Field of Glory: Kingdoms is the new game from award-winning studio AGEOD, makers of some of the best grand strategy games of all times. It is set in 1054, just after the Great Schism, and it encompasses more than two centuries of epic European, African, and Middle Eastern history.
Re: Field of Glory: Kingdoms
Posté : lun. mai 16, 2022 6:45 pm
par DrussDharan
Intéressant mais s'arrête à l'invasion mongole. Et la carte fait encore plus l'impasse sur l'Asie centrale/Inde, dommage. :/
Re: Field of Glory: Kingdoms
Posté : dim. mars 03, 2024 10:01 am
par Pocus
Ceux qui sont du mauvais coté de l'épée ne sont pas d'accord avec toi, quant à l'invasion mongole ...
Et pour ce qui est d'extensions temporelles et géographiques, c'est prévu, mais seulement si le jeu de base se vend et que je puisse continuer mon activité vidéo-ludico-travaillesque comme bon me semble.
Re: Field of Glory: Kingdoms
Posté : dim. mars 03, 2024 11:04 am
par Lafrite
Pocus a écrit : ↑dim. mars 03, 2024 10:01 am
Ceux qui sont du mauvais coté de l'épée ne sont pas d'accord avec toi, quant à l'invasion mongole ...
Et pour ce qui est d'extensions temporelles et géographiques, c'est prévu, mais seulement si le jeu de base se vend et que je puisse continuer mon activité vidéo-ludico-travaillesque comme bon me semble.
Bon, on va essayer des faire des AAR alors
Le manuel est déjà dispo ?
Re: Field of Glory: Kingdoms
Posté : lun. mars 04, 2024 11:08 am
par Pocus
Seulement aux testeurs, et aux personnes de confiance éventuellement!
Re: Field of Glory: Kingdoms
Posté : ven. avr. 12, 2024 11:13 am
par Lafrite
Sortie en juin 2024
Re: Field of Glory: Kingdoms
Posté : ven. avr. 12, 2024 2:43 pm
par Pocus
Et je peux vous dire que c'est carrément bientôt, quand on a la tête dans le guidon! Mais ça va le faire
Re: Field of Glory: Kingdoms
Posté : ven. avr. 12, 2024 5:15 pm
par Lafrite
Pocus a écrit : ↑ven. avr. 12, 2024 2:43 pm
Et je peux vous dire que c'est carrément bientôt, quand on a la tête dans le guidon! Mais ça va le faire
Tant que tu portes ton casques ! :securityfirst:
Re: Field of Glory: Kingdoms
Posté : ven. avr. 19, 2024 3:24 pm
par Pocus
ça fleure bon le DALL-E ou équivalent, mais c'est drole!
Bon et sinon outre le fait que c'est annoncé pour "JUIN" ... sans plus de précision, mais moi je vous donnerai le petit plus supplémentaire que c'est plutôt en début de mois ... et bien je vous invite à lire et commenter ce petit AAR de Jim Winsor, vétéran d'Ageod, sur les Abbasides.
J'avais beaucoup aimé Empire mais là c'est le moyen age, et le moyen age c'est tellement passionnant !
C'est rare que je le fasse mais ça sent l'achat "Day one" comme disent les jeunes. Enfin "Semaine One" selon si je suis dispo ou pas
Re: Field of Glory: Kingdoms
Posté : ven. avr. 26, 2024 3:10 pm
par Pocus
Alors n'hésite pas à poser des questions dans le forum Steam, qui est totalement mort. Cela permet d'initier un effet de bouche à oreille quand assez de gens sont actifs. C'est sur l'activité et l'appréciation des premiers acheteurs que bien souvent l'avenir d'un jeu se détermine.
Merci pour votre soutien. Et pour vous remercier (très modestement) de toute bonne âme qui voudra bien poster, voici 2 petites images du jeu.
Un bâtiment avec "mini-évènement", il y a 600 batiments dans le jeu et une bonne centaine génèrent un mini-evenement particulier. Point bonus à celui qui trouve quel est le groupe (célèbre) qui a chanté la chanson "Feel the beat of the tambourine"!
Illustration sur cette image qu'il y a bien plus d'aptitudes (60+) pour les chefs que sur Empires (12-15) et qu'en plus elles ne sont pas toutes liées au combat.
