My time is limited and saves will be introduced when I think it is a priority. Mac and Linux will never be supported. If you want to play games on PC then buy Windows.
Ben
Creator of
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Good news! This issue has already been fed back to me via the Discord community. I have made changes to the turn order and it will be in this Friday's build.
As you say the AI adjusts their troops after the turn ends, this results in unfair engagements and bias against the player. In the new build the AI will deploy their troops at the start of the turn. This gives you more information about where the AI is strong, weak, etc.
The AI will adjust their troops too when you declare war, so no more land grabs at the start of a war. The Spring update this Friday has a ton of changes and it will add depth and more choices for how you manage your land forces and fight battles.
I have committed to supporting BfE for the whole of 2025. Economy and Navy will get overhauled in the Summer. Diplomacy in the Autumn. Tech and skill trees will be added in the Winter.
A couple of people in the Discord community have made the same point so you are not alone.
The first major update is coming 28 March which will add mechanics to land combat. You will be glad to hear several changes are being made to address this problem.
New properties such as manpower strength, attack and defence modifiers as well as division reinforcement will increase the value of each individual addition.
You will no longer move around individual divisions. Instead you will create a Corps of up to 5 Divisions. Each territory can contain a single Corps so a lot less micro for a more realistic result!
If you are someone that enjoys playing the game, I would encourage you to join the Discord to stay in the loop with development. As well as contribute feedback to the direction of the game.
You're absolutely right—Greece, along with other minor nations, aren't in a playable state right now. My current focus is on refining the mechanics for the great and secondary powers, as they shape the overall flow of the game.
My development timeline is structured in phases: March is focused on refining land combat, June will bring updates to the economy, September will improve diplomacy, and December will introduce more nation customization. These systems need to be solid before smaller nations like Greece can be balanced properly.
If you're interested in the game, consider joining the Discord. I regularly discuss changes, share updates, and gather feedback from the community to help shape the game’s direction. You sound like a valueable member!
I’ve personally played through a campaign as Germany on the browser version and did not encounter any crashes. But I understand that crashes can occur in your playthrough and not in mine.
When the game crashes on Windows, it generates a report that you can copy and paste here. You can see a previous post below from Fantofire, where they pasted the report and I was able to fix the bug within an hour.
Unfortunately, this is not available in the browser-based version, which is a limitation of running the game in a browser.
This is why I primarily recommend and support the Windows version for troubleshooting and stability. If you experience similar issues on the Windows version, please share the report, and I’ll be able to help.
Thank you for your understanding!
Thank you for letting me know about the crash. I want to mention that the Windows version is the primary platform for the game, and the browser version is meant to serve as a demo.
From my own testing, I haven’t encountered any crashes. If you can identify what triggered the crash or provide more details about the circumstances (such as the actions you took before it happened), it would help me investigate further. Without that information, it's challenging to pinpoint the issue.
Thank you for your understanding!
Thanks I appreciate it. I am going to rerelease one of my existing games before the end of the year, so the precedent is there now for Saxon Kings being reworked.
If Battle for Europe v0.2 isn't well received, and I don't have ideas for anything new, there is a good chance I just rework Saxon Kings in 2025.
Playing tall is something that isn't viable but should be. Another issue with Saxon Kings is diplomacy, it should be there is slow the early aggressive expansion.
Tutorials are tough because they take up a lot of time that would be used for content/mechanics. But I do agree I need to do a better job of communicating core mechanics. At the very least I will do a youtube video going through explaining mechanics.
Can you give me examples of the ways in which the UI confused/frustrated you?
Thanks really glad to hear it! Don't think I included any nation bonuses, harvests were determined by dice roll between 1-100, depending where it landed in 1 of 5 sections would determine the outcome. Harvests were also global (if you had a bad harvest, so did everyone else) as I was trying to emulate weather conditions and that could have been clearer.
Appreciate you sticking around!
Upgrades I agree were a total waste of time and the fact that you contrast them with Reforms being good, is something I would agree with.
Diplomacy was a total rework from Saxon Kings, but I think its heading the right direction considering coalitions are new. It is going to take a few more games to iron out the meta-gaming but it was a good attempt.
In terms of combat I think the aggregate/flat percentage for battles has outstayed its welcome. The next game will probably have combat based on the unit level rather than at the army level.
Nation Wars was intentionally general, it didn't have a theme and was just vague provinces. The goal of the game was for me to think about mechanics. It was always a learning exercise that I would apply to my next theme, either feudal Japan or a rework of my first world war game Battle for Europe.
Thanks for playing the game!
The goal is that the people who enjoyed Saxon Kings will enjoy the next game. I am keeping the good parts and reworking the bad parts.
Factions and the combat system will essentially function the same way. The economy has been reworked. You will also have to manage a tech tree and choose between spending resources on your military vs. spending resources on upgrades.
Rebuilding the AI from the ground up is what is taking up most of my time.
Below is the current map but I expect to add additional territories.
If you hold shift-click will deploy 5, ctrl-click will deploy 10.
You're correct the AI will do that sometimes based on their personality randomly chosen at the start of the game. Its something I picked up at the time when I reworked the AI but left it in.
Eventually when I make another game in this style I will add coalitions i.e. 1 power gets so strong compared to all the others, that all other factions declare war on the superpower at the same time.
I am glad you enjoy Saxon Kings, I am currently working on my next game which hopefully comes out this summer if I am not lazy.
Thanks really glad to hear you are coming back to play more. Rivers wont get any changes for now, the plan is to continue to add additional content to encourage longer playtimes.
Content first then we will circle back again to look at mechanics. I agree with your assessment - there needs to be more dynamic choices, and at present rivers limit your options. So although I can't commit to anything for now, I agree there will be a rework on rivers soon.
I have released a new update for my turn-based strategy game set in medieval Britain. The long term vision is to borrow from classic board game like Diplomacy and Risk but in an Anglo-Saxon setting with more flavour/content.
Below you can see the five factions that are currently in the game: Northumbria, Kent, Anglia, Wessex and Mercia.
Your turn revolves around three phases:
- Deployment - Where you spend manpower to raise units that form part of an army, as well as money to build castle to protect your lands;
- Movement - Where you select your armies and attack adjacent territories you do not control;
- Consolidation - Where you fortify your position with your units so hostile armies don't capture your lands.
At the end of your turn you extract manpower and money from the lands you control, which can be spent next turn.
Below you can see a typical board, where armies are represented with banners, and your fortifications with castles.
You can play it here.
There was a lot of valuable feedback in this post. I have gotten a lot of feedback on reddit for this game and you've raised topics no one else has in this post so its appreciated.
Once additional content is added I will rework the tutorial and #1 will be actioned. Based on your feedback I have added the ability to choose starting location and colour in the scenario designer, as well as a few other options. On #5 you can choose to play a 'short' or 'long' campaign.