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Field of Glory: Kingdoms News

Designer's Note - Part III

[h3]Everything but the Kitchen Sink[/h3]

Dynasties and Characters
The aspect that perhaps required the most work in Kingdoms was evolving the rather simple system of Empires’ generals into a much more developed one. The task initially seemed monumental because it’s no secret, and it’s even obvious, that players need to identify a game’s signature by comparing it to another. So, when you see a medieval strategy game announced, you wonder how it compares to Paradox’s Crusader Kings III, which is the current benchmark for many. Of course, it would be presumptuous to believe that Kingdoms could equal CK3 in every way, and that wasn’t the goal anyway, as what we wanted with this new game was primarily to create a military and economic strategy game, so we had to strive for an achievable goal.

Ebb and flow, one of the goals of the game. The changes in Byzantine dynasties are clearly identifiable here.


We thus asked ourselves what was imperative and what was more about simulating the life of a ruler and their court (which is the core gameplay of CK3, and so not something we wanted to tackle). The choices are quite pronounced in Kingdoms, as everything revolves around the sovereign and their kingdom, and this is where we stop, by design. The court is defined in relation to them, and even though there are nobles who are not of their lineage, other characters can be entirely removed when the sovereign changes. There is thus no proper historical record of all the dynasties of the nations on the map; this is intentional, partly to maintain the focus on the main experience of Kingdoms, namely military campaigns, economic developments, and of course the rise and fall of nations, but also because trying to compete with CK3 on what it does best would make little sense.

Hats off to the artist who made 900 portraits by hand. No generative AI was used!


To summarize, we aim to offer players a different experience, not a copy of another game. This is something to consider if you are designing your game: what are its identity(ies), its strengths (marketing department would name that Unique Selling Points or USPs!)? What does it want to achieve, what are you willing to put in the background to ensure the player’s experience is what you want? A game is not a hodgepodge of ideas…


Religions
Religious conflict, in the context of a game only (sic!), is good! It creates what we call fault lines and is thus a rather effective engine for generating tensions. In parallel, if you impose some disadvantages for attacking your co-religionists while offering bonuses for waging war on nations of another faith, you effectively recreate what happened historically. In Kingdoms, there’s no need to do anything for Christians in Spain and Muslim Taifas to go to war (though we added an event that unites them with the arrival of the Almoravids). The progressive deterioration of relations (which can be avoided if you have a treaty, as happened historically between some nations) will naturally trigger the algorithm giving claims of one nation to another, which will also cause a quicker deterioration of relations, leading to war!

This is a crucial point for good historical design: always try to ground your design elements to reality. When you start imagining mechanisms that are too convoluted and have little to do with what happened historically, you can be sure you will lose some players, and ultimately the situation you achieve will be implausible. Conversely, designing rules inspired by history that are logically linked will lead to a game that is essentially historical or plausibly historical. The beauty of these logical sequences is twofold. Firstly, these sequences are quite resilient against divergences (while not being totally constrained, it is possible for a player, with directed effort, to counteract them), so even if something does not happen historically, the system naturally returns to a historical state via the pressure exerted by different mechanisms supporting each other.

A Crusader detachment made up of 2 Danish Huscarls, Polish Armoured Nobles, and 2 Spearmen from Saxony.


Secondly, a logical design inspired by history that is a series of small interdependent rules has the advantage of being easily memorable for the player. It’s a bit of “go with the flow,” an easy mnemonic for them. Just think that religious tensions degrade relations, that you claim the territories of nations you covet or dislike, and there you go, you know the rule without learning it (and you anticipate what will happen, which provides a geopolitical context) because everything seems natural: I play a Christian from Spain, I know I must prepare for a series of conflicts with my southern neighbors. And I also naturally understand that my Christian neighbors will also go to war, which will bring us closer together. From there, the player chooses their path(s), including some possible devious ones! (for example, being the best friend of a Christian neighbor, then completely absorbing them). The possibilities are numerous and replayability is improved.


An Engaging Experience
The last point I wanted to address was the computer opponent that players face and what is ultimately its role, as the adversary. Even though things may change in a few years with the emergence of generalist AIs, I realized over 20 years of developing strategy games that it is vain (or even vainglorious) to believe that a so-called AI (which isn’t an AI, of course, it’s a linguistic shortcut) could rival a player, even an average one. The game’s AI, an opponent of a few thousand lines of code, does not compete with a human brain of 100 billion neurons developed iteratively over tens of thousands of years, that’s obvious. As a result, one must then ask whether the AI can be anything other than a roadblock or a foil. But consequently, is the player’s experience of the game engaging and interesting? Not necessarily, if you quickly find yourself in a mop-up phase or a “push mindlessly my armies,” ad repetitam (and often ad nauseam).

