1. Field of Glory: Kingdoms
  2. News

Field of Glory: Kingdoms News

Designer’s Note: Initial Thoughts - Part I

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


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


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


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


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


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


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


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


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


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


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

Field of Glory: Kingdoms - Open Beta Patch 1.02

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


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

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

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

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

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

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

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

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

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

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

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

We can't wait to hear your feedback.

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

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

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

Field of Glory: Kingdoms - Royalty Patch 1.01

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


KINGDOMS 1.01 BETA

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

We are eager to know your feedback.

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

Kingdoms Royalty Patch 1.01 is coming soon

It's been some time since Field of Glory: Kingdoms was released, and the reception has been very positive. We're pleased that many of you are enjoying the game and providing valuable feedback and suggestions. While we process this feedback and set our priorities, we're happy to announce that a new patch is coming very soon, and it includes bug fixes, rebalancing, and additional content.

It is named Royalty Patch because we are adding 45 historical rulers for various countries in the grand campaign. These rulers will no longer be randomized but will have well-defined Administration-Military-
Piety characteristics (often quite good), as well as specific skills. Besides providing better historical accuracy, this also gives you the added benefit of knowing in advance which noble will be on the throne when you choose a faction, allowing you to define a better initial strategy without relying on Lady Luck.

Among the new crowned heads, we will briefly describe four, each of whom has a new portrait by the
game's lead artist, Ivan Cáceres. These portraits can later appear on new characters in your campaign.


In 1054, Geoffroy Martel was the Count of Anjou, known for his aggressive expansion and military
prowess. He successfully extended his territories by capturing Tours, Maine, and even parts of
Normandy. Geoffroy was also notable for his conflicts with both the Church and other regional powers,
solidifying his reputation as a formidable and ambitious ruler.
He comes with the traits Expansionist and Lay.


In 1054, Ramiro I of Aragon, known as "the Steward," was the first King of Aragon. He expanded his kingdom by conquering territories from the Moors, including Sobrarbe and Ribagorza. Ramiro was
significant for consolidating his rule and laying the foundations for the future expansion and consolidation of the Aragonese kingdom.
He comes with the traits Good Military and Very Good Administration.


In 1054, Abu Marwan al-Mansur was the ruler of Valencia, having established himself as a significant local leader during the fragmented period of the Taifa kingdoms. He is notable for strengthening Valencia's independence and its economic and cultural development. His rule was marked by efforts to defend the taifa from both Christian and Muslim rivals.
He comes with the traits Guiding and Local Elite.


In 1054, Otto III, known as "the White," was the Duke of Swabia. His rule is notable for his efforts to maintain the stability and territorial integrity of Swabia within the Holy Roman Empire. Otto III was a
member of the noble Hohenstaufen family, and his tenure was marked by navigating the complex political life of the empire.
He comes with the traits Landowner and Good Military.

Most notable points of the patch:
  • Easy Mode has been overhauled with added bonuses, so you can start smoothly. You can even switch to Balanced within the same game (or return to Easy mode for some turns).
  • Forming a new nation, like Sicily, will promote a Duchy to a Kingdom.
  • Clergymen can lead armies, though with a penalty.
  • Hostile claims have been reworked and fixed.
  • You won’t lose Authority when you help an ally in war.
  • If a Christian nation is under Jihad, other Christian nations will like you more.
  • When you secure a deal in peace negotiations, retroceding unclaimed regions won’t cost you Authority.
  • And much, much more—the Royalty Patch includes over 125 entries!


Buy it now:
https://store.steampowered.com/app/1985050/Field_of_Glory_Kingdoms?snr=1_2108_9__2107