Difference between revisions of "Total War Saga: Thrones of Britannia/Changelog"
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+ | ==Mac App Store: 1.0.4== | ||
+ | <pre>• Incorporates all changes from Creative Assembly's 'Steel & Statecraft' update | ||
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+ | • Fixes a number of minor issues</pre> | ||
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+ | ==Mac App Store: 1.0.3== | ||
+ | <pre>• Incorporates the changes from Creative Assembly's 'Allegiance' update | ||
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+ | • Fixes a number of minor issues</pre> | ||
+ | |||
+ | ==Mac App Store: 1.0.2== | ||
+ | <pre>• Incorporates the changes from The Creative Assembly's 11571.1380169 update | ||
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+ | • Fixes a number of minor issues</pre> | ||
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==Steam: 2018-12-18== | ==Steam: 2018-12-18== | ||
<pre>The Steel & Statecraft Update Patch Notes | <pre>The Steel & Statecraft Update Patch Notes |
Revision as of 19:21, 3 December 2019
- Back to: Total War Saga: Thrones of Britannia.
Contents
Mac App Store: 1.0.4
• Incorporates all changes from Creative Assembly's 'Steel & Statecraft' update • Fixes a number of minor issues
Mac App Store: 1.0.3
• Incorporates the changes from Creative Assembly's 'Allegiance' update • Fixes a number of minor issues
Mac App Store: 1.0.2
• Incorporates the changes from The Creative Assembly's 11571.1380169 update • Fixes a number of minor issues
Steam: 2018-12-18
The Steel & Statecraft Update Patch Notes Total War Saga: THRONES OF BRITANNIA Ella McConnell December 18 2018 The top highlights of the update were revealed in a blog post last week but, just in case you missed it, we’ve repeated that information below along with many additional tweaks, fixes and improvements. Important Notes “No save games were harmed in the making of this patch!” Feel free to start a new campaign or pick up one of your saved games, it won’t break with the patch. However, please make sure you don’t have any mods enabled, otherwise compatibility cannot be guaranteed. (However, if you do wish to continue using the current version of the game for your mods, you can do so by right clicking Thrones of Britannia in your Steam library, selecting Properties and then Betas and choosing the allegiance_patch option in the drop-down menu) Mac and Linux The Steel & Statecraft Update has been deployed today for PC. The update is also being developed by Feral Interactive for the Mac and Linux versions of the game. We’ll update you on the deployment date for that as soon as it’s confirmed. Update 14/1/2019 Today, we deployed a patch to fix a couple of issues that had been identified after release of the Steel & Statecraft Update for Thrones of Britannia. Here’s a list of the fixes: Traits that are gained and lost within the same turn (due to dynamic pair groups cancelling one another out) are no longer displayed in the UI event log. The technology Melee Specialists for Viking Sea Kings now applies its effect as intended. The political dilemma Oh look! A butterfly! Isn’t that glorious? choices have been balanced (from +1 Loyalty to -1 Loyalty) In the God’s Will dilemma, appeasing the church now increases the hiring cost of units instead of lowering it. Fixed an issue which prevented players with legacy save games from recruiting technology-unlocked units after the Steel & Statecraft Update. Fixed an issue which made the Mycel Haeben Here and Legendary General achievements harder to obtain than intended. Fixed a UI issue with the preview of the new battle maps. Fixed a crash related to annexing factions with Gaelic Kingdoms. Fixed a crash related to armies sallying out of certain settlements. Estates Overhaul The purpose of Estates was to add challenges in managing a kingdom where each noble is playing the game of intrigue, looking to grab more power and land for themselves. However, the system didn’t have as much impact as we’d have liked, which is why Estates have received a rework to better represent a king granting land to his more important lords, thus ensuring their devotion to the crown. With the power of land ownership comes a responsibility for the owner to properly tend to his holdings – each Estate will offer a positive effect if given to the proper lord, or a negative one if the noble is not suited to presiding over such lands. The nobles in turn do not sit idly, hoping for deeds to fall in their lap. The Estate Desire traits, which characters previously gained, have been replaced with requests, directed towards the crown in the form of missions. Every so often a lord in your faction will ask to be granted Estates, offering a reward in return. But if you deem the noble ineligible or sense malicious intent, and you ignore their request, their loyalty will start to waiver. We’ve added more weight to managing your Estates, and to help with that we’ve reorganized the Estates interface. Each lord will list the effects that they provide from Estates they own. Moving Estates around has been made easier – clicking on an Estate will grant it to the selected character on the left. Beware, however, of dealing with Estates that are not in the king’s possession – nobles are quite attached to their lands and will rarely part with them without repercussions. Traits Traits depict the story of each character; their upbringing, their personality and the events that have occurred in their lifetime. Sifting through each character’s history can be cumbersome, which is why we’ve stacked traits into groups. Each trait group is now represented by a banner, with all effects of the traits within listed underneath. Clicking on a banner will list all traits within that group, giving a detailed account of the noble’s qualities. As mentioned previously, each trait group will list how it affects a character’s Estates. The group with the most traits will be marked with a large yellow icon, showing the lord’s dominant characteristics and what effects they grant to the noble’s land ownership. Recruitment Revamp Recruitment in Thrones of Britannia is chance based, similar to the way in which mercenaries worked in previous titles. While it’s an interesting challenge to build armies with imperfect composition and size, it has downsides too, such as elite units appearing scarcely, and losing your painstakingly assembled army can be a devastating blow to your campaign. We’ve replaced this chance-based system with cooldowns. When a unit type is recruited, there’s now a set number of turns before another becomes available. This retains the sense of choice limitation, but rewards planning and removes the random punishment of not having enough units simply because they didn’t appear in the recruitment pool. The time it takes to build a full army can be lengthy, so recruitment events have been added, granting