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Full Field of Glory II: Medieval update
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What changed
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Field of Glory II: Medieval changes
We are pleased to announce another Field of Glory II: Medieval public tournament, covering some of the wars of King Matthias Corvinus of Hungary in the later 15 th Century AD. It will be played using the normal Field of Glory 2 Multiplayer system and our automated tournament system. Game results will go into the Elo ranking system.
The tournament has two sections:
Swiss Chess for up to 300 players. (Our usual tournament format).
Knockout for up to 32 players. First come first served. Please do not enter unless you are sure you will be able to take part throughout.
Players can enter both if they choose.
Anyone who has Field of Glory II Medieval can enter. You do not need to own any DLCs to enter.
To enter, go to the tournament page here: https://www.slitherine.com/tournaments/1/0
The general tournament rules can be found here: https://www.slitherine.com/tournaments/rules
The first round will commence on Wednesday 21st August 2024 at 10.00 am GMT. No further entries can be accepted after the tournament has begun.
Specific tournament rules: This tournament will involve five rounds. Each round will last 14 days. The battles will be Medium sized custom battles:
Sarospatak 1458 AD: Hungarian 1441-1500 AD vs Hussite (Utraquist) 1450-1459 AD. Open Battle. North Europe Agricultural.
Kormend 1459 AD: Hungarian 1441-1500 AD vs German (Imperial) 1450-1487 AD. Open Battle. North Europe Agricultural.
Jajce 1464 AD: Hungarian 1441-1500 AD vs Ottoman Turkish 1430-1500 AD. Hungarians attempt to relieve siege. North Europe Agricultural.
Baia 1467 AD: Hungarian 1441-1500 AD vs Moldavian 1430-1500 AD. Open Battle. North Europe Wooded.
Hungary 1471 AD: Hungarian 1441-1500 AD vs Polish 1455-1500 AD. Open Battle. North Europe Agricultural.
Games are paired, so each matchup will be played both ways. Each player will be able to choose his forces using the normal force selection system. In each round, all players will be playing on the same randomly generated map for both games.
First round pairings will be selected randomly, subsequent rounds using the Swiss Chess system. Nobody will play the same opponent in more than one round.
The scoring system is as follows:
If a game runs to the turn limit, each side scores points equal to the enemy % routed at the turn limit. If the game times out, adjustments may be made, depending on how far the game has progressed and who took longer over their turns – see below.
If one army breaks, the victorious player scores 60 points plus the difference between the enemy % routed and his own % routed. The loser scores points equal to the winner's % routed.
Examples:
If Ben defeats Tamas's army, and has inflicted 45% routed on Tamas, and Tamas has inflicted 15% on Ben, Ben will score 60 + (45 – 15) = 90, Tamas will score 15.
However, if Ben defeated Tamas’s army by inflicting 62% routed on Tamas, and Tamas had inflicted 56% routed on Ben, Ben would get 60 + (62 – 56) = 66 points, and Tamas would get 56.
If the game is unfinished (or it reached the turn limit) with Ben inflicting 20% routed on Tamas, and Tamas inflicting 10% routed on Ben, Ben would score 20, and Tamas would score 10. (Provided that between them they have played at least 36 turns in all – see below).
Note that this system rewards aggressive play over desultory skirmishing. If you rout an enemy unit then hide for the rest of the game, both players will get extremely
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