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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]
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Field of Glory: Kingdoms - Burghers and Bombards out on March 31

[p]Field of Glory: Kingdoms – Burghers and Bombards will officially release on March 31![/p][p][/p][p]It introduces two new campaigns, including a 1223–1470 late campaign focused on the Mongol expansion and a massive 1054–1492 Mega Campaign spanning over four centuries of history.[/p][p][/p][p]This DLC also debuts the Advanced Economy system, featuring inflation, building upkeep, and the rise of the Burgher class, alongside an expanded building roster, new historical systems and events, and late-game military progression with the arrival of gunpowder era forces.[/p][p][/p][p]From Mongol imperial politics to Portuguese maritime exploration, Burghers and Bombards reshapes warfare, economy, and power across medieval Eurasia.[/p][p][/p][p]Field of Glory: Kingdoms - Burghers and Bombards out on March 31:[/p][p][dynamiclink][/dynamiclink][/p]

Field of Glory: Kingdoms - Patch 1.07.7 is out now

[p]Patch 1.07.7 introduces important refinements, balance changes, and fixes across battles, warfare, diplomacy, and regional development.[/p][p][/p][p]Battles[/p]
  • [p]Deployment priorities refined for units[/p]
  • [p]Fix: Support Cav can deploy to flanks (example: Mamluk)
    [/p]
[p]Warfare & Units[/p]
  • [p]You'll gain more often a +1 Warscore bonus if you have more Authority than the opponent[/p]
  • [p]War weariness progresses faster and is now partly tied to enemy size[/p]
  • [p]Losing wars sap Authority[/p]
  • [p]Leaders can revolt more easily if you have negative Authority[/p]
  • [p]Many SAUS units have more "Money Increase"[/p]
  • [p]Fix to badly applied Supply upkeep modifier[/p]
  • [p]Fix to some wrong auto-pillaging[/p]
  • [p]New vassals automatically adopt liege wars [/p]
  • [p]Fix to an issue with provincial mercs appearing as SAU if upgraded[/p]
  • [p]Heavy cavalry has an alternate ‘extended’ Clumsy modifier, includes Rough.
    More consistent structure destruction in case of forced region change (battle, etc.)
    [/p]
[p]Diplomacy
[/p]
  • [p]Region cost in diplomacy is now between 10 and 9999 (before there was no min value). In practice 9999 means not possible[/p]
  • [p]Most nations will refuse to cede their capital or their historical progress region[/p]
  • [p]You can’t become a vassal if you have been at war (with anyone) within the last 10 turns.[/p]
  • [p]All treaty proposals suffer a less important penalty then previously, if the 2 factions are not adjacent[/p]
  • [p]Fix for some white peaces not being fully white.[/p]
  • [p]Usurpers will no longer be automatically in Feud with the legitimate faction.
    [/p]
[p]Regions & Structures[/p]
  • [p]Disassembling a structure now takes 5 turns, with only one structure progressing per turn[/p]
  • [p]Fix to Gypsy building[/p]
  • [p]Minimum delay of 6 turns before receiving extra Legacy from the King's Herald[/p]
  • [p]Temples and Large Temples now use Herbs and Drugs instead of Gold.[/p]
  • [p]Fixed a crash in the Wedding Ceremony event.[/p]
  • [p]Reworked the population growth formula: smoother overall, but with a stronger slowdown at very high population levels.[/p]
  • [p]Exotic Merchant modifier fixed[/p]
  • [p]Brass Smelter now produces 3 Brass[/p]
  • [p]Cauldronmaker made more interesting[/p]
  • [p]Trelleborg has no heavy infantry as garrison[/p]
[p]
Nations & Perks[/p]
  • [p]Less Knightly Orders units around[/p]
  • [p]Newly activated factions now receive a base Authority grant[/p]
  • [p]Abbasids can collapse entirely if defeated by the Mongols[/p]
  • [p]Jerusalem won’t receive special reinforcements if income is low.[/p]
  • [p]Jerusalem will not disappear after a Mamluk victory unless at 4 regions or fewer[/p]
  • [p]Lowered court expenses[/p]
  • [p]Independents & rebels get updated army lists[/p]
  • [p]Reworked dates for some army lists[/p]
  • [p]The Sultanate of Delhi now has Indian as its national culture.[/p]
[p][/p][p]War campaigns[/p]
  • [p]Fixed an issue where war campaigns were being stopped immediately after starting. If all your unfulfilled Wargoals belong to an allied or vassal faction, the war campaign is automatically cancelled[/p]
  • [p]You can no longer declare as a Wargoal a region belonging to an ally or vassal[/p][p][/p]
[p]Regional Decisions[/p]
  • [p]RGD Create Vassal won't work if it includes your historical progress region[/p]
  • [p]Fondachi can't be deployed adjacent to lakes[/p]
  • [p]Prospecting for resources can no longer be performed once the maximum number of discoverable resources has been reached.[/p]
  • [p]Liberate region RGD will retrocede it to legit owner if there is one.[/p]
  • [p]Only Catholics can gain Fund Holy Order[/p]
[p][/p][p]UI[/p]
  • [p]All causes explicitly mentioned when a structure is cancelled[/p]
  • [p]Erroneous Revolt percentage display in the Region Panel[/p]
[p]
[/p]