a quick supply of units to help with defending territories, or adding a helpful push to your conquering. Buildings, technologies and faction mechanics have all received new effects to improve the recruitment times of units. We’ve also eased the unlock requirements of military technologies, to make meaningful choices in army management more accessible. General patch notes Politics Political Difficulty Slider For more challenge or to avoid meddling in politics too much, players now have the option to adjust the political difficulty of the game (separately from Campaign and Battle difficulty). Secure Loyalty Tweaks We’ve rebalanced the existing secure loyalty dilemmas and added a few new ones. The system will now take into account the political power (Influence and Loyalty) of the target character and give the player an appropriate set of choices. ‘Torture’ is no longer the go-to way to express appreciation to highly loyal, long-time battle-brethren! Buildings Alternative Building Paths Players now have the option to specialise their villages in one of two directions. All village buildings have been updated to branch out right at the beginning (level 2) rather than at their last level. The old building paths have been left unchanged (save for some balance tweaks), to make it easier for existing players. New building icons have been added to represent buildings with dual sources of income (e.g. CHURCH/COMMERCE). Balance Changes The effects of certain buildings have been tweaked to make each building a viable choice. Church Crafts building now grant a bonus to income from LEAD villages. Church Crafts now grants income (CHURCH), instead of modifying it. Round Tower has been buffed to have half the maintenance cost and twice the buff to income (CHURCH). Bullaun’s public order buff has been doubled. Book of Traits (Trait Browser) With the added importance of character traits, we believe there is more purpose to managing your characters, seeking their best development. All traits present in the game are now listed in the Book of Traits along with the condition of their acquisition. The details of a trait will be locked until the player acquires that trait for the first time. (We still want players to experiment and discover traits on their own, but unlocked trait information will now be readily available) The Book of Traits is persistent between campaigns, allowing players to hunt for a specific trait in a later playthrough. Environment New Major Settlement Maps Map 1 – based on Bebbanburg Castle (used in-game for Bebbanburg and Eidenburg) Map 2 – based on Rock of Cashel (used in-game for Caisil and Grianán Aileach) New Viking and Anglo-Saxon Buildings All settlement maps (both major ones and villages) have been updated to include new buildings. Viking Gatehouse Viking Long Hall Viking Turf-roof Hall Viking Drinking Hall Viking House 1 Viking House 2 Viking House 3 Viking House 4 Anglo-Saxon Chieftains House Anglo-Saxon Great Hall (under construction) Texture Updates Old roman fortifications now have unique textures that properly represents the building materials and techniques used for their construction and repairs. Battle General Attributes in Custom Battles Players can now increase the attributes of their general (Command and Zeal) in custom battles. This costs army funds, not unlike experience upgrades of units. The general’s ability is now chosen from a drop-down menu. This addresses the issue of bodyguard units being too small in size and weak (in Thrones of Britannia bodyguard unit-size scales with Command). Battle AI Improvements Defending AI in sieges improved to respond better to attackers. Improved unit selection and prioritization on walls to favour missile units when fortified position is not under threat. Improved unit allocation to threatened sections of walls and breaches to favour heavy infantry. Updated siege equipment and wall gap pathfinding. Performance Optimization Improved the general performance in battles, especially during sieges Unit ‘stutter’ decreased significantly. Visual Enhancements Added ocean shader foam and edge Added (optional) vignette and film grain post processing effects Added (optional) god ray effects UI Improvements Governors and Estates This window has been redesigned to make it easier to use. Simply select a character and then the Estate/province you want them to have. Notifications The notification system UI has been redesigned to improve its readability and ease of use. The notifications are now located at the bottom right corner and can be ‘snoozed’, hiding them completely until they are needed again. Miscellaneous There’s now a large faction emblem present on the screen which opens the ‘Faction’ window. (similar to how it works in Rome 2). The old Faction button now simply redirects to the ‘Family Tree’ tab. All missions now have a ‘Zoom to location’ functionality, giving players a more detailed information about the target. The art element used for armies on the campaign map has been tweaked slightly to make armies a bit easier to distinguish from settlements. Players can now choose to minimize the window with an overlay option that appears when the Space key is pressed, so it doesn’t block their view on the battlefield. During battles, there’s now an alert when the model count of the general’s bodyguard unit falls below 40% (which makes the general himself vulnerable). Shield Castle now properly articulates that units in this stance tire at reduced rate. Mod Support The Recruitment window can now accommodate any number of custom units (with a scroll-bar). Retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates. Other Changes Inactive Achievements Fixed certain achievements that become unobtainable with the Allegiance Update. Stone of Destiny Missions Rewards increased significantly. Other Fixes The unit cards of Northumbrian Mailed Thegns and Northumbrian Thegns have been swapped around. Fixed an UI issue where the game didn’t properly display the name of the selected map in the custom battle lobby. Fixed various UI issues with window priority which resulted in soft lock. Adjustments have been made to the way the AI declares war on the player. We’ve balanced the weight of the different factors that lead to a war, so that it is more contextual and relevant given the current state of the campaign. Fixed Hadrian wall ‘holes’ in some of the wall components. Fixed several issues with misalignment of houses, fences, and gates in battle maps. All missions now properly specify their target. Fixed a UI issue with the Food bar not displaying its effect properly. Fixed issues with Decrees not applying their effects properly. Fixed an issue where the adoption of faction leaders caused their family tree to merge with the player’s. Fixed an issue with the main menu disappearing after leaving a multiplayer lobby. Fixed a crash related to the disbanding of armies and replacing a general.
