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Field of Glory: KingdomsNewsField of Glory: Kingdoms - Burghers and Bombards | The New Art of War
Community

Field of Glory: Kingdoms - Burghers and Bombards | The New Art of War

Field of Glory: Kingdoms · published 14 Jan 2026, 10:34 UTC

All newsPlayers around this dateRead on Steam

From the moment a realm gains access to its first gunpowder units, the military landscape begins to

change irreversibly.

This transition usually occurs when an army list reaches Tier IV, typically between 1350 and 1400

depending on the nation. More advanced realms may reach this point earlier if they have accumulated

sufficient military expertise and maintain a well-educated capital. Gunpowder is not simply unlocked; it is

earned through long-term investment in institutions, skills, and infrastructure.

With the emergence of handgunners, culverins, and bombards, no fewer than fifteen new military

buildings become available. Some focus on organizing and sustaining gunpowder production, others on

adapting fortifications to this new threat, and several serve as intermediate steps that reflect the slow and

costly transformation of medieval warfare.

Gunpowder on the Battlefield

Culverins represent the first truly versatile field artillery. They perform well in siege attack and are

particularly effective in siege defense, while also providing solid ranged fire support on the battlefield.

Bombards are more expensive and cumbersome, but devastating. They excel in both offensive and

defensive sieges and are slightly stronger in open battle, though their true purpose lies in reducing walls

rather than formations.

Handgunners come in several variants depending on culture and army list. On the battlefield they remain

fragile, yet potentially devastating. When properly supported, their firepower can decisively weaken

enemy formations before contact. Their use marks a shift toward coordinated fire and combined arms,

moving away from purely shock-based tactics.

Naval warfare is also transformed. Cannon-armed galleys and roundships appear, introducing artillery

duels at sea and enabling devastating naval blockades against nations that lose naval superiority.

Gunpowder weapons remain temperamental. Rain, humidity, and harsh weather conditions can

significantly reduce their effectiveness, especially in difficult terrain. Firearms are powerful but unreliable,

and commanders who depend on them without preparation may be disappointed.

Handgunners are a ranged unit that will greatly weaken the enemy line. They do, however, require the possession of several specific buildings

Producing the Powder

Gunpowder warfare requires dedicated infrastructure. It cannot be sustained through improvised means.

From a design perspective, this is represented by a full three-building production chain that relies directly

on the game trade system, allowing for a relatively fine-grained simulation of supply and constraints.

The first step is the establishment of saltpeter works, facilities devoted to extracting and refining natural

nitrates from earth, waste, and decomposed matter. While essential for warfare, these installations also

bring secondary agricultural benefits thanks to their nitrate-rich residues.

Gunpowder workshops follow. These semi-artisanal facilities are where saltpeter, charcoal, and sulfur are

milled and mixed into usable powder. Production remains slow, hazardous, and far from standardized.

Units recruited in regions lacking such workshops suffer penalties, reflecting poor drilling and unreliable

powder quality.

Artillery foundries are required to cast bombards. These specialized yards produce standardized cannon

pieces in bronze or iron under royal or civic supervision. Recruiting heavy artillery without the proper

industrial chain again results in penalties, reinforcing the idea that gunpowder warfare depends as much

on logistics and organization as on battlefield skill.

An increasingly rationalized and substantial steel production will be required to build your bombards and culverins

Castles Under Fire

The rise of artillery signals the decline of traditional vertical fortifications.

Gunpowder artillery gains massive bonuses against all classical medieval castles. A bombard, for

example, is worth more than two and a half trebuchets against a non-adapted fortress, even a high-tier

concentric castle. Against an artillery-adapted stronghold, its effectiveness drops sharply, falling below

that of a trebuchet.

This forces rulers to make difficult choices.

Three new permanent fortifications become available: the Bastioned Castle, the Artillery-Adapted Castle,

and the Sloped-Wall Castle. All are costly and demanding, and they compete directly with late-tier

classical castles. Modernization is never automatic. It requires a careful assessment of future threats,

neighboring powers, and likely conflicts. Investing too early may cripple an economy, while delaying the

transition can prove disastrous.

The ultimate stage of late medieval adaptation to gunpowder artillery, the sloped-wall castle will effectively resist bombards

Building Stone by Stone

To reach these new fortresses, players must progress through nine new temporary fortifications using

Kingdoms' modular fortification system.

Temporary fortifications generate fortification points (and often a mini-event). Once enough points are

accumulated, a permanent castle upgrade becomes available. Instead of repeating the same structure,

each step offers different temporary options, creating the feeling of constructing a fortress literally stone

by stone.

This system was initially seen as risky due to its complexity, yet it has been widely adopted by the

community. It avoids a common strategy-game pitfall where vast resources are invested for many turns

with no visible result, only for a castle to appear fully formed at the end.

New temporary fortifications such as Casemated Chambers, Thickened Gun Platforms, and Flanking

Ravelins add both mechanical depth and flavor. Many trigger custom events or situational bonuses, and

some even grant access to gunpowder units, allowing players to experiment with these new tools before

committing fully to them.

French artillery support fire against Holy Roman Empire troops

A Broader Military Shift

Gunpowder does not exist in isolation. Six new general military buildings reflect the wider transformation

of warfare.

A few examples include royal harness workshops, which improve heavy cavalry equipment immediately

upon recruitment, and wagon train depots, which enhance logistical efficiency across the realm by

improving the conversion of food into supply and making sustained campaigns more viable.

Together, these buildings reinforce a central idea: late medieval warfare is no longer defined solely by

levies and feudal obligations. It becomes professional, industrial, and increasingly dependent on planning

rather than tradition. Players should also expect to rely more on standing armies and less on levies. This

demands a stronger economy, but those familiar with the previous dev diary on advanced economy and

burghers already know how to prepare for it.

Gunpowder marks the beginning of this transition. Not as a clean break, but as a long, costly, and often

uncertain evolution that reshapes both castles and armies, and ultimately pushes the medieval world

toward a new art of war.

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In-game event28 Apr 2026Field of Glory: Kingdoms | Patch note 1.08.1This patch contains: Achievements · Achievement 60, You Know Nothing Mindaugas, changed Warfare · Garrisons never count as SAUs · Probable fix for rebels providing too many units to some nations (Mamluks) · All existing Heavy Cavalry units (i.e. in ongoing games) will receive the appropriate modifier (either Clumsy or Clumsy/Western). UI · You can reduce the UI and font scale below 100% (experi…Release31 Mar 2026Field of Glory: Kingdoms - Burghers and Bombards is out nowField of Glory: Kingdoms - Burghers and Bombards pushes the timeline into the late Middle Ages and the dawn of the Renaissance, introducing new ways to shape your realm through warfare, economy, and political power. Two New Campaigns · 1223–1470 Late Campaign : take command during the Mongol expansion and reshape the fate of Eurasia. · 1054–1492 Mega Campaign : experience over four centuries of…Community31 Mar 2026Field of Glory: kingdoms - Checkpoint Live Event RecapWe hosted a live event on our Twitch channel to premiere content for our latest DLC, Burghers and Bombards. If you missed it, you can watch the replay here . Field of Glory: Kingdoms - Burghers and Bombards is out this afternoon!