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Imperial Kingdoms›Events›Rival Kingdoms Awaken: Introducing Bot Rulers
In-game event

Rival Kingdoms Awaken: Introducing Bot Rulers

Imperial Kingdoms · published 25 days ago

All eventsPlayers around this dateRead on Steam

Hi everyone,

Over the past few weeks, I have been hard at work on the latest update, focusing on bringing rival realms to life with the first implementation of bot rulers.

Feudal Bot Logic: The First Step

For this update, I built the foundational decision-making and economic systems needed for rival lords to actively manage their realms, build up their lands, and challenge you on the map.

What the bot rulers can currently do:

  • Map Construction: Build structures across their territory

  • Logistics and Labor: Manage workers and supply chains

  • Town Upgrades: Develop and expand their settlements

  • Research: Choose and initiate technological advances

  • Basic Recruitment: Train scouts and militia

What I am working on next for the bots:

  • Realm Scouting: Actively exploring regions and resources

  • Warfare: Training specialized troops, including soldiers, knights, and archers

Full Changelog

Below is the complete list of changes, fixes, and additions included in this update:

General changes

  • Reworked player data to avoid sync and timing issues

  • Removed region size options from lobbies

UI changes

  • Switched positions of town and transport buttons

  • Added a temporary endscreen to properly reset game data when leaving a match, fixing issues when starting a new game

  • Added abyss to all tiles

  • Added color indicator for missing paper on research view

Economy changes

  • Implemented starvation

  • Added construction costs for different stages

  • Changed costs for estates training

  • Changed tech-tree

  • Changed amount of required paper for research

  • Added serf production for leather and raw meat

  • Farm productions (animals, wool, and horses) now require grain

CPU enemy changes

  • Implemented construction, economy, and research for CPU enemies

Military changes

  • Troops can now be moved across towns

  • Added new production system for provisions

  • Attacks, scouting, and moving now take time and food depending on distance

  • WIP: Implemented prepare dialog for sieges

  • WIP: Implemented dialog for active siege with attack or fallback actions

  • Own armies are now visible on the map

  • New training progression:

    • Serf → Militia → Soldier → Knight

    • Serf → Militia → Archer

  • Implemented production of military equipment (smith and workshop)

  • WIP: Implemented military templates

Fixes

  • Fixed construction progress occurring without assigned workers

  • Fixed issue where construction of mines was always possible

  • Fixed missing conditions for serf tailor slider

  • Fixed fabric sliders remaining visible without a tailor built

  • Fixed issues with starting a new game due to undestroyed player objects

  • Fixed map preview rendering too large after starting a new game

  • Fixed capital connections failing for clients

  • Fixed town dialogs not opening on first click

  • Several translation fixes

New languages

  • Traditional Chinese (繁體中文)

  • Italian (Italiano)

  • Polish (Polski)

  • Turkish (Türkçe)

What’s Next? Work continues on expanding the military and expansion capabilities of the CPU factions, alongside ongoing balance passes.

Join the Upcoming Playtest!

I am running a new playtest from August 27 to August 31, and sign-ups are open right now!

If you want to test the new bot logic firsthand, put the new military mechanics through their paces, and help shape the balance of the game, I would love to have you on board.

How to join: Simply head to the store page and click "Request Access" under the Playtest section.

Your feedback during this test will be vital for fine-tuning the bots and combat systems. Thank you for your support!

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