Steam: 2018-08-28
Thrones of Britannia: Allegiance Update Total War Saga: THRONES OF BRITANNIA Ella McConnell August 28 2018 Below is the full list of changes that the Allegiance update brings to Total War Saga: Thrones of Britannia. If you have previously opted in to the Allegiance beta on Steam, please opt out of it as if you remain in the beta you will not have the latest changes or be able to access to Blood, Sweat & Spears. For a list of what has changed between the second beta for the update and the full release, those are listed separately here. Major Changes Allegiance This feature is based on Religion from ATTILA and the Culture mechanic of ROME II but, to better match what was going on during the time period and the design of the game overall, it has been reimagined as “Allegiance” All playable factions have their own Allegiance, with minor factions sharing group Allegiances such as English Kingdoms etc. Allegiance is spread by the current level of faction leader influence, as well as certain Followers and Traits characters can have The presence of other Allegiances in your provinces causes a negative public order impact that scales with the size of the other Allegiances present The effects from taxes have been changed so that there is a smaller base penalty to public order, but each tax level gives an increasing multiplier to the effect of other Allegiances on public order The public order impact from occupying settlements has also been removed, so that the main public order impact on taking a settlement is the levels of different Allegiances present in a province. Take back a settlement you lost a turn before, you’ll see minimal or no public order problems. Take one deep in foreign territory and it will take time for the Allegiance to shift to your own Characters in your faction and certain events can also spread “Usurper” Allegiance, which is linked to the civil war faction for each playable faction The faction leader can also spread Usurper Allegiance if their influence gets too low Allegiance display has been added to province panel, province details panel, and a filter added to the strategic map Decrees A new menu has been added to the campaign, called Decrees, that sits to the left of the Objectives button on the main HUD Similar to the Rites feature in Warhammer II, the Decrees screen allows the player to enact one of 4 different decrees that give bonuses to their faction for a number of turns. These could be bonuses to unit replenishment, big increases to research rate, or triggering Expeditions for the Viking Sea Kings The full list of Decrees and bonuses for each faction is detailed in the Balance Changes section of the patch notes Each Decree costs gold to enact, and depending on faction can also cost faction leader influence or other elements as well Enacting a Decree puts all of them on a cooldown of a number of turns until one can be done again, and the enacted Decree will have a longer cooldown as well Decrees can have unlock requirements, such as constructing a certain level of building, winning a number of battles, or researching a technology Several previously event based mechanics have been merged into this system. The Witan for West Seaxe is now what Decrees are called for them, the same is also true for Hoards and Mierce, and the Fair of Tailtiu and Mide Expeditions, along with being incorporated into the Decrees system, have also been reworked so that they no longer have negative outcomes and each direction of travel is associated with certain bonuses The Isles (previously North) for farm bonuses gained by settling the isles in the Atlantic The Rus (East) for trade bonuses gained from meeting with them or for journeying down the great rivers to the lands beyond The Mainlaind (Southeast) to gain bonuses from taking towns or making people your vassals South to gain income from raiding Pagan Kings As the two playable factions who we believe were not largely Christian at this time, Dyflin and Sudreyar will now start with a new effect bundle called “Pagan Kings”. This gives bonuses to unit replenishment rate and unit morale but also spreads Usurper Allegiance As the player conquers more regions with Church buildings or upgrades them, an event will appear with three choices: Stay Pagan will replace the existing Pagan Kings effect bundle with one that generates lower bonuses and larger penalties Convert King replaces the Pagan Kings effect bundle with a new one that lasts for a number of turns and generates a diplomatic relations bonus with other factions and improves faction leader influence but lowers character loyalty Mass Convert replaces the Pagan Kings effect bundle with a new one that lasts for a number of turns and generates the reverse of its effects, so penalties to morale and unit replenishment but a bonus to public order If the player chooses Stay Pagan, the event will appear again when more Church regions are conquered/constructed/church buildings upgraded The event can appear up to five times, and if the player chooses to stick to paganism right up to the last one the effect bundle will be applied permanently! Buildings All minor settlement buildings, except for religious ones, now branch at tier 4 to give more choices in how to specialise a province. For example, the LEAD chain splits into one line giving a bonus to Church income, the other that focuses on resource production and Industry income For major settlements, two new chains have been added for all of them: MERCHANT for Commerce income, and WORKSHOP for Industry income so you can always get income of those types from major settlements The Bullaun chain has been added for MONASTERY settlements, which give bonuses to public order and fame New unique settlement chains have been added to