders who depend on them without preparation may be disappointed.[/p][p][/p][p]Handgunners are a ranged unit that will greatly weaken the enemy line. They do, however, require the possession of several specific buildings[/p][p][/p][p]Producing the Powder[/p][p][/p][p]Gunpowder warfare requires dedicated infrastructure. It cannot be sustained through improvised means.[/p][p]From a design perspective, this is represented by a full three-building production chain that relies directly[/p][p]on the game trade system, allowing for a relatively fine-grained simulation of supply and constraints.[/p][p][/p][p]The first step is the establishment of saltpeter works, facilities devoted to extracting and refining natural[/p][p]nitrates from earth, waste, and decomposed matter. While essential for warfare, these installations also[/p][p]bring secondary agricultural benefits thanks to their nitrate-rich residues.[/p][p][/p][p]Gunpowder workshops follow. These semi-artisanal facilities are where saltpeter, charcoal, and sulfur are[/p][p]milled and mixed into usable powder. Production remains slow, hazardous, and far from standardized.[/p][p]Units recruited in regions lacking such workshops suffer penalties, reflecting poor drilling and unreliable[/p][p]powder quality.[/p][p][/p][p]Artillery foundries are required to cast bombards. These specialized yards produce standardized cannon[/p][p]pieces in bronze or iron under royal or civic supervision. Recruiting heavy artillery without the proper[/p][p]industrial chain again results in penalties, reinforcing the idea that gunpowder warfare depends as much[/p][p]on logistics and organization as on battlefield skill.[/p][p][/p][p]An increasingly rationalized and substantial steel production will be required to build your bombards and culverins[/p][p][/p][p]Castles Under Fire[/p][p][/p][p]The rise of artillery signals the decline of traditional vertical fortifications.[/p][p]Gunpowder artillery gains massive bonuses against all classical medieval castles. A bombard, for[/p][p]example, is worth more than two and a half trebuchets against a non-adapted fortress, even a high-tier[/p][p]concentric castle. Against an artillery-adapted stronghold, its effectiveness drops sharply, falling below[/p][p]that of a trebuchet.[/p][p][/p][p]This forces rulers to make difficult choices.[/p][p][/p][p]Three new permanent fortifications become available: the Bastioned Castle, the Artillery-Adapted Castle,[/p][p]and the Sloped-Wall Castle. All are costly and demanding, and they compete directly with late-tier[/p][p]classical castles. Modernization is never automatic. It requires a careful assessment of future threats,[/p][p]neighboring powers, and likely conflicts. Investing too early may cripple an economy, while delaying the[/p][p]transition can prove disastrous.[/p][p][/p][p]The ultimate stage of late medieval adaptation to gunpowder artillery, the sloped-wall castle will effectively resist bombards[/p][p][/p][p]Building Stone by Stone[/p][p][/p][p]To reach these new fortresses, players must progress through nine new temporary fortifications using[/p][p]Kingdoms' modular fortification system.[/p][p][/p][p]Temporary fortifications generate fortification points (and often a mini-event). Once enough points are[/p][p]accumulated, a permanent castle upgrade becomes available. Instead of repeating the same structure,[/p][p]each step offers different temporary options, creating the feeling of constructing a fortress literally stone[/p][p]by stone.[/p][p][/p][p]This system was initially seen as risky due to its complexity, yet it has been widely adopted by the[/p][p]community. It avoids a common strategy-game pitfall where vast resources are invested for many turns[/p][p]with no visible result, only for a castle to appear fully formed at the end.[/p][p][/p][p]New temporary fortifications such as Casemated Chambers, Thickened Gun Platforms, and Flanking[/p][p]Ravelins add both mechanical depth and flavor. Many trigger custom events or situational bonuses, and[/p][p]some even grant access to gunpowder units, allowing players to experiment with these new tools before[/p][p]committing fully to them.[/p][p][/p][p]French artillery support fire against Holy Roman Empire troops[/p][p][/p][p]A Broader Military Shift[/p][p][/p][p]Gunpowder does not exist in isolation. Six new general military buildings reflect the wider transformation[/p][p]of warfare.[/p][p][/p][p]A few examples include royal harness workshops, which improve heavy cavalry equipment immediately[/p][p]upon recruitment, and wagon train depots, which enhance logistical efficiency across the realm by[/p][p]improving the conversion of food into supply and making sustained campaigns more viable.[/p][p][/p][p]Together, these buildings reinforce a central idea: late medieval warfare is no longer defined solely by[/p][p]levies and feudal obligations. It becomes professional, industrial, and increasingly dependent on planning[/p][p]rather than tradition. Players should also expect to rely more on standing armies and less on levies. This[/p][p]demands a stronger economy, but those familiar with the previous dev diary on advanced economy and[/p][p]burghers already know how to prepare for it.[/p][p][/p][p]Gunpowder marks the beginning of this transition. Not as a clean break, but as a long, costly, and often[/p][p]uncertain evolution that reshapes both castles and armies, and ultimately pushes the medieval world[/p][p]toward a new art of war.[/p][p][/p][p]Wishlist now:[/p][p][dynamiclink][/dynamiclink][/p]

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]
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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]