J'ai ajouté le support pour le daltonisme (protanopie, deuteranopie, tritanopie) mais si l'un de vous l'est et veut aider à améliorer ce mode, on peut communiquer et voir quelles couleurs ne vont pas.
Pour me joindre rapidement, pocus@ aigeeaude .co.uk
Re: Field of Glory: Kingdoms
Posté : lun. mai 27, 2024 5:24 pm
par Emp_Palpatine
Pocus a écrit : ↑ven. mai 17, 2024 3:15 pm
Sortie dans un peu moins de 3 semaines!
Re: Field of Glory: Kingdoms
Posté : mar. mai 28, 2024 9:02 am
par Pocus
En français dans le texte (même s'il me manque le support des adjectifs féminins)
Re: Field of Glory: Kingdoms
Posté : mar. mai 28, 2024 5:56 pm
par Emp_Palpatine
Je suis pas mal "hypé", ce qui a comme conséquence de me faire redécouvrir le combo FoG Empires + FoG2 et perdre donc beaucoup d'heures de ma vie.
(et je n'arrive pas à jouer aux FoG sans le lien avec le jeu de grande-stratégie. Il FAUT que mes batailles aient une histoire et des conséquences )
En tout cas, j'apprécie les choix d'interface plus colorés et lumineux.
J'ai hâte de faire joujou avec mes chevaliers
Re: Field of Glory: Kingdoms
Posté : ven. mai 31, 2024 2:35 pm
par Pocus
Ah mais je suis comme toi, déjà ado mon frère avait du mal à me convaincre de faire un wargame s'il était sur une seule bataille, moi je voulais tout un pays à diriger!
Sorti, si vous possédez FOG 2 Medieval, prenez le pack vous économisez 9,75€
Re: Field of Glory: Kingdoms
Posté : mar. juin 04, 2024 5:42 pm
par jagermeister
Sinon FOG 2 Medieval est à moins 50%.
Avec Field of Glory: Kingdoms c'est une sacré bonne affaire.
Re: Field of Glory: Kingdoms
Posté : mer. juin 05, 2024 3:56 pm
par Pocus
Bon ben ayé, j'ai fini mon boulot, ciao je pars en vacances!
Non je plaisante, c'est pareil qu'hier en fait, lecture des forums, bosser sur les bugs et améliorations.
SI vous voulez aider le jeu et que vous l'appréciez, vu que la période initiale est super critique (les joueurs de Steam étant souvent sans pitiés) un petit pouce vers le haut sur Steam (si vous aimez le jeu) sera le bienvenu.
Re: Field of Glory: Kingdoms
Posté : lun. juin 17, 2024 5:29 pm
par Emp_Palpatine
Pocus a écrit : ↑mer. juin 05, 2024 3:56 pm
SI vous voulez aider le jeu et que vous l'appréciez, vu que la période initiale est super critique (les joueurs de Steam étant souvent sans pitiés) un petit pouce vers le haut sur Steam (si vous aimez le jeu) sera le bienvenu.
C'est fait.
Re: Field of Glory: Kingdoms
Posté : mar. juin 18, 2024 9:17 pm
par Antonius
Faudrait qu'on se fasse un multi
"Une armée marche avec son ventre (pas littéralement, sauf en cas de blessure grave).
Re: Field of Glory: Kingdoms
Posté : mer. juin 19, 2024 9:08 pm
par Chataigne
Le jeu est vraiment très bon. Ça fait 15 jours que je suis dessus et je m'éclate. Démarré avec Aragon, on se partage maintenant la péninsule ibérique avec mon copain la Castille. Et depuis quelques années, je commence à me mêler du bordel qu'est le Royaume de France.
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
.
Re: Field of Glory: Kingdoms
Posté : ven. juin 21, 2024 2:53 pm
par DarthMath
Tout cela est bien beau et bon, mais ça ne vaut quand même pas AACW ... :nostalgie:
Re: Field of Glory: Kingdoms
Posté : ven. juin 21, 2024 8:12 pm
par sylvain_pva
c'est le même moteur non ?
Re: Field of Glory: Kingdoms
Posté : sam. juin 22, 2024 10:02 am
par Emp_Palpatine
A première vue.
Re: Field of Glory: Kingdoms
Posté : sam. juin 22, 2024 10:09 am
par stratcom
Difficile à dire. On n'a pas tous les éléments du dossier.