Grianan Ailech (GRIANAN OF AILECH), Achadh Bo (MONASTERY OF ST CAINNECH), and Hwitan Aerne (CHURCH OF ST RINGAN) Tintagol has gained a unique variant of the GRANARY chain, the FOGOU chain Several existing major settlement chains have been changed, both in their bonuses and where they can be built: TOOLS chain can only be built in provinces with COPPER, IRON, or WOOD buildings and focuses on bonuses to those buildings TANNER chain can only be built in provinces with the HUNTING chain TITHE HALL chain can only be built in provinces that have either a MONASTERY main settlement or at least one ABBEY chain in the minor settlements, and also have at least one FARM, ORCHARD, or PASTURE chain in the province. The building gives bonuses to food production from those chains and also a bonus to Church income Other new chains have also been added to major settlements which are also dependant on what other buildings exist in a province: CRAFT MERCHANT chain that can only be built in provinces with CLOTH, POTTERY, or SALT chains and gives bonuses to those chains as well as a bonus to Industry income in the province WAREHOUSE chain that can only be built in provinces that have at least one of the PORT building chains, and it improves income and food production of all PORT building chains in a province CHURCH CRAFT chain that can only be built in provinces that have either a MONASTERY main settlement or at least one ABBEY chain in the minor settlements, and also have at least one COPPER, IRON, or WOOD chain in the province. The building gives bonuses to the income from those chains as well as a bonus to Church income in the province ARTISANS chain that can only be built in provinces with GOLD, LEAD, SILVER or TIN chains and gives bonuses to income from those chains as well as a bonus to Commerce income in the province Estates There are now multiple types of Estates in the game: Agricultural Estates, given by the APPLE ASH, FARM, HUNTING, ORCHARD, and PASTURE building chains. Their effects are: Held by faction leader +1 influence Held by other characters +1 influence +1 loyalty -100 gold Estate Estates, given by the ESTATES building chain. Their effects are: Held by faction leader +2 influence Held by other characters +1 influence +2 loyalty -50 gold Religious Estates, given by the BENEDICTINE ABBEY, CELI DE ABBEY, and ABBEY chains. Their effects are: Held by faction leader +2 faction Allegiance Held by other characters +1 influence +1 loyalty New traits and effects related to Estates have been added. Characters can now gain traits that gives them a desire to own certain type of Estates, and a loyalty penalty if that desire isn’t met. They can also want to have more Estates than the faction leader, or more than lower level characters for example The full list of desires that traits might give is: Desires more Estates than faction leader Desires less Estates than faction leader Desires more Estates than generals and governors Desires more Estates than characters with lower Command Desires more Estates than characters with lower Governance Desires more Estates than characters with lower Zeal Desires more Estates than lower level characters Desires more Estates than everybody but the faction leader Desires more Estates than younger characters Desires no more Estates The traits giving these desires can be gained either when a character is created, or a chance to gain each turn, or by the player handing out Estates to characters All of the above mean that there is much less of a one size fits all approach in how to deal with characters and Estates, and how you might try and deal with the desires of certain characters Politics The faction & politics UI has had large improvements, most noticeably the Records & Statistics pages have been merged together so that the Family Tree and information on your faction could be split into separate pages The Summary page shows information on faction leader, diplomatic relations, faction effects, map of the world, faction bonuses and description The Family Tree page has more space to show the family tree, redone character information panel that sits on the left and is where political actions can now be done, and new tabs along the bottom to show you your Generals, Governors, Statesmen, and Family Members The Family Tree page has a new filter to show just faction leader and their immediate family to help out as the family tree grows larger over the course of the game The cost of political actions now scales with Fame level of your faction This means they are cheaper in the early game to try and prevent situations that can spiral out of control, but as you grow bigger they become more expensive The outcome and effect of political actions have been adjusted to give more depth New traits have been added that can be gained from certain political actions, such as Destined for the Throne for someone being appointed heir, or Chuffed if they’re married for example Faction Mechanics War Fervour has been removed. We felt that this mechanic wasn’t a factor most of the time, and when it was impacting campaigns it was often in opposition to mechanics like Heroism, Legitimacy etc. The faction mechanics for each faction group are now displayed as a bar on the main HUD at the top, allowing player to see what bonuses they could get from each level Food is also now displayed with a bar on the main campaign HUD to better show the bonuses it gives at different levels as well The effects from many of these mechanics have been updated, detailed fully in the balance change section The ‘Cultural Equilibrium’ factor has been renamed to ‘Natural Decline’ to better reflect how it works, and how it impacts the players score for each mechanic has been adjusted as well A new mechanic has been added to