(Arrives in a cloud of smoke) Evening, fellas! Just stumbled across this thread. And I am coming to derail it. Kind of. Here we go!
Reading back through the thread, it appears that there isn't a lot of hours plugged into FOG:E. I have over 500 hours. A shock, I know, to folks who only know me for Civ or Warlock. I haven't played one second of Kingdoms, but, as long as the game hasn't strayed too far from Empires, I feel like I have a pretty good grip on how it works.
First, battles. I have a lot of hours in MII:TW, but, I play it by building such huge armies that auto resolve is all I ever use. So, the animation of battles in Empires is fine by me. The four key factors in Empires battels are:
1) Frontage. How wide an area, measured in squares, front line troops will be able to engaged. Frontage is determined by
2) Terrain. The terrain you are fighting in determines how many units can be in the front line. Mountains have a Frontage of 4. Hills 5 and Forest 6. Plains are 14. There are a few other Terrains, but, it all follows logically.
3) Army composition. Infantry and Skirmishers are the core of any army in any Terrain. Everything else can be salted to taste. A very neat feature I abused as much as I could were Provincial Units. The basic empire unit is the Region. Enough Regions in the same area under your control can be made into a Province. Each Province allows recruitment of a special unit with unique characteristics (German Warbands, Hispanic Scutarii, Armorican Javelineers, Brittonic Warriors. Empire players will notice the best of the best there, but, there are many others that give a neat flavor as well as being varying levels of useful).
4) Generals. If you got'em. They are super useful and bring their own special abilities. I find they tend to die easily even though they are never represented on the battlefield, only the effects of their abilities. That could also be personal bias, but, it always feels like it to me.
So, you have your Frontage, Terrain, Army and maybe a Leader. When you enter a Region with your Army, battle starts. You are brought to a mini map that represents the Terrain, the units of your Army are opposite your opponents constrained by the Frontage of the Terrain. So, if your Frontage is six, even if your Army has a hundred units, only six will fight at a time. The battle starts with Skirmishers on both sides firing at the opposing Army. After they fire, they retreat through their Army then the front line units fight. One opposing pair at a time. Damage is dealt, effects of said damage are applied and then you move to the next pair and so on until all units have engaged an opposing unit. If you win, you move on to the next battle (if there is one) in the Region you are attempting to move into. If that was the last/only battle, then you take the Region. Easy peasy.
The harder concepts to grasp, I feel, are in empire management. I won't lie, it can be a bit dense. We've all played games like these for years and most empire management is pretty similar in concept: build, grow, learn, conquer. Empires has all that, but, I found that not all of the features work together in an intuitive way. At least, trial and error seems to feel as if it can have more damning consequences quickly than other games I've played. And that's ok. I've literally started thousands of Civ games. I ain't skeered.
Each Region can be improved with buildings. Trade, thankfully, is pretty automatic. It's also very obtuse, at least to me, in that the buildings in your Regions can require resources from their own or other Regions. Your Regions buildings can also produce resources. Trade takes place when Regions' buildings need resources from other Regions. Trade automatically happens. However, you are limited to how far you can trade stuff by your Trade Range and Trade Acumen. What it comes down to is, trade is very difficult to direct in any way manually. It's more by strategically building buildings that need/make resources and importing/exporting the ones you need/produce in a Region. Clear as mud, right?
A lot of the rest of what goes on, thankfully, is easier to figure out. Region management, outside of Trade, is pretty straightforward. Interacting with neighbors is pretty straightforward. The amount of information on your and your neighbors Regions is plentiful and easy to find and grasp. But, and you knew there had to a but, but, there is a mechanic, and it happens to be the way you win the game, that you MUST understand in order to win: Legacy. And it's two main drivers, Culture and Decadence.
Now, I'm not going to deep dive the aforementioned concept, but, I will do my best to explain a pain in the ass concept as neatly as I can. Whoever has the most Legacy at the end of the game, 190 A.D. (Turn 500), wins (You can win any time after turn 50 if you have 3x the Legacy of the next civ). You gain Legacy every turn from the Culture you produce each turn from each of your Regions, your current Government (and how long it has been in the Stage and Age it currently is in), how many Objective Regions you control that turn (certain Regions can become Objectives if your Ruler declares them to be. Capturing, and holding, them grants Legacy points each turn), and how many Wonders and Unique buildings you control. Culture and Decadence are gained in each Region of your empire. Forming Provinces will give you a boost in Culture and a reduction in Decadence. Buildings in your Regions that produce Culture or Decadence are considered in the calculation as well as the age and type of Government you currently are in. There are other factors as well, but, these are the main ones. So, in summation, build Legacy through Culture, reduce the Decadence burden as best you can, and you win
There's a shitload of other things I could get into, but, that's a very macro overview. I suspect that Kingdoms Authority and Disorder is comparable to Empires Culture and Decadence. It can be very limiting and confining if you mismanage it, but, once you understand it, it holds the key to winning the game. And just in case it didn't come across that way, I really like Empires. I would be stoked to try Kingdoms. And yes, I MP.