Re: Field of Glory: Kingdoms
Posté : sam. juin 22, 2024 10:29 am
par DarthMath
:good ol' times:
Re: Field of Glory: Kingdoms
Posté : sam. juin 22, 2024 2:37 pm
par Pocus
Le même moteur qu'AACW? Dites donc, chaussez vos binocles, non pas du tout. Ou avez vous vu une carte vrai 3D et des modèles 3D sur le moteur AGE d'AGEOD?
Re: Field of Glory: Kingdoms
Posté : sam. juin 22, 2024 2:52 pm
par DarthMath
Ne cherche pas une explication rationnelle, Philippe ... c'est un vieux gimmick et une vieille blague du forum ...
Re: Field of Glory: Kingdoms
Posté : dim. juin 23, 2024 11:18 pm
par Antonius
Pocus a écrit : ↑mer. juin 05, 2024 3:56 pm
Bon ben ayé, j'ai fini mon boulot, ciao je pars en vacances!
Non je plaisante, c'est pareil qu'hier en fait, lecture des forums, bosser sur les bugs et améliorations.
SI vous voulez aider le jeu et que vous l'appréciez, vu que la période initiale est super critique (les joueurs de Steam étant souvent sans pitiés) un petit pouce vers le haut sur Steam (si vous aimez le jeu) sera le bienvenu.
Ca serai super si il y avait un guide d'arborescence des bâtiments. Parce que là on doit vraiment tout faire à l'aveuglette. J'ai aucune idée des bâtiments tant qu'ils sont pas proposé à la construction, et encore moins qu'est-ce qu'ils débloquent...
Re: Field of Glory: Kingdoms
Posté : mer. juin 26, 2024 2:17 pm
par el_slapper
DarthMath a écrit : ↑sam. juin 22, 2024 2:52 pm
Ne cherche pas une explication rationnelle, Philippe ... c'est un vieux gimmick et une vieille blague du forum ...
Pour radoter, il fut un temps ou tout jeu qui sortait était réputé "basé sur le moteur de Napoleon's campaign". Puis j'ai disparu quelques années, et ça a légèrement dévié.
Re: Field of Glory: Kingdoms
Posté : ven. juin 28, 2024 2:47 pm
par Pocus
Ah oui ok, c'est un meme en fait!
Il n'y a pas d'arborescence coté développement car ce serait un module majeur à programmer et nous n'avons jamais trouvé le temps (je parle comme Alain Delon là en fait, car je suis le seul programmeur ).
Coté guide en ligne, il faudrait des volontaires, mais c'est une denrée rare et précieuse...
Re: Field of Glory: Kingdoms
Posté : mer. août 21, 2024 7:39 pm
par Mik29
salut, je lancerai une partie MP le 1er septembre.
Si des membres veulent se joindre à une taskforce du QG, ce sera le moment.
Re: Field of Glory: Kingdoms
Posté : jeu. août 22, 2024 12:55 am
par Antonius
Pourquoi pas... Après je reste sacrément noob
Re: Field of Glory: Kingdoms
Posté : jeu. août 22, 2024 6:11 am
par Mik29
nous serons deux noob
Re: Field of Glory: Kingdoms
Posté : jeu. août 22, 2024 8:18 am
par Lafrite
Tentons l'expérience, on sera au moins 3
Re: Field of Glory: Kingdoms
Posté : ven. août 23, 2024 2:07 pm
par Lilan
Lafrite a écrit : ↑jeu. août 22, 2024 8:18 am
Tentons l'expérience, on sera au moins 3
Laisse moi rendre mon mémoire et je recommence à jouer en multi à plein de trucs.
Lafrite a écrit : ↑jeu. août 22, 2024 8:18 am
Tentons l'expérience, on sera au moins 3
Laisse moi rendre mon mémoire et je recommence à jouer en multi à plein de trucs.
Des promesses, des promesses, je suis certain qu'après tu te lances dans un doctorat
Haha! J'aurais bien aimé mais ça demande de changer de métier et de manger beaucoup de pâtes .
Re: Field of Glory: Kingdoms
Posté : ven. août 30, 2024 2:32 pm
par Pocus
Le patch 1.03 ne devrait pas tarder, max mardi...
Re: Field of Glory: Kingdoms
Posté : sam. août 31, 2024 9:52 pm
par Lafrite
Reçu ce samedi
Spoiler : :
KINGDOMS 1.03.4
August 28th, 2024
Approximatively 120 entries.
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.