the English Kingdoms – the Burghal system. This gives bonuses depending on the factions tax level, and whether the faction is at peace or at war. Below at the main bonuses from the Burghal mechanic tied to the tax levels Very low taxes: -50% Fyrd cap Low taxes: -25% Fyrd cap +10% campaign movement range -15% construction cost for Garrison buildings Normal taxes: +15% campaign movement range -30% construction cost for Garrison buildings High taxes: +25% Fyrd cap +20% campaign movement range -60% construction cost for Garrison buildings Very High taxes: +50% Fyrd cap +25% campaign movement range -100% construction cost for Garrison buildings Each level can also give bonuses or penalties to Public Order and faction leader influence depending on if your faction is at war or at peace. People like being on very low taxes at peace, but if you’re at war they fear you are not doing enough to protect them and won’t be happy. Similarly people will endure high taxes if you’re at war, but if you’re at peace it will take a strong king to keep the people happy with such levels of taxation Faction Traits There have been many changes to faction traits to reflect the new Decrees mechanic and also with the aim to make them more distinct. The faction trait changes are listed in the Balance Changes section due to the number of changes made Supplies Foreign soil penalty removed, instead each stance now has a supply cost and certain situations like besieging also cost more supplies Bonuses from positive faction food apply to armies in own or allied territory, and the values of these bonuses have been adjusted to factor in the new way supplies work This means that supplies will no longer go down in allied or vassal territory if your faction has positive food, and that faction food level plays a big part in how quickly armies will build up supplies in your own territory Battle AI Restore AI hint lines to hill tiles, and improved AI use of hint lines so it is less likely to pick ones too close to player, and will correctly use them to reposition their army as the player moves theirs AI will no longer keep general back on his own when defending in sieges, and will now make use of him to properly defend the settlement Improved AI behaviour when disembarking troops in coastal/port assault battles so it makes use of more drop-off points AI will hold back its outflanking groups more to better arrive at same time as main force AI use of cavalry, and timing of cavalry movements improved AI missile units will now better prioritise targets, and will target the players own missile units a lot more now Changed group formations the AI uses to better tie into how it behaves, as well to improve how it deals with flanking forces when being attacked Bug Fixes Battle Fixed issue where if soldiers disembarking from a ship were given an order, the ship would withdraw resulting in the remaining soldiers on the ship jumping into the sea and dying Fix for siege towers not working correctly on Steanford map Fix for Eastmen Scouts and Eastmen Raiders having wrong mount animations that caused some animation issues in cavalry v cavalry combat Campaign AI will only recruit armies with a minimum of 3 units, preventing only single unit AI armies Fix for crash when that happened when loading some save games Fixed bug that allowed for unlocking of techs by firing/hiring governors repeatedly Fixed for issue where certain characters gaining rank reduced Heroism score Fixed issue when auto-resolving minor settlement battles Older versions of siege equipment will no longer be available in campaign once you’ve researched the newer versions of them Disbanding last general when you have no settlements will no longer cause an auto save that would lead to a crash Garrison units no longer count towards tech unlock requirements Fix for rebel armies only having spearmen and javelinmen in them Fix for some starting characters and children in the campaign having 0 loyalty or 0 influence UI Zoom to Sea Region buttons now correctly function Fixed soft lock that could occur if you open the event message panel just before initiating a battle Fixed crash when clicking governor details multiple times Fixed crash that could happen when using shortcuts and hovering over a unit card Fixed crash if disbanding a unit is confirmed whilst the unit exchange panel is open Fixed crash if user makes resolution changes and runs benchmark Fixed crash when assigning governor while the character details panel is open Fixed crash when opening diplomacy screen and moving camera after looking at Records/Governors & Estates page Fixed soft lock if a character is assassinated then declared heir when exchanging units Untaxing a province will now correctly update the province panel, instead of it only updating if you deselected then reselected the province Notification icons at top of screen now appear at start of a new turn, instead of only appearing after you clicked anything Fix for tooltip becoming stuck on the cursor if player right-clicks a building icon with a warning icon on it Balance Changes Battle Reduced speed of siege towers and rams Reduced speed at which soldiers climb siege towers Reduced damage of boiling oil, and added a morale and movement speed contact penalty to it to give it a more general debuff Eastmen Axe Warriors Cost increased from 450 to 600 Upkeep cost increased from 100 to 150 Morale reduced from 47 to 45 Eastmen Axemen Cost increased from 400 to 500 Upkeep increased from 115 to 130 Morale reduced from 45 to 40 Berserkers (Eastmen) Cost reduced from 1200 to 1150 Eastmen Champions Cost reduced from 800 to 750 Great Axes (Viking Sea Kings) Cost increased from 450 to 500 Increased weapon damage Eastmen Horsemen Cost reduced from 600 to 550 Melee skill reduced