Full notes
Full Field of Glory II: Medieval update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Events
Field of Glory II: Medieval changes
We are pleased to announce another Field of Glory 2 Medieval public tournament, covering the Teutonic Knights from the 13th to the 15th 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 will use the Swiss Chess draw system.
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.
The general tournament rules can be found here.
The first round will commence on Tuesday 5th August 2025 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:
Prussia 1242 AD: Teutonic Order 1226-1319 vs Baltic Tribes 1050-1283 with Polish 1200-1319 allies. Open Battle. North European Marshy.
Between Estonia and Novgorod 1244 AD: Teutonic Order 1226-1319 vs Rus 1155-1264. Open Battle. Frozen Wooded.
Lithuania 1289 AD: Teutonic Order 1226-1319 vs Lithuanian 1100-1299. Open Battle. North European Wooded.
Pomerelia 1422 AD: Teutonic Order 1380-1449 vs Polish 1386-1454. Open Battle. North European Agricultural.
Grand Duchy of Lithuania 1435 AD: Lithuanian Rebels 1389-1500 with Teutonic Order 1380-1449 allies vs Lithuanian 1386-1454. Open Battle. North European 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 low scores - lower than if they played hard and lost.
Byes:
If an odd number of players sign up for the tournament, one player will get a bye in each round. In the first round this is random. In subsequent rounds it will be the player with the lowest score. The score for
Source
Changelog.gg summarizes and formats this update. How we read updates.