- Fix to Italian Maritime Republics losing the Large Merchant Fleet perk when they progress to Late Tier II (and higher) Realm.
- Fix to a rare issue preventing Apulia from declaring the Kingdom of Sicily when Sicily is under control.
- Wales starts as a Minor Kingdom, not a March (resulting in more Authority gain among other things).
- Welsh culture now provides extra Military Expertise (instead of bonus XP).
- Russian modifiers become Rus' modifiers.
- The Byzantine Empire easily agrees to a passage rights treaty with non-hostile Crusaders.
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.
- Health prediction is correctly shown for all structures.
- Selling a RGD will now be a request to sell and won't be immediate anymore, making it harder for cheaters to spoil the fun for everyone.
- Multiplayer login improved (see button tooltip on the relevant screen).
- Fixed Wales being described as part of Western England.
- Fixed Norwegian adjective (from "Norweigan").
- Leaders' lists now have an indicator for loyalty.
- The province panel shows stockpiles.
- Fixed Georgian and Byzantine portraits having a mix-up for 'Sons'.
- Fixed a possible rare crash when displaying a battle.
- Added history in the Ledger for Military Expertise, Piety Ranking, number of wars, and Net Commerce.
- The Legacy inter-turn display now shows gains in addition to totals.
WARFARE & UNITS
Mercenaries
Significant changes have been made to Mercenary distributions. The goal is to offer alternative mercenaries to the original owner of each Domain, reducing redundancy. For example, France will no longer have French mercenary knights in the Paris domain but will have Sergeants, while other nations will still have these knights. Overall, efforts have been made to propose plausible units (historical or from neighboring regions). Here are some examples:
- Champagne: Brabançon Mercenary Spearmen
- Cordoba: Christian Mercenary Knights
- Edessa: Mercenary Turcopoles
- Estonia: Western Mercenary Crossbowmen
- Belaya Rus: German Mercenary Knights
- Damascus: Frankish Mercenary Crossbowmen
Turkish nations, notably the Seljuqs, get enhanced army lists
Many nations now have better 'coverage' in unit types
The rest
- 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.
- Revised Light Cavalry and Horse Archers recruitment and upkeep costs, with Horse Archers aligning more toward the cost of Light Cavalry.
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 revised to be less punishing.
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.
- Handles DPI better and correctly when the options file is set.
- Enabled forcing the game to open on another monitor.
RELIGION
- First Muslim can also be Shia.
- Fix to some religion names sometimes not showing correctly.
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).
- More controls on invalid transactions.
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.
- When made vassal, return all regions not legitimately owned (in case of ongoing wars, for example).
- Embezzlement is now more dependent on governor loyalty.
- No money received in case of partial failure in a trial.
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).
- Fix to Mentoring and Builder Halls having the wrong modifier.
- Fix to Bulwark Tower not being buildable.
- Horses Herd has no prerequisites for tribals.
- Precious Stones Mine added.
- Plague protection bonus doubled to +50 if you had an epidemic recently.
- The blacksmith produces more equipment and does not cost any metal per turn (reminder: there is always a chance it becomes a master blacksmith over time).
- Fixes to a few typos in structure bonuses.
- Baronial vassals have an anti-raid strength of 25 (hefty).
- Astronomer workshops produce slightly more.
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.
- More explicit testing on Place Holding, relative to the gain of resources.
- Knightly Orders can now be removed with 'Remove Civilized'.
- Restore Order works in occupied regions.
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 will more often propose being absorbed or becoming a vassal if soundly defeated.
- AI is less prone to propose peace for new wars.
MAP & ART
- Cyprus harbor moved slightly.
- Fixed a region connection near Wales.
- Fix to a connection problem in Tabriz.
Re: Field of Glory: Kingdoms
Posté : lun. sept. 23, 2024 9:20 pm
par Antonius
Déçut de ne pas pouvoir former le royaume d'Irlande. Je suis resté Munster, même si j'ai unis l'île et atteint le niveau royaume
Re: Field of Glory: Kingdoms
Posté : mar. sept. 24, 2024 5:00 pm
par Emp_Palpatine
Sans doute un effet "Paradox", ils donnent le ton de la Grande Stratégie depuis 20 ans, mais je trouve que le jeu manque de "formables".
Mon autre grosse critique est la manière dont son gérées les croisades pour le moment...
