Field of Glory: Kingdoms – Guide to Basics


Field of Glory: Kingdoms is a grand strategy game based in the early Middle Ages. The fundamental goal is to build your legacy so you are later seen to have dominated the era (even if your state has actually collapsed or been badly weakened in the end).

This guide provides a brief overview of the main game mechanics to help orientate new players. Further detail is then provided later in the manual.


Kingdoms has a Grand Campaign that starts in 1054CE and lasts to 1274CE. It can be played by 1-16 players.

In addition the game includes three shorter scenarios that also only use a portion of the map:


  • Road to Manzikert – 1059-1079, designed for 2-3 players focussed on the Byzantines, Seljuqs and the Fatimids.
  • El Cid – 1087, designed for 1-4 players, can play as Christian, Spanish Muslim or Almoravid factions. There is also the possibility to play as El Cid.
  • The Fall of the Angevins – 1194-1224, focusses on the French victories over the Angevin Empire in Western France, suitable for 1-4 players.

In addition the introductory tutorial uses a subset of the El Cid scenario.

Turn Length

Each turn can be set to reflect a variable period of time up to 2 years. This value is set by the scenario designer and the main grand campaign uses 6 month periods.

In-Game Terms

Common Abbreviations

  • AMP – These are the three statistics that define each character: A(dmin); M(ilitary) and P(iety).
  • PotR – Peer of the Realm, also sometimes called Governors.
  • RotB – Religions of the Book.

Common Terms

  • Authority – Within your realm this is critical for stability and the effectiveness of your rule. In comparison to other factions your relative authority determines whether or not you gain tokens that allow to shift to a new government (either by progression or collapse).
  • Demesne – The number of regions you directly own rather than your vassals. The number is limited before it starts to mean you are losing authority.
  • Domain / Province – Can be formed when you control half or more the regions in a given area. Can then appoint a Peer of the Realm to govern it and it gives access to regional combat units and a degree of resource sharing.
  • Levies – Probably the bulk of your army, relatively cheap to raise, often poorly trained and gain experience very slowly. Best to disband once you are no longer at war.
  • Major Nations -11 factions are designated this way, in effect they have richer game play options. This also covers groups of similar culture such as the various Taifas.
  • Mercenaries – Raised via regional decisions or as specialist units, allow you to quickly raise a relatively effective army but there is a risk they will revolt and that they may turn to banditry when disbanded.
  • National Perk or Trait – A rule or modifier providing specific gameplay.
  • Other Factions – These start mostly as single province factions ruled by another state.
  • Religions of the Book – Applied to monotheistic religions of Christianity, Islam and Judaism – of particular importance these can spawn heresies.
  • Remarkable Factions – These start as relatively minor powers but are potentially regional powers and can become significant states. Some of these have important specific traits and perks.
  • Peers of the Realm – Named (male) characters at your court, can be appointed to lead armies and govern domains/provinces.
  • Power Group – This includes the Papacy, the various Military Orders and the Assassins. These remain active even if they lack either land or military units and can interact with other powers as a result.
  • Religious Superiority – A faction gains this benefit if they are one of the top 10 (Christian or Muslim) in terms of piety per turn. Gives extra Authority and, for Christians, improves relationship with the Papacy.
  • Standing Army Units – More costly than levies to raise, often need special buildings but represent the core of your army

Turn Resolution

Each turn represents usually represents six months. The turn resolution sees the computer resolve all orders, conduct trade and carry out checks for rebellions. When moving units all units will move in the following order.

Every unit expends 1 of its potential movement (in many cases this will mean it does not actually leave its current province) points. Faction move order is randomised so it is possible for an army to leave a region before an enemy arrives even if they have the same movement costs.

This is repeated until every unit has expended all its potential movement. As the turn progresses, less and less units will remain eligible to move.

If the movement results in a battle this can be resolved in one of two ways. In a multiplayer game, the in-game combat system is used and the battle can be resolved by watching the detailed combat, checking the outcome or just skipping and allowing the turn resolution to continue. In a single player game, this approach can be used or the battle can be exported to Field of Glory: Medieval (assuming the player owns this) and resolved using that game.

Naval battles and sieges are resolved using the in-game combat system.

Volodymyr Azimoff
About Volodymyr Azimoff 519 Articles
Being a big gaming fan, I believe that I have a lot to share with other gamers. I got my first official job in the game industry in 2005 and continue to develop there. It's a true blessing when your passion, hobby, and job combine into something one. My favorite console is the Nintendo Switch. I think you can all guess why. Because I just bought a Steam Deck. I love playing on PC, but my main love for me will always be Xbox. Anyway, it's complicated and simple at the same time. After all, I'm back in the days of the ZX Spectrum (1994)…

Be the first to comment

Leave a Reply

Your email address will not be published.