By Robert Houghton (University of Winchester), AGEod, and Slitherine

Field of Glory: Kingdoms is a marvelously deep and complex Grand Strategy Game set in the central Middle Ages and developed by AGEod and published by Slitherine (sponsors of this conference). There’s a lot of scope for reimagining the course of history in the Grand Campaign or any of the various smaller scenarios and the in-built connectivity with the battle simulator Field of Glory II: Medieval provides the opportunity to lead armies on the tactical scale. It’s not just about warfare though: the game provides a detailed and varied model of politics, society, and economics across its world. As a result, there’s significant scholarly potential to the game.

At release, Field of Glory: Kingdoms encompassed a large part Europe, North Africa and the Middle East, but the game’s first DLC – Raja’s of India – substantially expands this world, incorporating the steppes of Asia, India and large parts of Africa, providing detailed representations of these regions and their kingdoms, empires and other polities. It introduces new mechanics for nomads and the Silk Road, and provides new smaller but more focused campaigns around Alexander Nevsky in the Baltic and the Guelphs and Ghibellines in Italy. I spoke to the developers about the expansion and their design choices.

Can you tell us a bit about the motivation for this expansion? Why were you so keen to include India and East and West Africa in this DLC?

The expansion aims to do justice to many nations who were not playable in the base game. The nomads of the steppes, tribal peoples such as the Prussians and Samogitians of the Baltic, as well as numerous African and Indian kingdoms with diverse profiles (Ghana, Solomon, Chola, etc.). However, properly representing them required a significant amount of work due to their diversity, which couldn’t be fully achieved in the base game.

Figure 1. The new map greatly changes the dynamics and opens up possibilities. A unique challenge with this Jewish kingdom in Africa!

How will the new factions be different from those in the base game? Can we expect new art or audio for these regions? What sort of new units and buildings will be available? Are there any new mechanics unique to any of these cultures?

First, we sought to identify what would allow these factions to remain formidable competitors in the race for victory, even against powerful and sophisticated nations such as the Holy Roman Empire or the Byzantines. By combining historical facts with appropriate gameplay, we concluded that they could differentiate themselves by the presence of highly lucrative trade routes and the ability to launch significant conquest or raiding campaigns (particularly the Mongols).

Figure 2. Requested for a long time, the building browser is a major new feature of the patch and will help you find your way

There are indeed new audio elements, as we are introducing new terrain types and natural obstacles called Impediments, each with their own sounds. These function as roadblocks that slow regional development, including salt flats, sand dune deserts, animal migrations, etc. These nations also have numerous unique buildings, some enriching their trade mechanics, while others appropriately illustrate their tribal or nomadic nature—such as rituals marking the transition to adulthood or scarification practices. Additional distinctive features include idol circles, warrior festivals, the intriguing secret societies of certain African tribes where participants wore masks, and more. However, we had to subdivide further to properly reflect the diversity of these nations…you won’t find, for example, the famous rock-hewn churches in Ethiopian kingdoms outside their historical context.

Can you tell us some more about the Silk Road in the game? Does it play a part in any of the new mechanics?

It is indirectly integrated in several ways through Trade Road Sites, which are buildings that appear spontaneously under certain commercial conditions and form a chain via the Great Trades feature. Most of the new nations introduced in the expansion can earn Legacy points through powerful buildings that exploit and sell resources such as salt, spices, indigo, amber, etc.

Figure 3. With some effort, great trades provide a significant legacy boost

I’m really interested in how you’ve modeled nomadic nations. Normally, strategy games are very focused on settled societies, so what drew you to include nomads? How are the nomads different from settled kingdoms? Can you give us any details about their mechanics?

Nomads represent only a fraction of the newly added nations, but they do have some unique mechanics and several regional sites (classified as buildings in the game, though they are not truly static!). These sites ignore land ownership rules and literally migrate from one region to another. In most cases, movement is restricted to the player’s own nation to prevent excessive frustration, but occasionally, nomads may cross into neighboring territories—much to their neighbors’ dismay! After all, the steppe belongs to no one! But don’t worry—your neighbors can also cause trouble for you in the same way…

Figure 4. Fight your way through Kashmir, but be wary of the Mongols — they will arrive sooner than you think

The new scenarios sound incredible and introduce characters and factions we don’t often see in games (at least in Anglophone games). Can you tell us a bit about why you chose to focus on Alexander Nevsky? How will you represent the Teutonic Knights, the Rus, and other factions? Can we expect any additional mechanics around winter warfare in the frozen Baltic regions?

The scenario, as we designed it, is an interesting three-way struggle where no one is truly allied with another. The Teutonic Knights tolerate the Danes but do not cooperate with them; the Danes and Swedes dislike each other but still seek to expand at the expense of the Rus’ principalities; meanwhile, Novgorod and Polotsk resist all invaders as best they can—while the Mongols loom not far to the east.

