About This ContentThis expansion extends Field of Glory II forward to 1040 AD, exploring the rich military history of the so-called “Dark Ages”, from the whirlwind Arab Conquest to the depredations of the Vikings and Magyars, the birth of England, France, Germany and Spain, and the long struggle of the Byzantine Empire to keep Roman civilisation alive in the east.
From 600 to 628 AD the Byzantines were locked in a titanic struggle for survival against the aggressive Sassanid Persian Empire, from which they eventually emerged victorious. Both empires, however, were severely weakened. Six years later, in 634, the newly Islamized Arabs erupted forth from Arabia, quickly defeating the Byzantines and Persians. By 750, under the Umayyad Caliphate, the Muslim Arab Empire stretched from Spain to the borders of India.
The Byzantine Empire, after losing its Levantine and North African provinces, survived the initial Islamic advance. Constantinople endured a year long siege (717-718), and this proved to be the beginning of the end for the Umayyad Caliphate. Eventually, weakened by defeats on the frontiers of their vast empire and internal unrest, the Umayyads were overthrown by the Abbasid dynasty. The great Islamic Empire was now split into many separate, and often competing states. The Byzantines grew stronger under the Macedonian Dynasty (867-1056), and ended the period more powerful than they had been for many centuries.
In Northern Europe, Viking raids started in the late 8th century. Superb sailors, they used their longboats to strike across the Baltic and North Seas against towns, farms and monasteries, and raid as far as Seville and Constantinople. Eventually they settled down, and created important states in Normandy and the Kievan Rus. Their invasions of the British Isles resulted in centuries of intermittent warfare with the English, Irish and Scottish kingdoms.
Charlemagne ruled as King of the Franks from 768-814 AD. The kingdom he inherited already included most of modern France and parts of Germany. By his death in 814, his empire encompassed modern France, Belgium, the Netherlands, Germany, northern Italy and a strip of northern Spain. In 800 he was crowned “Emperor of the Romans” by Pope Leo III. After his death the Carolingian Empire split into two main states, West Francia (modern France) and East Francia (modern Germany).
In the 9th century the nomadic Magyars erupted into European history. Their western raids reached as far as Spain. Their defeat by the Germans at Lechfeld in 955 ended their threat to Western Europe and in 1000 their High Prince accepted Christianity and was recognised as King of Hungary by Pope Sylvester II, ruling under his Christian name of István (Stephen) I.
Summary of features:
- 19 new factions
- 55 new units
- 76 new army lists
- 6 new Epic Battles
- 74 new Quick Battles
- Expanded Custom Battles module.
- Expanded Sandbox Campaign module.
- 6 new historically-based campaigns.
- New Allies feature added in accompanying game update.
19 new named factions: Andalusians, Bulgars, Croatians, Dailami, Fatimids, French, Ghaznavids, Khazars, Khorasanians, Magyars, Moravians, Navarrese, Normans, Pechenegs, Polish, Rus, Scots, Serbians, Vikings.
55 new units: Huscarls (Spear), Huscarls (Axe), Mounted Huscarls, Berserkers, Well-Equipped Shieldwall (Offensive), Shieldwall (Offensive), Hirdsmen, Dismounted Hirdsmen, Picked Irish Foot (Axe), Irish Foot (Axe), Irish Kerns, (Dark Age) Armoured Lancers, Dismounted Armoured Lancers, (Dark Age) Lancers, Dismounted Lancers, (Dark Age) Armoured Cavalry (Light Spear), Dismounted Armoured Cavalry, (Dark Age) Cavalry (Light Spear), Dismounted Cavalry, Crossbowmen, Light Crossbowmen, Byzantine Kataphraktoi, Tagmatic Lancers & Archers, Thematic Lancers & Archers, Varangian Guard (Early), Byzantine Skutatoi, Byzantine Raw Skutatoi, Byzantine Massed Archers, Byzantine Light Archers, Byzantine Skutatoi & Archers, Raw Byzantine Skutatoi & Archers, Light Horse Archers (Pecheneg/Cuman), Horse Archers (Pecheneg/Cuman), Muslim Spearmen, Raw Muslim Spearmen, Veteran Muslim Spearmen, ‘Abid al-shira, Muslim Irregular Foot, Armoured Muslim Lancers (Superior), Dismounted (Superior) Armoured Muslim Lancers, Armoured Muslim Lancers (Average), Dismounted (Average) Armoured Muslim Lancers, Muslim Lancers, Ghilman, Dismounted Ghilman, Muslim Cavalry (Light Spear), Muslim War Elephants, Muslim Light Horse (Javelins), Muslim Light Foot Archers, Muslim Light Javelinmen, Naffatun, Veteran Dailami Foot, Dailami Foot, Superior Indian Lancers, Indian Lancers.
