Field of Glory: Kingdoms - Burghers and Bombards | Wrapping up
[p]It is now time to wrap up our Dev Diaries, as the release of the second DLC is getting very close. Let us take a short tour of the main features presented in the previous diaries, for those who might have missed them, or simply to provide a useful summary.[/p][p][/p][h3]New campaigns[/h3][p][/p][p]First, the expansion introduces two new campaigns that significantly extend the chronological scope of Kingdoms. The Late Campaign begins in 1223 and presents a world already deeply transformed by the decline of several earlier powers. The Byzantine Empire, for example, no longer exists, and at least three states now compete to restore it. Some nations are more structured and politically mature, regions are more developed, and the economy generally allows for larger and more professional armies.[/p][p]The Mongol expansion forms the central strategic shock of this period. Their armies sweep across the eastern steppes and threaten large parts of Eurasia. You will have to prepare for this brutal impact, or take advantage of it. Several existing nations have revised starting situations to better reflect this new balance of power. England, France, Hungary, Poland and the Holy Roman Empire all face new strategic pressures, and many factions receive adjusted or new national perks.[/p][p]New playable factions also appear, most notably Portugal and the Kayi beylik, the precursor of the Ottoman state. The Mongols themselves receive the most distinctive mechanics, combining extremely mobile armies, low-cost forces and an economy strongly oriented toward raiding. Their dominance, however, is not permanent. After the death of Genghis Khan the empire fragments into several khanates. If you play the Mongols, managing this short window of expansion while preparing for the post-imperial phase becomes a central challenge.[/p][p][/p][p]
Reshape History: Take advantage of the length of the Mega Campaign to develop over the long term and perhaps unify Europe under a single banner![/p][p][/p][h3]Advanced Economy[/h3][p][/p][p]The expansion also introduces the Advanced Economy system, designed to place more structural limits on monetary growth in the late game. From the mid-twelfth century onward, many buildings begin to generate gold maintenance costs. This encourages more selective development instead of unlimited expansion.[/p][p]Inflation also appears as a gradual pressure affecting the upkeep of both units and buildings. Rulers must balance prosperity with long-term financial stability. At the same time, a new social class emerges: the Burghers. They represent the rise of urban merchants, craftsmen and organized economic interests.[/p][p]Their presence generates wealth, something you will definitely need as inflation pushes costs upward, but it also influences regional development and the construction of certain buildings. Their rise creates new political tensions between urban elites and the traditional nobility through a series of multi-choice decisions. Most of the time, satisfying one side will upset the other.[/p][p]The building system expands accordingly, notably with the return of Tier III structures. These represent highly developed regional specializations and require significant prior investment. Among them, Guilds play a central role. When supported by a sufficient Burgher population, they unlock powerful economic abilities and reflect the growing influence of organized professions in the late medieval urban economy.[/p][p][/p][p]
Apothecary: Tier III buildings, such as this Apothecaries’ Guild, have a second effect that is particularly powerful when a certain amount of population is present.[/p][p][/p][h3]Let the powder speak[/h3][p][/p][p]The arrival of gunpowder introduces a gradual but profound transformation of warfare. New units such as handgunners, culverins and bombards appear in late army lists, along with naval vessels equipped with artillery. These weapons greatly increase siege effectiveness, especially against fortifications not adapted to artillery, and they also change naval combat thanks to their long-range firepower.[/p][p]Traditional vertical castles gradually become vulnerable to bombardment, forcing rulers to rethink their defensive strategies. Several new permanent fortifications therefore become available, including artillery-adapted castles and bastioned defenses designed to resist gunpowder weapons.[/p][p]Reaching these advanced fortifications requires progressing through several temporary defensive structures, representing the gradual transformation of medieval castles.[/p][p]Gunpowder warfare also requires specialized infrastructure. Saltpeter works, gunpowder workshops and artillery foundries must be developed to ensure reliable production and training. Nations that neglect this infrastructure will field artillery units suffering significant penalties.[/p][p]At the same time, army lists expand with new Tier IV and Tier V units, reflecting the broader military evolution of the late medieval period toward more professional armies and combined arms warfare.[/p][p][/p][p]
New MCEs: The DLC introduces 30 new multi-choice decisions, some of which for the Portuguese tell a true chained story[/p][p][/p][h3]Conclusion[/h3][p][/p][p]Several major historical developments have also been introduced through dedicated systems. The Great Plague, the emergence of major trade routes and other large-scale events can now significantly influence the course of a campaign.[/p][p]Particular effort has also been devoted to multi-choice decisions, with around thirty new events allowing players to shape political, economic and strategic outcomes.[/p][p]The two new campaigns offer very distinct experiences. The Late Campaign places players in a radically different geopolitical context where many medieval powers have already evolved and where the Mongols are already present as a major force on the map. The Mega Grand Campaign, on the other hand, offers an exceptionally long strategic experience, spanning more than four centuries and supported by several dynamic mechanisms designed to maintain historical plausibility over such a long period.[/p][p][/p][p]
DLC in four languages: The DLC is available in four languages: English, German, Spanish, and French[/p][p][/p][p]In the end, this expansion brings a very substantial amount of new content: new systems such as the Advanced Economy, two additional campaigns with very different challenges, and dozens of late-era units and buildings that extend the medieval experience offered by Kingdoms.[/p][p][/p][p]We hope this new DLC, Burghers & Bombards, packed with new features, will bring you many hours of enjoyment.[/p][p][/p][p]As always, all units included in the DLC can be exported to Field of Glory II: Medieval by Byzantine Games without requiring any DLC ownership beyond the base game (FOGM). The expansion will also be available in four languages, just like the base game.[/p][p][/p][p]May you enjoy the game!
AGEOD.[/p][p][/p][p]Field of Glory: Kingdoms - Burghers and Bombards out on March 31st![/p][p][dynamiclink][/dynamiclink]
[/p]
AGEOD.[/p][p][/p][p]Field of Glory: Kingdoms - Burghers and Bombards out on March 31st![/p][p][dynamiclink][/dynamiclink]
[/p]