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Please suggest one idea at a time, even if they're a part of the same suggestion


Link "Wilderness" to "De Re Militari"

Siegbert 2 months ago in De Re Militari • updated by Ross the Great 2 weeks ago 3


Since the Epic as originally planned is not very likely to happen and the devs have announced their idea of the "Wilderness" being an open-worldish PvE quests-based area, I would suggest to find a way of combining the strategic Militari map with the open-world Wilderness map so that the game as a whole can function as a meaningful unit and not just offer a couple of unrelated game modes.


PvE and clan-based PvP should both play a role in the open-world map. Clans should have their strongholds and fiefs just as they do on the strategic Militari map. New players and casuals should also be able to join and have fun without fearing to get bothered by high leveled try-hards. The bigger war in De Re Militari should affect the goings-on of the Wilderness map and vice versa.


the map:

Both the 2D Militari and the 3D Wilderness map should have certain spots reserved for castles and fiefs to appear. If they don't those spots will stay empty. To keep things concise and interesting castles and fiefs shouldn't be spread out as much within the Wilderness map. Castles could be relatively close to one another, maybe 100 meters apart while fiefs are little more than fenced huts just next to a castle. Castles could look the same way they would in the actual raids but they don't have to. They can be smaller representations of them. As of now, the 2D militari map can accommodate plenty clans but since the 3D open-world map naturally can't expand indefinitely there would have to be a cut. Let's say up to 5 castles can be on one map, any further castle will be put on a separate map which can be another instance of the same map or a totally new one.

Clan PvP:

Clans will spawn within their stronghold. They and everybody else are safe there since it's a duel area just like the lobby. It is where clans will train and people can go to to chat and join a clan. That way clans would be physically present for everybody and not just a name on a list. Outside of the strongholds is a free PvP zone for all clan members. You can go out with 5 of your buddies and bother unsuspecting members of your enemy clans. It could give you some extra XP for it maybe. Everybody else that's not in a clan shouldn't be bothered by clans. They are there to enjoy the map, make friends or do quests.


In order to make raids on the 2D Militari map more immersive and interesting you could have some pre-raids on the 3D Wilderness map. Those would be scheduled as well and could be done at any time between the scheduling and the actual raid. Let's say the raid is scheduled at 20:00 and your pre-raid at 18:00. When it's 18:00 flags would appear somewhere in the castle or the fief respectively and the attacking side could try to take them or destroy something within it while the defenders would try to stop them from it. This will have some impact on the later battle at 20:00. The victor could either earn some more troops or gold to clothe their troops (which should be a thing to begin with). Of course it should be kept within reasonable limits as to not punish one side too harshly. Pre-Raids should be about fun and immersion first of all. It could either be limited for the people signed up for it or open for everybody who would like to have a fight. That could be changed later depending on how it works.


The devs already told us that there will be PvE quests in the world. Clans could also play a role in it... Maybe a new player gets the quest to deliver "an important message" to King Ferdnand of TKM or any random player who just happens to be logged in. King Ferdnand should then be notified that a messenger is on his way to him so he doesn't randomly log out in the meantime. If he does though the quest will be cancelled. The messenger will get an arrow or something where to go. If the quest is done successfully both will get something for it, XP gold or whatever.

In Development

Clan treasury

jessytroy 2 months ago in De Re Militari • updated by Of Kings And Men 2 months ago 5

Make a clan treasury where players can donate gold to, clan treasury also gains gold when the clan does well in any battle, either as mercenaries or by attacking fiefs themselves.

Clan treasury is needed to make up for the people that dont pay upkeep or need money to progress, they can just take a certain amount by requesting it to the clanleader or assigned member of finances.

idk if it has been suggested already but it will be a huge thing once a lot more people come and join the game, active people in a clan that have a ton of money can provide for the newer people that are short of gold, this will get rid of the consequences following someone that has no gold to pay because of sudden inactivity (sickness/vacation)

Of Kings And Men 2 months ago

We'll be looking for ways to improve the whole upkeep system. Could be that we choose the treasury system, but there are some other ideas like a tax based on your gold amount instead of a flat tax.


Castle Building and Upgrading

Ouki 3 months ago in De Re Militari • updated by Of Kings And Men 2 months ago 3

The ability to gather your own resources and create your own castle which you can then upgrade, will most likely make most sense to have it on the Militari mode. 

Of Kings And Men 2 months ago

Would be interesting to see building on the map, but seems like a quite distant feature if we decide to add it. We did have some ideas for upgrading with resources though, so I'd say partially planned for now.


Merc System (Offer Gold for Help)

Fox 2 months ago in De Re Militari • updated by kaktus14 2 months ago 1

Mechanic to let a clan give gold to another clan that is a "Merc" clan 


Remove backcapping

Ramses 2 months ago in De Re Militari • updated 1 month ago 4

Backcapping makes worse battles generally, as they create paranoia for defenders with no good defense against them. Attackers are massively buffed by allowing backcapping, as they can easily disperse and capture almost all the flags. Large parts of the maps are unused as any kind of real defense is simply run past. Fighting viciously for points is discouraged whereas running is encouraged. 

