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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]

Field of Glory: Kingdoms - Patch notes 1.06.7 is out now

[p]Hello everyone,[/p][p][/p][p]A new patch has just been released! In this update we’ve improved balance, fixed a number of important bugs, and added some quality of life changes to make your experience smoother.[/p][p][/p][p]Please see below the full changelog:[/p][p][/p][p]Decisions [/p]
  • [p]Reduced randomness of assassinate ruler RGD[/p]
  • [p]More chance to have Absorb Vassal decision the more vassals you have Absorb Minor decision can't be used if the region is under siege (anti-steal exploit) [/p]
  • [p]New event 'Royal Purse' [/p]
[p][/p][p]Warfare[/p]
  • [p]Fix to retinue not costing any upkeep, as soon as they qualified for being a retinue  [/p][p][/p]
[p]Regions and Buildings [/p]
  • [p]Slaves Workforce have a 2% chance per turn to be gone. Harder to gain. [/p]
  • [p]Haga Sophia can be reconstructed [/p]
  • [p]Muslim Tribals and Nomads can build Sufi Brotherhood [/p]
  • [p]Shaman can remove sick animals : strange sickness [/p]
  • [p]Some confusion between the usage of naphtha (mainly for incendiary weapons) and tar (used for waterproofing and medicine) has been corrected. The Bulwark tower (high end T2 tower) uses Naphtha. Tar is used as a bonus in 14 buildings. [/p]
  • [p]Solved the issue where conquering a region with a fortified structure (not allowed for your nation) blocked upgrades to better defensive structures.
    [/p]
[p]Politics [/p]
  • [p]Liege abandon claims on vassals land when forming one [/p]
[p][/p][p]Religion [/p]
  • [p]Crusades and Jihad won't continue indefinitely. [/p]
  • [p]Knightly orders are limited in troop numbers, based on several historical dates specific to each order. [/p]
[p]AI[/p]
  • [p]Exponential increase in interest for agricultural buildings as the population grows. [/p]
[p][/p][p]System [/p]
  • [p]RNG improvement so that it becomes completely unpredictable. [/p]
  • [p]Fix to national modifiers reset to their original duration upon reloading saved game
    [/p]
[p]Localisation [/p]
  • [p]Fix to some missing Spanish localisation [/p]
  • [p]Fix to missing non-English texts [/p]
[p][/p][p]UI & QOL[/p]
  • [p]Tooltip mentioning the building browser in the 'Pick your building panel' will not appear past turn 10 (remove clutter) [/p]
  • [p]Trade Goods tab in the ledger improved: no redundant goods listed, more compact format, display of the number of goods, and sorting by descending trade income per line.   [/p][p]
    [/p]
[p]Thank you for your support![/p][p]
[/p]

Field of Glory: Kingdoms | Tutorial Video with Sampstra Games #4

[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 Africa nation works:[/p][previewyoutube][/previewyoutube][p][/p]