The Papacy is AI-only by design. Achieving historical limitations and behavior for a playable Papacy would require extreme difficulty and months of work.


A beginning of a solution can be found in the approach taken in pen & paper role-playing games (and I was a game master for many years in several campaigns!). The goal when you are a game master is not to make the players (your players) live a miserable experience that ends in mud, blood, and oblivion. With a clever mix of tension, twists, and also benevolence, you guide them towards epic adventures that end in a grand apotheosis. This is indeed the approach used by Rimworld and to a lesser extent AI Wars, both very good games with different profiles but sharing the concept of storytelling.

That’s why AGEOD’s games also take, modestly and in a measured way (I want to emphasize this!) this approach to AI difficulty levels. Some players struggle with the concept that not all game rules are symmetrical between human and computer opponents, and that even the default level, the balanced one (named so for a reason), makes adjustments, either for the computer or the player. The goal is to have a strategy game that offers challenge and tension, maintaining this for as long as possible. This doesn’t mean everything is leveled and neutralized to achieve this trajectory, but let’s say there are some rubber banding mechanisms to dynamically balance difficulty and obstacles, and there are rule adjustments.

Having the AI comment on your kingdoms is also part of the storytelling experience.


But again, the goal is not to make the player’s life miserable, to punish them; that’s where the benevolent aspect, derived from role-playing experience, is a plus. When you are human, you don’t want your troops to be automatically controlled by your suzerain, and this is not the case in Kingdoms, and it is indeed a ‘human’ privilege that the computer opponent does not have. But similarly, the computer player will be less likely to face a coup from a disloyal peer because it does not optimize as well as a player, taking into account dozens of constraints, and the distribution of its peers. It’s also in some way pragmatic. You don’t need more vanity than necessary when developing a complex game. Do you really want to spend two more weeks of development (which will cost you the non-development of many other features or UI improvements, everything has a cost in time) just to boast that your AI is almost as capable as an average player (and no better) at assigning its governors, taking into account loyalty, weighted by the bonuses they provide, contextually in each situation? What does this ultimately change to the player’s experience if the AI still suffers civil wars? (and it will, because it does not manage loyalty rules as finely as the player, regarding who can be army commander or peer of the realm, but it’s a bit less tied to each peer’s loyalty). Not much, AI nations suffer civil wars, and this remains generally linked to loyalty rules, period. Equity and balance remain.I am well aware that this is also a divisive approach, but it is the result of many years of experience and hundreds of feedback and game analysis. For better or worse, it is AGEOD’s approach… While awaiting the supposed advent of super-game opponents driven by AI. Not sure players will appreciate it either, because it comes back to what makes a good game experience. Not necessarily a game where the ruthless, logical opponent crushes you, but a game where there is constant tension, twists, and perhaps, ideally, a great comeback, giving you memorable moments. Your best games are those that unfolded like a good movie tells you a story that keeps you glued to the cinema seat at the end… not a factual documentary, interesting, but a bit too conventional.

Until next time,
[h3]Philippe Malacher aka Pocus, July 2024.[/h3]

New Open Beta Patch 1.03

We are happy to announce that the new Open Beta Patch 1.03 is now available with 80 new entries.
You can now opt-in to the Public Beta on Steam.


[h3]FIELD OF GLORY: KINGDOMS 1.03 BETA[/h3]

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.

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.

WARFARE
- 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.

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 formula tweaked for extremely high national treasury.

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.

RELIGION
- First Muslim can also be Shia.

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).

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.

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).

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.

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 is less prone to propose peace for new wars.

MAP & ART
- Cyprus harbor moved slightly.
- Fixed a region connection near Wales.

Field of Glory: Kingdoms - Patch 1.02 has been released

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

We are happy to announce that Patch 1.02 has been released and it's now official. This patch includes more than 60 updates and improvements. The official release adds the following new updates compared to the 1.02 beta:

  • Improved PBEM stability
  • Smoother liaison with FOG2: Medieval
  • Barracks can now be built
  • Pop-up message about your vassals providing troops properly formatted
  • More rats (only in the Load/Save panel, though)


For more details on the full changelog, please see the previous article:
https://store.steampowered.com/news/app/1985050/view/4244161399625624487

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).