Re: Field of Glory: Kingdoms
Posté : mer. févr. 19, 2025 7:53 pm
par Chataigne
Je me suis relancé le jeu et c'est toujours aussi bien. La gestion des bâtiment est vraiment sympa : ya plein de truc à faire.
Et la bagarre marche bien, toutes les unités sont utiles. Même une masse de paysans peut être redoutable : tu l'accompagne de quelques archers, un bon général et tu les mets en défense derrière un fleuve ou une rivière, tu peux faire de gros dégats voir même repousser une armée d'invasion.
La je joue un Duché de Bretagne qui a avalé l'Anjou, la Normandie et soumis l'Aquitaine, je me prépare a entrer en guerre contre le Comté de Wessex qui a bouffé la moitié de la France (mais qui est en train de s'ecrouler et galère face à un petit Comté de Flandre).
AGEOD, en avant les histoires !
Re: Field of Glory: Kingdoms
Posté : jeu. févr. 20, 2025 9:35 am
par Emp_Palpatine
A noter que Slitherine mentionne un DLC à venir.
Très certainement période tardive (faut bien vendre), mais j'espère également un peu de polish sur les Croisades et l'Outre-mer. Un jeu médiéval où tu ne peux pas rigoler là bas, c'est bizarre.
Re: Field of Glory: Kingdoms
Posté : jeu. févr. 20, 2025 12:41 pm
par Lafrite
Ah oui, bien pour,la carte, on verra pour le reste.
Rajas and Tribes DLC Coming Soon
This expansion broadens the frontiers of your conquest, introducing new playable nations, an expanded map, and innovative mechanics that bring nomadic and tribal civilizations to life.
Les indiens ou le soudan, c'est pas ma tasse de thé... Donc l'extension de carte...
Idem pour les mangeurs de Yak.
Bref, c'est pas trop pour moi. J'achèterai sûrement pour encourager l'équipe * pigeon*, mais bon.
Re: Field of Glory: Kingdoms
Posté : jeu. févr. 20, 2025 3:05 pm
par Lafrite
Je joue un multi avec les Séleucides, mon flanc Est est inexistant vu que c'est le bord de la carte, ça règlera un peu le problème.
Re: Field of Glory: Kingdoms
Posté : jeu. févr. 20, 2025 3:15 pm
par Emp_Palpatine
Les Séleucides dans Kingdoms?
Re: Field of Glory: Kingdoms
Posté : jeu. févr. 20, 2025 3:44 pm
par Lafrite
Effectivement je confond avec Empire, dans Kingdoms ce sont les Seldjoukides
Re: Field of Glory: Kingdoms
Posté : sam. févr. 22, 2025 11:05 am
par Chataigne
Ce qui me fait un peu peur avec l'extension de la carte, c'est la durée des tours sur la Grande Campagne... Mais sinon les 2 scénarios me tentent bien du coup j’achèterai aussi
Re: Field of Glory: Kingdoms
Posté : jeu. mai 15, 2025 6:46 pm
par Lafrite
Sortie de l'extension et patch
Spoiler : :
KINGDOMS 1.06.0
May 5th, 2025
Companion patch to DLC1 Rajas and Tribes
UI/UX, Map
Building Browser (MAJOR): Check all possible game buildings through this powerful new interface, accessible from any already built structure in the region panel.
Search functionality now supports partial match and switch to extended (full map) search if no result is found within your nation.
Changed draggable thickness to 50 px in several UIs.
Edict panel supports cultural variations for buildings.
Fix to a labeling issue with provincial mercenaries in the recruitment interface.
Fix to some missing links between eastern regions.
Extra column in the ledger for legacy.
A few unit scale fixes.
Clicking on a leader in the ledger, leader tab, will systematically move the camera to him/her.
Icons showing bonus XP levels and flat XP in the region panel.
In Region/Military (ledger), the tooltip indicates XP and XP level bonuses for produced units.
Added options to disable rumored sites.
50+ new sounds for buildings and impediments.
Fixed a few non-working achievements.
Improved trade filter.
Help panel can be closed with ESC.
Warfare
You can now recruit siege units with the "Recruit Non-standard Unit" RGD.
Complete overhaul of mercenary recruitments; actual units from neighboring nations are now used.
If you lose a sortie but still have units inside, the city is not lost.
Cultural militias.
Battle: Unit positioning refined further and more contextual.
Fix to newly split army within a city being considered outside.
