Field of Glory: Kingdoms - Rajas and Tribes | Dev Diary #1

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.

Moderator: FOGK Moderators

Post Reply
saraviga
Slitherine
Slitherine
Posts: 199
Joined: Fri Sep 16, 2022 3:35 pm

Field of Glory: Kingdoms - Rajas and Tribes | Dev Diary #1

Post by saraviga »

The Great Trades System

Welcome to this first dev diary about a brand-new system introduced with the first DLC of Kingdoms, Rajs & Tribes: the Great Trades system!

Complementary to the War Campaigns system, the Great Trades serve two key purposes. First, they add depth and historical authenticity to tribal, nomadic, and non-European nations. Second, they provide these nations with a unique way to remain competitive against the dominant powers of the Western and Muslim worlds, such as the Holy Roman Empire, Byzantium, or the Fatimids.

As you know, kingdoms, emirates, and caliphates were eager to acquire rare and exotic goods—silks, amber, salt, and more. These valuable resources were transported from distant lands, such as sub-Saharan Africa or India. The Great Trades system represents this reality by allowing non-European nations to establish powerful structures dedicated to the production and exploitation of these sought-after resources.

These production buildings are particularly valuable. Consider this: they do not take up a building slot, they are inexpensive to construct, and they generate two resources at once. But there is a catch; they are entirely terrain-dependent. To enrich gameplay and diversify terrain mechanics, we have reintroduced the Impediments of Empires, a popular feature from Kingdoms’ predecessor that introduced varied landscapes and additional strategic challenges. This also adds situational logic to our new resource-generating buildings. For instance, you will need an impediment like Deep Forest to find wild beasts or Barren Land to extract salt. This system also presents an interesting dilemma for resource-exploiting nations: while impediments reduce local production efficiency, they are essential for establishing profitable trade routes!

Once a trade structure is set up, you can assign a merchant to initiate a Great Trade, generating both substantial gold income and Legacy. While placing the merchant farther from the resource site is more efficient, it is not mandatory. This mechanic helps peripheral nations grow in power and stand on more equal footing with established realms.

To further encourage competition among nations engaging in Great Trade, we have introduced an additional reward for those generating the highest Legacy from these trades. The top performer—though not always the first to establish a trade—can receive an exclusive bonus that cannot be obtained otherwise. A prime example is the highly coveted "Little Eyes Everywhere", which reveals the fog of war in any region containing a trade route!

With the Great Trades system and the return of Impediments, we are introducing a deeper and more dynamic gameplay experience for Kingdoms players. But that’s not all—these new nations will also have access to War Campaigns. More on that in the next dev diary!
SuitedQueens
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 479
Joined: Fri Mar 12, 2021 3:09 pm

Re: Field of Glory: Kingdoms - Rajas and Tribes | Dev Diary #1

Post by SuitedQueens »

Impediments are really nice touch. Hope there will be ones with health penalties, heretic chance increases, revolt ones, related to thiefs and bandits, etc. To accentuate the new mechanics that often dont shine bright enough.

Since the very start I proposed multiple resources ler region to make them worth fighting for. Prospects can only get you so far. In Empires current system of resource distribution made sense cuz they were infinite. So once you control the source of supply you cover all demand hotspots in the area.
Post Reply

Return to “Field of Glory: Kingdoms”