Remove backcapping but allow multiple flags to be captureable (2 or 3). That should make the defense of every point relevant and fun while still allowing for tactical variation. 

Since this would effectively buff defenders, increasing the time limit by a few minutes might be a good idea. 

Of Kings And Men 2 months ago

It was already discussed previously, but we'd need more data on this with big battles. Right now, all of them are very small, which makes players spread out quite a lot, so it's a very one sided data at the moment. Will be discussing it again later though.

In Development

Field battles

Ouki 2 months ago in De Re Militari • updated by Of Kings And Men 1 month ago 3

Not sure if planned or not, but id like to see armies walking across the map where you can then intercept and fight on a open plain(field battle) rather than simply fighting over feifs, also makes army movement important too. 

Of Kings And Men 1 month ago

That's exactly why we're adding movement in the first place!


Ability to assign ranks within clans

Ramses 2 months ago in De Re Militari • updated by Drakei 2 months ago 2

Let clan leaders assign officers who can accept and decline applicants for battles and other things necessary to run a clan.

Of Kings And Men 2 months ago

Officers are planned, good suggestion!


Change the way troops work for neutral fiefs

Ramses 4 days ago in De Re Militari • updated by kaktus14 3 days ago 1

Long intro:

Battles for neutral fiefs are wierd. First of all they tend to lack defenders, but when they have them the fief is harder to cap than clan fiefs because the time allotted for the battle is halved (from 1 hour to 30 minutes), the good reason for this still escapes me. Furthermore, if the attackers lose (which they might because of the low time), attackers lose ALL remaining troops (in case of the TK attack some time ago, only 200-300 troops were actually killed but the remaining 600-700 simply disappeared) while defender’s troops instantly get back to their old numbers. This makes battles for neutral fiefs very “sudden death” - the rewards for winning them good but lose one and you lose a lot and gain nothing at all. 

Proposed solution:

Change the way troops work for neutral fiefs. Have them generate troops over time (maybe 10 a day for the smallest fiefs) with a minimum amount in the beginning of a season (to avoid rushing). When the troops die in battle, it actually reduces the number of tickets in the fief on the map. 


This will result in: 

1) No more neutral fiefs magically getting all their troops back instantly, which means you can grind them down over several battles. 

2) No more “winner takes all” attitude with neutral fiefs, even if you lose you gain something (fewer tickets next time) 

3) Neutral fiefs scale in strength during a season. Neutral fiefs will be weak in the beginning but harder as time passes. This would quicken the “neutral phase” while making them less of a target later. 

Btw, this is how it worked in strategus and it worked well. 


zoom in and out in the De Re Militari map

Drakoy 2 months ago in De Re Militari 0

I am missing the feature to zoom in and out would bind it to scrollwheel just gives a nice overview and you could zoom in if you want to see things in more detail


Space around O flags

kaktus14 2 months ago in De Re Militari • updated by Malecar 2 months ago 1

I feel like there is not enough place to fight on O flags especially the one on the village map. I dont mind the chokepoints dont get me wrong but if you get past that you should have big flat area to fight on for the flag. I wouldnt mind at all if the church on the village map was deleted or atleast moved to another location.

In Development

Easier recognizability of your teammates

kaktus14 2 months ago in De Re Militari • updated by Of Kings And Men 1 month ago 2

I would appreciate if you could add yellow triangles above your clan members on raids. So we can recognise each other right away. Party system isnt working there so it cant be done through it.

Of Kings And Men 1 month ago

Clan members will always have unique coloured triangles in every PvP modes (including raids).



Fox 2 months ago in De Re Militari 0

Biomes is a must have in Militari since field battles are coming we might need them to be in the desert, some mountainous area full of snow and even dense forest making it hard for cavalry to move (when it comes ofc)


Separate Equipment for Militari

Ouki 2 months ago in De Re Militari • updated by Drakei 2 months ago 3

I would like to see different equipment used in militari battles, so clan leaders or army commanders  would have to pay gold from maybe a clan treasury to equip their armies with the necessary gear they need. This could then add to the fun, if a clan is able to defeat another and take their equipment and gold then they'd be better off. 


Remove auto balance from Raids

Ramses 2 months ago in De Re Militari • updated by Of Kings And Men 2 months ago 2

Militari and its battles are supposed to be competitive, not having enough people is a clans own fault. 

Of Kings And Men 2 months ago

We removed team balance from neutral battles, which was a part of the feature to allow late joins. Not sure about removing it from clan battles yet, since it would most likely require a different kind of balance anyway (because non-hardcore clans should be having a chance too). 


Siege : Destructable Doors and Gates

Crixus 3 months ago in De Re Militari • updated by Of Kings And Men 2 months ago 1

Destructable Doors and Gates by meele weapons for Raid Mode

Of Kings And Men 2 months ago

Main limitation at the moment is visual representation of breaking gates, but we do plan to include it later!