76 new army lists (which expands the total number of army lists to 281):
- Alan 651-1049 AD
- Andalusian 756-1049 AD
- Anglo-Danish 1017-1041 AD
- Anglo-Saxon 600-870 AD
- Anglo-Saxon 871-949 AD
- Anglo-Saxon 950-1016 AD
- Arab (Conquest) 629-637 AD
- Arab (Conquest) 638-684 AD
- Arab (Umayyad) 685-750 AD
- Arab (Abbasid) 747-793 AD
- Arab (Abbasid) 794-814 AD
- Arab (Abbasid) 815-835 AD
- Arab (Abbasid) 836-873 AD
- Arab (Abbasid) 874-946 AD
- Arab (North Africa) 789-999 AD
- Arab (North Africa) 1000-1160 AD
- Arab (Syria/Iraq) 890-1008 AD
- Arab (Syria/Iraq) 1009-1150 AD
- Armenian 639-717 AD
- Armenian 885-1045 AD
- Avar 632-826 AD
- British 600-1030 AD
- Bulgar 631-679 AD
- Bulgar (Volga) 675-1237 AD
- Bulgar (Danube) 680-851 AD
- Bulgar (Danube) 852-1018 AD
- Byzantine 600-649 AD
- Byzantine 650-739 AD
- Byzantine 740-903 AD
- Byzantine 904-962 AD
- Byzantine 963-987 AD
- Byzantine 988-1041 AD
- Croatian 625-849 AD
- Croatian 850-1102 AD
- Dabuyid 642-760 AD
- Dailami 928-1055 AD
- Fatimid Egyptian 978-1073 AD
- Frankish 600-750 AD
- Frankish 751-887 AD
- French 888-1049 AD
- Georgian 1008-1049 AD
- German 888-932 AD
- German 933-1049 AD
- Ghaznavid 962-1187 AD
- Indian (Hindu North) 600-1049 AD
- Indian (Hindu South) 600-1049 AD
- Indian (Rajput) 650-1049 AD
- Irish 900-1049 AD
- Khazar 650-737 AD
- Khazar 738-969 AD
- Khorasanian 821-1003 AD
- Lombard 650-775 AD
- Lombard 776-1049 AD
- Magyar 830-1049 AD
- Moravian 833-907 AD
- Navarrese 778-899 AD
- Navarrese 900-1049 AD
- Norman 923-1040 AD
- Pecheneg 850-1122 AD
- Polish 966-1057 AD
- Rus 860-959 AD
- Rus 960-1053 AD
- Sassanid Persian 629-651 AD
- Saxon (Continental) 600-804 AD
- Scots 851-1051 AD
- Serbian 625-849 AD
- Serbian 850-1039 AD
- Spanish 718-899 AD
- Spanish 900-1049 AD
- Turkish 600-1036 AD
- Viking 780-899 AD
- Viking 900-1049 AD
- Viking (Ireland) 780-899 AD
- Viking (Ireland) 900-1049 AD
- Visigothic 622-717 AD
- Welsh 600-1049 AD
6 new Epic Battles: Yarmouk 636 AD (Byzantines vs Arabs), Ashdown 871 AD (Anglo-Saxons vs Vikings), Lechfeld 955 AD (East Franks vs Magyars), Apamea 998 AD (Byzantines vs Fatimid Egyptians), Chach 1001 AD (Indians vs Ghaznavids), Clontarf 1018 AD (Irish and Vikings vs Vikings and Irish) (each playable from either side).
74 new Quick Battles (each playable from either side).
Expanded Field of Glory II Custom Battles module now includes all 281 army lists from Immortal Fire, Rise of Rome, Legions Triumphant, Age of Belisarius, Rise of Persia and Wolves at the Gate. (Purchase of the appropriate DLCs is necessary to access them all).