from 33 to 30 Morale reduced from 45 to 40 Eastmen Hunters Ammunition increased from 14 to 15 Eastmen Javelinmen Ammunition increased from 7 to 8 Eastmen Kerns Movement speed increased Long Axes (Viking Sea Kings) Increased weapon damage Eastmen Mailed Axemen Cost increased from 500 to 700 Upkeep cost increased from 130 to 200 Norse Mailed Hersir Cost increased from 800 to 850 Norse Warriors Cost reduced from 600 to 500 Upkeep cost reduced from 175 to 125 Melee skill reduced from 36 to 32 Morale reduced from 45 to 42 Eastmen Raiders Cost increased from 400 to 450 Morale increased from 28 to 30 Eastmen Scouts Cost increased from 300 to 350 Shield Biters (Viking Sea Kings) Cost reduced from 950 to 1000 Eastmen Spear Guard Cost increased from 850 to 950 Eastmen Wood Kerns Ammunition increased from 7 to 8 Movement speed increased Norman Archers Ammunition increased from 14 to 15 Norman Axe Levy Armour reduced Norman Axemen Morale increased from 28 to 30 Norman Foot Soldiers Cost increased from 800 to 850 Norman Levy Spearmen Armour reduced Norman Mailed Spearmen Cost reduced from 650 to 600 Maine Infantry Cost increased from 550 to 700 Charge bonus increased from 23 to 30 Melee skill increased from 30 to 38 Maine Warriors Cost increased from 450 to 650 Charge bonus increased from 20 to 28 Melee skill increased from 26 to 35 Norman Spearmen Morale increased from 28 to 30 Welsh Armoured Axemen Cost increased from 600 to 650 Helwyr Ammunition increased from 14 to 15 Welsh Horsemen Cost increased from 500 to 600 Charge bonus increased from 21 to 24 Melee skill increased from 29 to 34 Morale increased from 30 to 38 Longbowmen Ammunition increased from 14 to 15 Welsh Mailed Axemen Cost increased from 700 to 800 Old North Horsemen Guerrilla deployment added Old North Riders Cost increased from 700 to 750 Guerrilla deployment added Charge bonus increased from 27 to 35 Melee skill decreased from 38 to 35 Old North Uchelwr Cost increased from 800 to 1000 Upkeep cost increased from 250 to 275 Guerrilla deployment added Charge bonus increased from 29 to 40 Melee skill reduced from 39 to 36 Royal Uchelwr Cost increased from 1000 to 1050 Morale increased from 54 to 60 Scout Horsemen (Welsh) Cost increased from 300 to 400 Charge bonus increased from 15 to 18 Melee skill increased from 22 to 27 Morale increased from 26 to 30 Welsh Swordsmen Cost decreased from 600 to 500 Upkeep cost reduced from 175 to 150 Teulu Cost decreased from 1000 to 950 Teulu Spear Guard Cost increased from 950 to 1000 Morale increased from 54 to 56 Valley Mailed Spearmen Cost increased from 650 to 700 Anglian Champions Cost increased from 700 to 800 Encourage added Anglian Marauders Cost increased from 600 to 700 Anglian Raiders Cost increased from 500 to 600 Danelaw Archers Ammunition increased from 14 to 16 Berserkers (Great Viking Army) Cost reduced from 1200 to 1150 Danelaw Huscarls Cost increased from 1100 to 1200 Morale increased from 54 to 60 Fyrd Archers (Great Viking Army) Ammunition increased from 14 to 15 Great Axemen (Great Viking Army) Weapon damage increased Huscarls (Great Viking Army) Encourage removed Jarl’s Horsemen Melee skill increased from 35 to 38 Danelaw Javelinmen Cost increased from 200 to 250 Ammunition increased from 7 to 8 Armour increased Long Axemen (Great Viking Army) Weapon damage increased Danelaw Mailed Archers Cost increased from 400 to 450 Ammunition increased from 14 to 15 Danelaw Mailed Horsemen Cost increased from 900 to 1000 Encourage added Melee skill increased from 38 to 42 Danelaw Mailed Swordsmen Cost increased from 800 to 850 Encourage added Northumbrian Mailed Thegns Cost increased from 750 to 850 Charge bonus increased from 26 to 30 Melee skill increased from 38 to 42 Morale increased from 49 to 53 Northumbrian Thegns Melee skill increased from 33 to 36 Shield Biters (Great Viking Army) Cost reduced from 1000 to 950 Sword Hirdmen (Great Viking Army) Melee skill reduced from 36 to 33 Earl’s Horsemen Charge bonus increased from 24 to 28 Earl’s Spearmen Melee skill increased from 35 to 38 Fyrd Archers (English) Ammunition increased from 14 to 15 Fyrd Javelinmen (English) Ammunition increased from 7 to 8 Long Axemen (English) Weapon damage increased Mailed Horsemen Cost increased from 900 to 950 Charge bonus increased from 26 to 30 Mailed Long Axemen Cost increased from 500 to 550 Morale increased from 30 to 33 Weapon damage increased Mailed Seaxs Cost increased from 500 to 550 Mailed Spearmen Melee skill increased from 38 to 41 Marcher Armoured Spearmen Morale increased from 35 to 37 Marcher Mailed Spearmen Cost increased from 550 to 600 Morale increased from 38 to 45 Militia Fyrd Archers Ammunition increased from 14 to 16 Seax Warriors Cost increased from 400 to 450 Select Fyrd Archers Ammunition increased from 14 to 15 Movement speed reduced Select Fyrd Spearmen Cost reduced from 350 to 300 Select Militia Spearmen Cost increased from 400 to 450 Charge bonus increased from 18 to 22 Melee skill increased from 26 to 30 Thegns Melee skill reduced from 36 to 33 Thegn Horsemen Cost reduced from 700 to 650 Viking Archers Ammunition increased from 14 to 15 Axe Hersir Cost increased from 700 to 750 Axe Hirdmen Cost increased from 600 to 650 Berserkers (Viking) Cost reduced from 1200 to 1150 Great Axes (Viking) Weapon damage increased Huskarls (Viking) Encourage removed Viking Javelinmen Ammunition increased from 7 to 8 Long Axes (Viking) Weapon damage increased Mailed Archers Cost increased from 400 to 450 Ammunition increased from 14 to 15 Mailed Hersir Axemen Cost increased from 800 to 850 Mailed Hersir Spearmen Cost increased from 750 to 800 Melee skill increased from 38 to 40 Mailed Huskarls Cost increased from 1100 to 1200 Melee skill increased from 49 to 55 Viking Marauders Guerrilla