Politics, religion, war. They are nothing without a legacy that can stand the test of time. Lead any nation, and turn it into a mighty kingdom in one of the most compelling grand strategy games ever created.
We are happy to announce that [b]Royalty Patch 1.01 is now available[/b].
You can now opt-in to the Public Beta on Steam.
KINGDOMS 1.01 BETA
[b]SYSTEM[/b]
- 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.
[b]UI & QOL[/b]
- 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.
[b]EASY MODE[/b]
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).
[b]DYNASTY, CHARACTERS, AUTHORITY[/b]
- 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.
[b]CLAIMS[/b]
- 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.
[b]VASSALS[/b]
- 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).
[b]LEGACY & WINNING[/b]
- The sudden win condition will activate after 150 turns, not 100, in the grand campaign.
[b]GRAPHICS & ARTS[/b]
- New harbor smuggling image.
- Major & important: chicken leg is now roasted.
[b]RELIGION[/b]
- 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.
[b]STRUCTURES & REGIONS/DOMAINS[/b]
- 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.
[b]WARFARE & BATTLES[/b]
- 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.
[b]DIPLOMACY & PEACE[/b]
- 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.
[b]REGIONAL DECISIONS[/b]
- 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.
[b]EVENTS, SETUP, FACTIONS[/b]
- 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.
[b]ACHIEVEMENTS[/b]
- Fixed achievement "A Chip Off the Old Block" where a daughter would work too.
- Life of Bryansk achievement fixed.
[b]AI[/b]
- 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.
[b]We are eager to know your feedback[/b].
[b]Buy Field of Glory: Kingdoms now[/b]
https://store.steampowered.com/app/1985050/Field_of_Glory_Kingdoms/