Expanded Field of Glory II Sandbox Campaigns module now includes all 281 army lists from Immortal Fire, Rise of Rome, Legions Triumphant, Age of Belisarius, Rise of Persia and Wolves at the Gate. (Purchase of the appropriate DLCs is necessary to access them all).
6 new historically-based campaigns:
- Arab Conquest
- Basil II (Byzantine Resurgence)
- Mahmud of Ghazni
- Wolves from the Sea 1 (Viking Age from Viking point of view)
- Wolves from the Sea 2 (Viking Age from enemy point of view)
New Allies feature added in the accompanying game update allows you to include historical allies in either or both armies for SP and MP Custom Battles throughout the period covered by the game – now 680 BC-1040 AD. The game creates a composite army list drawn partly from the main army list and partly from the allied army list. This effectively increases the number of army lists to more than 700. (Purchase of the appropriate DLCs is necessary to access them all). Including “what if” battles, this increases the number of potential matchups to a mind-boggling 500,000 – before unit selection!
- OS: Windows 7, 8, 10
- Processor: 1.5 GHZ Processor or Equivalent (Running the game in higher resolution requires more processing power.)
- Memory: 4 GB RAM
- DirectX: Version 9.0c
- Storage: 2 GB available space
- Sound Card: 1 GB DirectX 9 Compatible Graphics Card
- Additional Notes: Slower Intel integrated video cards will require the game to run on lower graphics settings
 Field.of.Glory.II.Wolves.at.the.Gate.PROPER-SKIDROW.Torrent [1fichier.com]
Wolves at the Gate – the fifth DLC in the Field of Glory II series – is available. Welcome to the Dark Ages!
Play with Fatimids, Khazars, Magyars, Vikings – and many more other factions – and deploy into the battlefield powerful units such as Huscarls, Byzantine Skutatoi, Berserkers, Varangian Guard, along with other historical formations of the time for a total of 55 new units!
Eager to see Wolves at the Gate in action? Don’t miss our official Twitch Stream today at 6 pm BST!
I just bought this DLC and sigh…Mounted Huscarls as good as Norman Knights, seriously…The Viking never fought on horses!!!Tell me where did you saw any record of so many vikings (Up to 7 mounted huscarls units of superior quality!!!) fighting on …
Field of Glory II has been updated to version 1.5.12, and it’s massive!
Check the Changelog below.
Field of Glory: Empires:
•When Field of Glory: Empires is released, it will allow battles to be exported to be played out in FOG2. After the battle, FOG2 can be automatically closed and Empires opened, and the results of the battle imported into Empires.
•It is now possible to choose to have allies from a different army list in custom battle armies. The main army list will provide the majority of the troops available for selection, the allies will provide a smaller proportion.
•The permitted allies are specified in the ArmyList file – as previously used for sandbox campaigns – based on known historical alliances. For historical reasons, where a small country and a large country were allied historically, the smaller country will be specified as an ally for the larger country, but often not vice versa. This is when it is deemed historically unlikely that the larger country’s troops would form a minority of the army, even if, for example, it sent a force to assist a client in regaining his throne.
•When the Geographical and Date filters are turned on, the list of permitted allies is also filtered for geographical proximity to the enemy state and date compatibility with both the enemy army list and any enemy allies list.
•Allied troops in custom battles are not required to deploy together under an ally general. This is not entirely historical, but is a “quality of life” game design decision, to avoid issues with deployment and group moves.
•Cohesion test details, with a list of all modifiers that applied, are now shown in the combat log and detailed close combat reports.
•Hotseat Custom Battles now allow manual force selection for both sides.
•Mediterranean, North European, Middle Eastern and Tropical Marshy terrain maps added.
•In random maps, vegetation has been added to marshes to make them easier to spot.
•Slings can now shoot overhead from higher ground.
•Lancers now get +50 Impact POA in open terrain vs steady, non-charging Pikes, Offensive Spearmen or Defensive Spearmen. (i.e. their normal +100 POA is only half cancelled against these).
•Cataphracts now get +50 POA for swordsmen capability vs steady Pike, Offensive Spearmen or Defensive Spearmen unless these are defending an obstacle. (i.e. their normal +100 POA is only half cancelled against these).
•Removed various “tells” giving away the position of hidden enemy units when they Fall Back, Form or Leave Square, Rout or Retreat. However, we have deliberately left in the notifications for units returning to the battlefield or rallying, even when these units are not visible, because otherwise players might think that the AI is cheating when these units reappear.