Figure 5. Scandinavians can attempt to settle new lands and gain rewards from it, albeit at a cost

Several Baltic tribes also mount fierce resistance from within their deep forests, keeping the game highly dynamic. The harsh weather conditions are indeed a challenge, and players will frequently encounter bad weather, even in autumn (we have introduced four turns per year). Additionally, there are over a dozen custom rules that ensure each nation remains distinct.

I’m particularly interested in the Guelphs vs. Ghibellines scenario. Why do you think Italy in this period gets so little coverage in strategy games? How will you represent the various Italian city-states in this period?

The Italian city-states in the scenario are almost all aligned with either the Guelph or Ghibelline factions, leading to complete chaos in every turn (though changes are always logical).

The scenario is quite complex because of its fluidity—alliances shift rapidly, and armed refugees may appear at any moment. The Papacy can use excommunication, causing loyalty issues among the Holy Roman Empire’s vassals. In short, it’s a mess…but an interesting one!

Are there any parts of the DLC that you’re particularly proud of or excited for players to see? Is there anything in particular that makes this DLC distinct?

War Campaigns are indeed a major feature of the DLC, allowing certain nations to climb to the top of the victory rankings through military exploits. But that’s not all—it fundamentally alters their behavior, making warfare a near-necessity without necessarily seeking to hold onto conquered territories. This leads to raids, pillaging, and neighbors you definitely wouldn’t want living next door.

Figure 5. Kanem Bornu launches a war campaign against Gao. If the capital were to fall, the legacy gain would be quite significant

Moreover, the Mongols—already formidable in the base game (they could, as in reality, reach Poland effortlessly, conquering everything in their path)—are even more dangerous with the War Campaigns, which grant them additional bonuses.

Additionally, the significantly larger map allows for better representation of nations that were somewhat diminished in the base game. The Seljuks, for example, are now far more powerful … much to Byzantium’s misfortune!

Rajas and Tribes is available now at the Slitherine Store and other outlets.

We will be joining the devs at the Middle Ages in the Modern World conference later this month for a showcase of Rajas and Tribes.

4 thought on “Rajas and Tribes Interview”
  1. Thanks for sharing this intriguing interview. As already mentioned above, I am also interested in the depiction and representation of the scenario concerning Alexander Nevsky, the Teutonic Knights and the Rus. Besides game mechanics – how are the Rus principalities represented? Do you only use Novgorod and Polotsk or do you also provide insights into the situation in Pskov, Vladimir-Suzdal or Halych-Volyn? What are Nevsky’s special skills in this scenario and how do they interact with his popularized and instrumentalized historical representation?

    1. This is a really good question, and I’ll pass it on to the devs (I leaned into my Investiture Contest background and spent far too long playing the Guelphs and Ghibellines scenario and then got distracted playing in East Africa). My impression though was that there’s quite a variety of Rus principalities in the Grand campaign (including a few typically under-represented ones) with some particular units, buildings, and a handful of quite unique mechanics (there’s a bit more tendency to divide realms, but special mechanics around tributaries for example). Some of this has carried over to the Nevsky campaign, but it’s a much smaller map with only Novgorod and Polotsk as playable Rus principalities. Nevsky is naturally a powerhouse in his campaign, but it looks like there’s some nuance here built on the specific mechanics. I need to get deeper into the scenario to be sure, but if it’s anything like the depth of the Italian campaign then there’s a lot to look forward too.

  2. I really like your question about high medieval Italy being underrepresented in games, Rob.

    I know you did ask the devs what they think, but if I may be so bold, what do *you* think, as someone who studies this period?

    Do you think it’s a lingering influence of Jacob Burckhardt and his whole idea of a ‘veiled’ period between the Fall of Rome and the Renaissance? Or is it more complex than that?

    1. Thanks Vinicius!
      Italy barely gets a look in in medievalist games (although I’m well aware that Arturo, Thom and several of our other current and past speakers have made/are making games set in the area). I think there’s a few reasons for this, including the legacy of Burckhardt and that when most people think of Italian history they go straight to Rome and stay there. But mainly I think the issue is that Italy doesn’t fit in the popular conception of the Middle Ages: too many cities and too few kings. The peninsula either ends up marginalised and looking suspiciously like the rest of Europe (i.e. the Total War games) or appearing in fairly specific genres (basically city/trade sims and AC:2) as a result.
      I like the scenario here because there’s a bit more of a dive into what made Italy distinct politically in this period. It’s still limited by the game engine and design, but even just the Guelf-Ghibelline mechanics does a lot to make the world feel different. In my playthroughs it very much felt like the (German) emperor could have crushed me in short order, if only he wasn’t beset by so many other distractions.

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