deployment added Viking Raiders Guerrilla deployment added Shield Biters (Viking) Cost reduced from 1000 to 950 Spear Hirdmen Melee skill reduced from 33 to 30 Campaign Decrees West Seaxe Title: Witan Enacting one decree will put all other decrees on a 10 turn cooldown The options are: New Laws Enacted +10 to faction Allegiance +100% reduction in public order penalties from other allegiances Costs 1 faction leader influence and 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 10 turns Relieve the Tithed +5 pubic order -25% tax Costs 1 faction leader influence and 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 10 turns The Anglo-Saxon kingdom Requires highest level of GREAT HALL chain to unlock -25% building construction time +2 loyalty for all characters Costs 1 faction leader influence and 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 5 turns Gather Venerable Scholars Requires player to have a technology they can research this turn -50% construction time for Scribe buildings +75% research rate Costs 1 faction leader influence and 25000 gold to enact Cooldown of 20 turns, bonuses in effect for 3 turns Mierce Title: Hoards Enacting one decree will put all other decrees on a 5 turn cooldown The options are: A Generous Donation Requires highest level of CHURCH of BENEDICTINE ABBEY chain to unlock -50% construction time for Church and Benedictine Abbey buildings +75% research rate Costs 5000 gold to enact Cooldown of 10 turns, bonuses in effect for 3 turns The People’s Army Requires 40 units to be recruited to unlock +6 Supplies +30 XP for units per turn +10 unit morale Costs 5000 gold to enact Cooldown of 10 turns, bonuses in effect for 5 turns Our Futures Secured Requires a rank 5 character to unlock +5 XP for generals per turn +2 loyalty for all characters Costs 5000 gold to enact Cooldown of 10 turns, bonuses in effect for 5 turns The People’s Prince +10 to faction Allegiance +3 public order Costs 5000 gold to enact Cooldown of 10 turns, bonuses in effect for 5 turns Gwined Title: Decrees Enacting one decree will put all other decrees on a 10 turn cooldown The options are: An Army Supplied Requires 40 units to be recruited to unlock +25% unit replenishment +5 supplies -2 unit food upkeep Costs 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 10 turns An Epic Verse +10 to faction Allegiance Increases Heroism by +10 Costs 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 10 turns Honour His Holy Church Requires highest level CHURCH or ABBEY chain to unlock -50% construction time for Church and Abbey buildings +75% research rate Costs 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 3 turns Infrastructure Improved Requires player controls 20 settlements to unlock -40% to building construction time Costs 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 5 turns Strat Clut Title: Decrees Enacting one decree will put all other decrees on a 10 turn cooldown The options are: An Army Supplied Requires 40 units to be recruited to unlock +25% unit replenishment +5 supplies -2 unit food upkeep Costs 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 10 turns An Epic Verse +10 to faction Allegiance Increases Heroism by +10 Costs 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 10 turns Honour His Holy Church Requires highest level CHURCH or ABBEY chain to unlock -50% construction time for Church and Abbey buildings +75% research rate Costs 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 3 turns Infrastructure Improved Requires player controls 20 settlements to unlock -40% to building construction time Costs 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 5 turns Circenn Title: Decrees Enacting one decree will put all other decrees on a 10 turn cooldown The options are: Noble by Nature Requires a rank 5 character to unlock +5 XP for generals per turn +1 loyalty for all characters Costs 5 Legitimacy and 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 10 turns New Laws Enacted +10 to faction Allegiance Costs 5 Legitimacy and 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 10 turns Infrastructure Improved Requires player controls 25 settlements to unlock -40% to building construction time Costs 5 Legitimacy and 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 10 turns Army Supplied Requires highest level of SOUTERRAIN chain to unlock +25% unit replenishment +5 supplies -2 unit food upkeep Costs 5 Legitimacy and 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 10 turns Mide Title: Fair of Tailtiu Decrees can only be chosen in summer Enacting one decree puts all other decrees on a 4 turn cooldown The options are: Fair of Tailtiu +5 public order Costs 3 Legitimacy and 1250 gold to enact Cooldown of 8 turns, bonuses in effect for 4 turns Honour the Troops Requires victory in 10 battles to unlock +25% unit replenishment +50% replenishment chance for all units in recruitment pool Costs 3 Legitimacy and 1250 gold to enact Cooldown of 8 turns, bonuses in effect for 4 turns Spirits of the Dead Major diplomatic bonus with all factions +2 loyalty for all characters Costs 3 Legitimacy and 1250 gold to enact Cooldown of 8 turns, bonuses in effect for 4 turns New Laws Enacted Requires highest level of MOOT HILL chain to unlock +10 to faction Allegiance Costs 3 Legitimacy and 1250 gold to enact Cooldown of 8 turns, bonuses in effect for 4 turns East Engle Title: Decrees Enacting one decree puts all other decrees on a 10 turn cooldown The options are: Embrace the Church Requires an active technology available to research to unlock +75% research rate Costs 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 3 turns New Laws Enacted +10 faction Allegiance Costs 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 10 turns A Well-fed force