•Reduced number of additional generals available in tiny battles – this is primarily for very small Field of Glory: Empires battles.
•Xystophoroi now use a wedge formation of 5 figures. This is purely a change to the visual representation, because it looks cooler; nothing else has changed. The overall effects of their abilities and formation was already taken into account in their previous grading. Note that we are aware that some other historical units (e.g. Thracian heavy cavalry) also used wedge formation, but they share units with armies that didn’t, so we have left their formations unchanged.
•Flank charges against enemy that are not yet in combat moved to second AI pass so that other friends have the opportunity to engage the enemy first.
•Made retreating AI light troops do so on first AI pass even if Disrupted or Fragmented.
•Evady Cavalry/Camelry/Light Chariots will no longer allow themselves to be pinned by a light horse charge if they are also threatened with a possible flank/rear charge by non-light troops this turn. This was an unintended consequence of the previous change to prevent Cavalry/Camelry/Light Chariots from automatically evading from flank/rear charges by Light Horse. Note that it is still possible to pin them with light horse that start the turn in an adjacent square if the heavier charge threat is frontal.
•AI or pursuing cavalry will now never charge elephants unless the elephants are already Fragmented.
•Simplified retry process when sending End Turn or Save and Exit data if internet connection down or server does not respond. It is now only necessary to click the Proceed button on the "Failed to send the game to the server. Please check your connection and try again." popup to trigger the game to attempt to resend the data. Previously it was necessary to hit End Turn etc. again to trigger the resend, and there was a bug preventing a resend of a failed Save & Exit.
•Bugs affecting Mirrored MP challenges fixed. Mirrored Epic Battle challenges should now work correctly, but the fix only works for new challenges, not challenges created with previous versions of the game.
•The AI side in “Ditch” battles, as found in Belisarius and Ashurbanipal campaigns, will now start advancing immediately.
•Campaign scoring now takes into account whether the campaign is being played on “Progressive” difficulty.
•TWEAK now works for all decision types except: 1, 2, (15, 18, 19 – these should not be used in custom campaigns anyway).
•Massed Greek Peltasts unit added – for various army lists.
Unit Cost adjustments:
•Expert Armoured Horse Archers (and equivalent units) – reduced from 72 to 66 points.
•Armoured Horse Archers (and equivalent units) – reduced from 57 to 52 points.
•Byzantine Flankers – reduced from 52 to 48 points.
•Persian Improvised Camelry – reduced from 60 to 56 points.
•Byzantine “above-average” lancers & archers – cost reduced from 55 to 54 points.
•Zealots – increased from 51 to 57 points.
•Veteran Samnite Foot – increased from 63 to 66 points.
•Veteran Dailami Foot – increased from 54 to 60 points.
•Mediocre Legionaries – reduced from 60 to 54 points.
•Imitation Legionaries – reduced from 54 points to 51 points.
•Early Imperial Roman Auxilia – reduced from 48 to 42 points.
•Legio Comitatenses – reduced from 54 to 51 points.
•Thorakitai – reduced from 54 to 51 points.
•Well-Armed Slaves – reduced from 46 to 44 points.
•Cretan archers – reduced from 42 to 39 points.
•Balearic Slingers – reduced from 36 to 33 points.
•Assyrian-style Mixed Medium Foot (Protected) – increased from 42 to 44 points.
•Assyrian-style Raw Mixed Medium Foot (Protected) – increased from 30 to 32 points.
•Assyrian-style Mixed Heavy Foot – reduced from 60 to 56 points.
•Major revamp to the Thracian army lists, based on the authoritative work of Chris Webber (aka vakarr) as in his Mercenaries and Allies Mod. The new main-game versions of his lists contain only vanilla units, but remain extremely interesting from a historical and tactical point of view. There are now 11 different Thracian army lists covering the different Thracian groupings from 700 BC to 46 AD. For further reading, consult Chris Webber’s works: “The Gods of Battle: The Thracians at War, 1500 BC – 150 AD” (Pen & Sword Military) and “The Thracians 700 BC-AD 46” (Osprey Men-at-Arms series).
•Jewish 167-111 BC list divided into 167-164 and 163-111 lists. The latter gets some xystophoroi and raw pikes. Increased number of pikes available in 110-64 BC list.
•Greek Armoured Cavalry added to Roman 105-25 BC list.