Archers and crossbowmen levies don't require a bowyer.
Removed some discount bonuses on transport ships, not relevant (usually replaced by galleys).
Fix to some armies being repulsed wrongly when two opposing armies march against each other.
Units you have lent (e.g., to Crusaders) can provide vision one-third of the time.
No militia should be allowed to fly anymore (broom broom…).
Siege values in nation shield tooltip on unit panel.
Authority loss from lost SAUs did not work properly (beware!).
Fleets crossing each other's path (in opposite directions) can sometimes halt and engage in battle, with the rest of their movement being cancelled. This is subject to a dice roll, with a higher chance earlier in the turn.
High combat power garrisons (300+ CP) will never surrender at once, but first suffer attrition (until they fall under the threshold).
Buildings, Regions, Trade
Some buildings are dynamically replaced in setup if using a missing resource.
Master Herbalist and Master Ratcatcher had a bug preventing them from being built.
Flax Fields and Legume Fields can now be built in arid lands.
Made tribal/nomad ritual descriptions clearer.
Some structures changed their goods; notably, Prestige Clothier uses Dyes and a new building, Illuminator Atelier, uses Indigo.
New building: Underground Fortress, which is an extension to existing castles.
AI improves Tier I to Tier II much better and more frequently.
In some cases, populations were created without a culture.
Army Camp now adds +1 Effectiveness recovery at a cost of 5 XP.
Village Green is not removed at 20 population.
Chief's House provides a decent chance to trigger the Bonus Authority Event (overall limit of +3 Authority).
Fix to negative-production buildings being affected by productivity-reducing modifiers.
Fix to Master Herbalist and a few other buildings missing modifiers.
Secret Cult added as an “improved” Cult Site-you’ll like it.
Fix to buggy rituals.
Gypsy event building.
The first two fortifications for many tribals and nomads appear spontaneously only.
Fix to Dungeon Prison not working.
Fix to some units with malformed modifiers.
Religion
Fix to First Muslim not properly removed from previous bearer.
Improved religious distribution in the DLC campaign and Manzikert scenario.
Only ROTB religions get a penalty from other religion piety-producing buildings.
Dynasty, Nation-Level Features, Diplomacy
More mercenary impacts on coups for Byzance.
Spy networks can lift FOW in the nation they are deployed in (you get a message about this).
Parties don't deploy as leaders.
Max demesne size for progress increased from 2 to 3 for mini nations.
You can always DOW a vassal, even if already at war with their liege.
HRE: New members can join and existing ones can be expelled.
Newly formed vassals will always start at war with their liege opponent, as diplomacy is not an option.
Scandinavian people (except SWE) get the "To the Green Lands" perk; see the nation panel and new RGD (MAJOR).
--
Byzantine Civil Wars change:
The delay is longer the more civil wars have already occurred.
Intensity increases with the number of previous civil wars.
Each rebel comes from a disloyal character, if possible.
The AI will totally crumble if three or more civil wars have taken place, subject to an increased dice roll chance.
If the Seljuqs are at war and adjacent to the rebel, the rebel will become their vassal (automatically if the Byzantines are AI-controlled, 1/3 chance if human-controlled).
--
Don't cancel systematically both proposals when two “collide”; the human player has priority over the AI here.
You can now DOW anyone except allies. Sneak attack works the same.
Setup
Scotland has a more credible initial army in the main campaign.
Scottish burghs are rarer.
Extra traits given to some leaders for some nations (e.g., Seljuqs) could be duplicated-fixed.
Manifest Destiny rebalanced; Seljuqs have a bonus against Byzantines.
Nations starting as Khanates now start as Grand Hordes.
Seljuqs are not restricted anymore to some provinces.
Hungary can still recruit Hungarian Noble Lancers in the late-tier army list.
Alans are Orthodox.
Smaller scenarios always feature a boost for AI at higher difficulty levels.
Decisions
Some regional decisions can't have their odds tweaked: Sneak Attack, Mercenary Company, and [Reacted].
Develop Region RGD always provides bonus food and infrastructure.
Various
New seasonal turns possibility (modding, extra scenarios).
Re: Field of Glory: Kingdoms
Posté : jeu. mai 15, 2025 9:40 pm
par Emp_Palpatine
Je l'ai acheté alors que je n'ai pas le temps de jouer et que je n'ai pas changé d'avis sur les mangeurs de curry, de yak de chèvres.