About the Game
The game in numbers
- 450 factions
- 400 units
- 600 Buildings
- 14 Religions/heresies
- 90 Cultural traits (all new)
Authority and Disorder
Administer your royal domain with the new Authority concept. Keep your population and vassals under control, promulgate edicts to construct buildings, and declare wars on your enemies.Dynasties and characters
As a ruler, prepare your succession by siring an heir with your spouse or with any other person of your choice. Having an heir is by no means a guarantee of a peaceful transition.Religion
Having a neighbor of a different religion will create tensions and sometimes wars, even for tolerant rulers. When the imbalance is too strong, diplomacy will take a backseat, and war will be declared. Lose too many holy cities and watch a Crusade or Jihad form up.Regions and population
Administer your population from the lowest peasants to the prestigious, powerful, and troublesome nobles. The social ladder is difficult to climb and your ability in keeping social classes under control is paramount to success.Warfare
Keep your borders protected and build an army of expert combatants. Knights, sergeants, spearmen, crossbowmen, and many more types of units can be used to fulfill your objectives.Field of Glory II Integration
If you want even more direct control, Field of Glory: Kingdoms lets you export and load your battles into Field of Glory II: Medieval and then load the results back into the game.
Multiplayer
And once you think you are ready to be challenged, play against real opponents in one of the largest asynchronous multiplayer systems ever created.Screenshots
11 imagesVersion Information
Steam Patch Notes
Official update history
Changes in 1.08.3
September 30th, 2026
Fix to loyalty issue during one turn when resuming an old game.
When a region gets a new pop, make sure privilege classes don't outgrow base ones.
Improved sortie logic (again!) Some changes in independent regions along the Baltic coasts.
Fix to inflation message.
Added some missing strings.
[dynamiclink href="https://store.steampowered.com/app/1985050/Field_of_Glory_Kingdoms/"]
Hello everyone,
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.
Please see below the full changelog:
Decisions
Reduced randomness of assassinate ruler RGD
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)
New event 'Royal Purse'
Warfare
Fix to retinue not costing any upkeep, as soon as they qualified for being a retinue
Regions and Buildings
Slaves Workforce have a 2% chance per turn to be gone. Harder to gain.
Haga Sophia can be reconstructed
Muslim Tribals and Nomads can build Sufi Brotherhood
Shaman can remove sick animals : strange sickness
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.
Solved the issue where conquering a region with a fortified structure (not allowed for your nation) blocked upgrades to better defensive structures.
Politics
Liege abandon claims on vassals land when forming one
Religion
Crusades and Jihad won't continue indefinitely.
Knightly orders are limited in troop numbers, based on several historical dates specific to each order.
AI
Exponential increase in interest for agricultural buildings as the population grows.
System
RNG improvement so that it becomes completely unpredictable.
Fix to national modifiers reset to their original duration upon reloading saved game
Localisation
Fix to some missing Spanish localisation
Fix to missing non-English texts
UI & QOL
Tooltip mentioning the building browser in the 'Pick your building panel' will not appear past turn 10 (remove clutter)
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.
Thank you for your support!
July 3rd, 2025
Hello everyone,
we have released a quick fix:
Fix to Authority gain when above Demesne being extreme.
Fix to Diocleia banner.
Fix to missing names and descriptions for 2 Indians nations, in German language.
Thank you for your support!
Here is a new 'quick' patch to address some issues reported by players. We've also added the ability to remap more keys, included additional portraits for Nordic nations, and there's an important note for those wishing to adjust the tooltip delay.
Have fun playing,
The AGEOD Team.
KINGDOMS 1.06.2
May 28th, 2025
UI and UX
Added missing custom ruler names in the German language.
Fix to legacy tally on the inter-turn screen being incorrect.
Restored "R" as the RGD shortcut.
Added new custom remappable keys in the Options window, including regional decisions.
Tooltip delay can be changed in Documents\My Games\EmpiresKingdoms\OPTIONS.txt (in ms), pending a dedicated option in the Options window.
Minor fix to a hanging alert display issue.
Custom unit names for provincial units restored.
Reduced the interval between two sounds in the Building Browser by 20%.
Removed special accented characters from Text0 for better Windows compatibility.
"Kitbashed" Nordic character images with others from different cultures., for more choices.
NATION-SPECIFIC CHANGES
Fix for the Indians’ and Scandinavians’ progress that could lead to too high a population count in the capital region.
Another fix for Indian Expedition not working with certain armies.
Normans won’t declare war on owners of their claims if they are allies or have good relations.
HRE exclusion now takes into account the specifics of Bohemia and Carinthia.
WARFARE
Fix to vassals of the same liege being able to raid each other.
Auto-Garrison SAUs, when lost, no longer cost Authority.
REGIONAL DECISIONS
Recruit Non-Standard Enemy won’t work in besieged regions. It can be used in any non-enemy region you can enter, making it useful for exotic unit recruitment.
STRUCTURES
Rebalanced Rudimentary Fort, Ringwork Castle, and Hill Fort.
we've implemented a range of new features and fixes across the game, with significant improvements to the User Interface, Regions and Buildings, Nations and Characters, Warfare, and AI. We've also made several adjustments to the Setup.
See here the full change log:
User-Interface
- Added an option to change overlay saturation (5 choices).
- Changed the red tone used in many texts to a lighter one.
- Fix to relationships values in the political overlay being missing.
- Specific message added when a bandit lair appears because of mercenary being disbanded.
- Added temporary status message (top of the screen) when you order a sortie. Minor improvements to keywords in the Building Browser, § changed to @ for them. Shortcut for Regional Decisions Button is now shift-R, prevent an issue with the Building Browser.
- Fix to structure upkeep not shown in the structure detail panel when coming from the Edict screen.
- Bigger trade goods icons in the trade overlay. Do not color foreign regions regarding their missing goods.
- Improved a few texts for clarity.
Regions, Buildings
- Summer and Winter Palace provides one extra capital allowance each (and they are capital).
- All rituals (which are temporary but can last a few turns) are now 0-slot structures.
- Garrisoned village (Tribal/Nomad building) will allow more structures, Bowyer and such.
- Iqta Land grant bug fixed.
- Fixed a mix-up in the religious building upgrade chains for TN nations.
Nations and Characters
- Fix to some characters living for too long.
- Fixed HRE integration being too lax (patching the game will eject some nations like France and England from the HRE).
- Fixed a bug in the Indian decision to send troops eastward.
Warfare
- Fixed an issue where besieged armies performing a sortie were incorrectly treated as defenders due to combat checks occurring before exit orders were applied.
AI
- AI will sortie more often and more logically.
- AI will value more Wargoals region.
- Fixed an unintended AI aggressivity increase caused by the November 2024 AI aggressivity option.
Setup
- Added more nations with possible War Campaigns and Great Trades (these are no longer fully exclusive to Nomads and Tribals). Check them out!
- Khazars have now Hebrew as state religion (as Simien, the ultimate challenge).
- Fix to several religions issues for some nations in the DLC campaign.
- Fixed settlers (Teutonic Order) in the Nevsky scenario not being German.
Enjoy!
Current Release
Build 22925374
Uploaded Jul 10, 2026
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System Requirements
How to Install
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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