•Added alternative 272-273 AD Palmyran army list for those who take the view that Zenobia would not have access to any local Roman troops in the war against Aurelian.
•Palmyran army lists changed to use “Eastern” archers.
•Massed Eastern archers added to Achaemenid Persian lists.
•Increased number of pike units available in many Hellenistic armies.
•Split Ptolemaic 320-167 BC list into separate 320-218 and 217-167 lists.
•Roman 285-424 AD custom/campaign battle auto-deployment changed to non-chequerboard.
•Added Libyan 549-301 BC list and changed start date of following list to 300 BC.
•Added Kyrenean 321-276 BC list.
•Added Dacian (Carpi) 107-380 AD list.
•Removed built-in Sarmatian allies from Dacian lists. They can be fielded by using a Sarmatian ally. Also added some Superior warbands to Dacian lists.
•Added Greek (Mercenary) 460-281 BC list. (Xenophon campaign changed to use this for Anabasis phases).
•Indian 545-599 AD list changed to use Indian-style lancers.
•Massed Greek Peltasts added to various lists.
•Units in Editor will now consistently show banners – red for side 0 and blue for side 1 (if vanilla banner textures are in use). Default sidenames switched to match.
•Units with Editor-placed generals will show long banners.
User Content Creation:
•Added ReSkinReinforcementUnit(id, reverse) function that can be used to reskin scripted reinforcement units with side-appropriate textures. Must be called once for each reinforcement unit after it is created in the scenario script. reverse == 0 means use usual side colours, reverse == 1 means use reversed side colours.
•Slings can now shoot overhead from higher ground.
•Addition to Impact POA Chart: Lancers: (in open terrain only) +50 POA vs steady, non-charging Pikemen, Offensive Spearmen or Defensive Spearmen.
•Addition to Melee POA Chart: Mounted Swordsmen: +50 POA if Cataphracts vs steady Pike, Offensive Spearmen or Defensive Spearmen unless these are defending an obstacle.
•Fixed bug that could sometimes cause group Undo to give extra AP to units that were blocked from moving in the group move. Note that the fix adds a slight (1-2 second) delay to the Undo icon appearing in group moves where a unit was blocked from moving.
•Fixed bug that could sometimes prevent a “Leave Square” move from being Undone.
•Plugged exploit where a unit blocking shooting could be moved out of the way so that the unit behind could shoot, and then Undo used to move the first unit back into its previous position.
•Fixed bug whereby a unit set as “Cannot Control”, and hence which could not be given single unit orders, could get included in a Group Move.
•Fixed issue of mixed units not showing all spearmen and archers in correct positions for a couple of seconds when first deployed or redeployed.
•Fixed bug that could cause game to crash in the few user-created Epic Battles scenarios using non-scripted reinforcements.
•Hopefully fixed rare bug where a dispersed unit sometimes continued to have a “ghost existence” – being invisible but targetable and blocking access to the square.
•Fixed two bugs affecting mirrored MP games. The fixes will only work for newly set up challenges, not for ones set up with the previous build.
•Fixed bug preventing resend of MP Save & Exit data if internet connect was down or the server did not respond on the first attempt.
•Fixed issue of very long MP chat messages getting truncated in the chat message display.
•Fixed bug that could prevent MP challenge from being created if player’s comment included the “/” character.
•Fixed MP bug that sometimes caused group turn made during side A’s deployment to be undone by Side B’s replay.
•Fixed disappearing shadows bug affecting Epic Battle maps with some sub 0 height level tiles (Granikos and Issos).
•Fixed team allocation (for player group moves) errors in Frigidus scenarios.
•Fixed bug that could sometimes prevent AI unit from turning to avoid being flank charged.
•Fixed bug that caused indecisive (nightfall) campaign victories to be listed as defeats in campaign score report.
•Fixed remounting bug on large units of dismounted noble lancers and armoured noble lancers. (They should not have been able to remount).
•Fixed bug that could show troop quality incorrectly in Multiplayer Skirmish setup Army List previews if game difficulty level set to Centurion or Deity.
•Fixed bug that prevented the map width from being reset to the appropriate narrower width when a smaller campaign battle follows a larger campaign or custom battle.
•Fixed bug that could allow pursuers to pursue off the map edge through terrain they would not normally pursue into.