Field of Glory: Kingdoms - Burghers and Bombards | Dev Diary #5

[p]With this expansion, Kingdoms introduces the largest campaign ever available in the game: the Mega Grand Campaign.[/p][p][/p][p]It begins at the same starting point as the base game campaign but continues beyond the late campaign and concludes in 1492, a date chosen deliberately to mark the end of the medieval era and the threshold of a new age.[/p][p]This campaign makes use of the extended map introduced with DLC1, even if you do not own it! This decision guarantees the largest and most complete strategic experience possible, without compromise on geographical scope.[/p][p]
Note though that certain features such as War Campaigns, Great Trade Routes, and regional Impediments remain tied to DLC1 ownership. For the optimal and complete experience, we strongly recommend having DLC1.[/p][p]The initial setup has been fully revised, incorporating the latest historical adjustments to cultures, regional control, and political balance in order to better reflect the realities of the eleventh century. Some of the new buildings introduced in the expansion are also present from the start, further enhancing immersion.[/p][p][/p][p]New Nations: More than 15 nations have been added, including Cuman tribes that were historically far from unified. This allows for a richer early-campaign dynamic.[/p][p][/p][p]A dynamic four-century campaign[/p][p][/p][p]A campaign spanning nearly 800 turns requires specific systems to maintain historical plausibility while preserving complete player freedom.[/p][p]To achieve this, the Mega Grand Campaign includes several moderating events, primarily aimed at helping AI-controlled factions remain historically grounded when major powers collapse. For example, specific events encourage the emergence of replacement factions following the fall of large empires such as the Seljuqs or the Fatimids, preventing prolonged power vacuums.[/p][p]Similarly, several national perks evolve dynamically over time, ensuring they remain historically appropriate. Certain early institutions naturally fade away, while new structures and traditions emerge. This prevents anachronistic situations, such as England retaining early medieval political institutions centuries beyond their relevance (no Witan in 1200!).[/p][p]The campaign also includes a dynamic development adjustment system. Under certain conditions, the cost of buildings or the food required for population growth may increase if development progresses too quickly compared to historical expectations. This mechanism helps preserve a believable long-term pace across the full duration of the campaign.[/p][p]All major developments introduced in the 1223 late campaign also appear progressively and dynamically, including:[/p]
  • [p]the rise of the burghers and urban societies,[/p]
  • [p]the introduction of gunpowder weapons,[/p]
  • [p]the establishment of the great trade routes,[/p]
  • [p]and of course, the Black Death, whose consequences can be devastating.[/p]
[p]The Mega Grand Campaign offers a truly unique long-term experience, allowing players to witness the arrival of the Mongols, the rise of new kingdoms, and the collapse of ancient empires over four centuries.[/p][p][/p][p]Normans and AI Behavior: The Mega Campaign AI includes additional steering to produce more historically plausible outcomes than the base campaign. As a result, the Normans will often cross the Channel.
[/p][p]Over 70 new buildings[/p][p][/p][p]Another major addition to the expansion is the introduction of more than 70 new buildings, greatly expanding regional development options.[/p][p]We have already discussed some of them in previous diaries, including:[/p]
  • [p]Guilds, which appear alongside the burghers and unlock powerful abilities if sufficient burgher or craftsman population is present,[/p]
  • [p]and gunpowder-adapted fortifications, designed to resist bombard artillery.[/p]
[p]But these represent only part of the additions.[/p][p]55 additional buildings are introduced and can appear in all campaigns and scenarios, without specific period requirements.[/p][p][/p][p]Corpse Burners: Including late additions tied to the rise of gunpowder, 70 buildings have been added. Some will prove essential, such as corpse burners to help contain devastating epidemics.
[/p][p]The return of Tier III buildings[/p][p][/p][p]One of the most significant additions is the return of Tier III buildings, absent since Empires.[/p][p]These structures represent major investments and require at least six buildings of the same category in the region before they can be constructed, reflecting a highly developed and specialized regional economy.[/p][p]These buildings serve several purposes:[/p]
  • [p]expanding underused trade goods production,[/p]
  • [p]providing new strategic capabilities,[/p]
  • [p]or triggering regional gameplay events.[/p]
[p]
Late Units: Around 1300 - or earlier if your reforms advance quickly - new unit rosters become available, extending to the dawn of the 16th century.[/p][p][/p][p]Some building examples:[/p][p][/p]
  • [p]Saffron Fields, allowing spice production within Europe.[/p]
  • [p]Mass Graves and Corpse Burners, providing additional means to combat epidemics alongside powerful structures such as the Christian lazaretto.[/p]
  • [p]Inquisition Offices, helping contain the spread of heresies, which can otherwise destabilize entire realms.[/p]
  • [p]Royal Mints, enabling increased coin production, at the risk of higher inflation.[/p]
[p][/p][p]These examples represent only a fraction of the dozens of new buildings covering economic, religious, military, and public health functions. If many are Tier III, several are available as Tier I, from the start.[/p][p]
[/p][p]Compatibility with Field of Glory Medieval II[/p][p][/p][p]Finally, all nations have received updated army lists, including new Tier IV and Tier V units, allowing late medieval armies to be represented more accurately.[/p][p]These additions also improve compatibility with Field of Glory Medieval II, enabling players to experience better and more historically authentic tactical battles.[/p][p]As always, owning additional DLCs is not required to use these units in any exported battles.[/p][p][/p][p]Wishlist now:
[dynamiclink][/dynamiclink][/p]

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]