Wolves at the Gate adds 55 new units to the game. Here we are going to focus on just a few of these.
The archetypal Viking battle formation was the shieldwall (skjaldborg), comprising men armed with various combinations of sword, axe, throwing spears and thrusting spears. Archers, if present, would form up in the rear ranks. The overall effect of this formation is represented by the Offensive Spearmen close combat capability.
Huscarls are the well-equipped hearth-companions of the Viking jarls. They are armoured and of Superior quality. The famous two-handed Viking axe came into use from about 900 AD. Before that date, Huscarls’ combat capability is rated as Offensive Spearmen, after that as Heavy Weapon.
The ordinary Viking warriors mostly lack armour, but derive protection from the overlapping shields of the shieldwall.
Berserkers were a class of warrior who habitually worked themselves up into a frenzy in battle, becoming immune to fear and fighting with the strength of madmen, heedless of wounds. They were often used as chieftain’s bodyguards or placed in the front of the shieldwall, but sometimes fought as a separate assault force. Such Berserker units are represented by small but Elite wedges of Impact Foot, Swordsmen.
Vikings often rode to battle on horses, but usually, though not always, dismounted to fight.
By the reign of Charlemagne, lancer cavalry formed the most important arm of the Frankish army. Many were armoured, although there were still plenty who lacked armour. In some of the eastern provinces, cavalry still fought in an older skirmishing style, so have Light Spear instead of Lancers capability.
The role of infantry spearmen was now purely secondary, so they are rated as Defensive Spearmen. When needed, however, the cavalry could and did fight on foot – they are rated as Offensive Spearmen when doing so.
In the reign of the Emperor Nikephoros II Phokas, the Byzantine army was reorganised and went on the offensive.
The permanent standing Tagmatic army was greatly expanded. The Tagmatic cavalry fought in mixed units of lancers and horse archers, softening the enemy up with archery prior to a fierce charge with lances. Part-time Thematic units were organised similarly.
The elite of the army were the Klibanophoroi, who usually fought in one or two wedges, designed to break into the enemy formation, even if this was a spear-armed Rus shieldwall. The men on the outside of the wedge were fully armoured cataphracts. The ones at the front fought with heavy maces. In the middle of the formation were archers.
Skirmishing cavalry were obtained by hiring nomad mercenaries.
The proportion of archers in infantry units was greatly increased, so we rate them as 50% Defensive Spearmen (skoutatoi) and 50% archers.
In 988 Vladimir I of Kiev supplied the Emperor Basil II with 6,000 Varangian (Rus) mercenaries, to assist him in a civil war. The best of these were subsequently formed into a permanent Imperial Guards unit, the Varangian Guard. In a later period these were to become famous for their use of two-handed axes, but in this period they fought as spearmen.
The Arab Fatimid Caliphate arose in what is now Algeria in the early 10th century AD. In 969 they conquered Egypt and established Cairo as their new capital. Following this they advanced into Palestine and Syria and came into conflict with the Byzantines.
Their initial forces had relied on armoured lancers and Berber light horse, but by 978 they had begun to field large numbers of “slave-soldiers”. These troops were recruited as slaves but then trained up as soldiers.
Ghilman, though recruited from Turkish or Caucasian slaves, were highly trained armoured horse archers of high status in society. ‘Abid-al-shira, recruited from Sudanese slaves, were trained as heavy infantry fighting with javelins (Light Spear) and swords.
However, the Fatimids still fielded large numbers of Arab lancers, Arab spearmen (rated as Defensive Spearmen) and archers, and Dailami infantry. The latter fought in their own distinctive fashion with heavy javelin and sword – they are rated as Medium Foot, Impact Foot, Swordsmen.
ok you have to like this style of game to like it , because its just battle after battle the differences are in your troop selection and style of play so they are nuances more than anything else
if you do like these games then you`ll never be short of a game of soldiers 🙂
if you researce the battles on the internet before or after you will a, get an insight to the actual battle and get some education at the same time .. ..
can you fix that, thank you.
Wolves at the Gate adds 55 new units to the game. Here we are going to focus on just a few of these. Vikings The archetypal Viking battle formation was the shieldwall ( skjaldborg ), comprising men armed with various combinations of sword, ax…
Was wondering how this game is and what are the differences between this game and games like Total War? Look similar in the battles aspect. Please let me know…. Thank you…
i am still on 1.5.3