Requires victory in 10 battles to unlock Here King: +1 towards Army +25% unit replenishment +5 supplies -2 unit food upkeep Costs 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 10 turns Great Viking Lands Requires control of 35 settlements to unlock -50% building construction time Here King +1 to English Costs 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 5 turns Northymbre Title: Decrees Enacting one decree puts all other decrees on a 10 turn cooldown The options are: Embrace the Church Requires an active technology available to research to unlock +75% research rate Costs 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 3 turns New Laws Enacted +10 faction Allegiance Costs 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 10 turns A Well-fed force Requires victory in 10 battles to unlock Here King: +1 towards Army +25% unit replenishment +5 supplies -2 unit food upkeep Costs 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 10 turns Great Viking Lands Requires control of 25 settlements to unlock -50% building construction time Here King +1 to English Costs 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 5 turns Dyflin Title: Decrees Enacting one decree puts all other decrees on a 10 turn cooldown The options are: Expedition Dispatched Requires highest level of VIKING PORT chain to unlock Sends out an Expedition Costs 1000 slaves and 2500 gold to enact Cooldown of 20 turns, bonuses depend on what direction is chosen for Expedition Kings of the Sea -50% construction time for Port buildings +50% income from Port building chains Costs 20 Tribute and 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 5 turns New Laws Enacted +10 faction Allegiance Costs 20 Tribute and 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 10 turns An Army Supplied Requires victory in 10 battles to unlock +25% unit replenishment +5 supplies -2 unit food upkeep Costs 20 Tribute and 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 10 turns Sudreyar Title: Decrees Enacting one decree puts all other decrees on a 10 turn cooldown The options are: Expedition Dispatched Requires highest level of PORT chain to unlock Sends out an Expedition Costs 20 Tribute and 2500 gold to enact Cooldown of 20 turns, bonuses depend on what direction is chosen for Expedition Kings of the Sea -50% construction time for Port buildings +50% income from Port building chains Costs 20 Tribute and 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 5 turns New Laws Enacted +10 faction Allegiance Costs 20 Tribute and 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 10 turns An Army Supplied Requires victory in 10 battles to unlock +25% unit replenishment +5 supplies -2 unit food upkeep Costs 20 Tribute and 2500 gold to enact Cooldown of 20 turns, bonuses in effect for 10 turns Faction Mechanics Heroism now works in the following way: It has 1 negative and 5 positive levels with the following effects: Negative -4 public order -2 faction leader influence -3 unit morale Positive 1 +2 unit morale +3 melee skill for commanders unit +20% bodyguard unit size Positive 2 +4 unit morale +6 melee skill for commanders unit +40% bodyguard unit size Positive 3 +2 XP for generals per turn +6 unit morale +9 melee skill for commanders unit +60% bodyguard unit size Positive 1 +4 XP for generals per turn +1 influence for faction leader +8 unit morale +12 melee skill for commanders unit +80% bodyguard unit size Positive 1 +6 XP for generals per turn +1 influence for faction leader +10 unit morale +15 melee skill for commanders unit +100% bodyguard unit size Legitimacy now works in the following way: Raiding now affects Legitimacy. Raiding enemies increases Legitimacy, raiding neutrals or your own reduces it. Number of units raiding has an impact on how big this value is Legitimacy: natural decline occurs if the player is at war and not doing anything to change Legitimacy It has 3 negative and 3 positive levels with the following effects: Negative 3 -3 loyalty for all characters -30% tax -9 melee skill for all units -50% income from vassal kingdoms Negative 2 -2 loyalty for all characters -20% tax -6 melee skill for all units -30% income from vassal kingdoms Negative 1 -1 loyalty for all characters -10% tax -3 melee skill for all units -20% income from vassal kingdoms Positive 1 +10% tax +3 melee skill for all units +30% income from vassal kingdoms Positive 2 Annexation available – can annex allied factions of same culture +20% tax +6 melee skill for all units +40% income from vassal kingdoms Positive 3 Annexation available – can annex allied factions of same culture +30% tax +9 melee skill for all units +50% income from vassal kingdoms Here King now works in the following way: It has 3 levels for Army, 3 levels for English with the following effects: English 3 +6 to faction Allegiance +60 diplomatic bonus to all English factions +50% commerce income English 2 +4 to faction Allegiance +40 diplomatic bonus to all English factions +25% commerce income English 1 +2 to faction Allegiance +20 diplomatic bonus to all English factions +10% commerce income Army 1 +10 XP for units per turn +10% upkeep cost for all units +5 unit morale +20% replenishment chance for all units in recruitment pool Army 2 +20 XP for units per turn +20% upkeep cost for all units +10 unit morale +40% replenishment chance for all units in recruitment pool Army 3 +30 XP for units per turn +30% upkeep cost for all units +15 unit morale +60% replenishment chance for all units in recruitment pool Tribute now works in the following way: Raiding and sacking now contribute to Tribute mechanic. Similarly to Legitimacy, number of units raiding impacts amount added to Tribute. It has 1 negative and 5 positive levels with the following effects: Negative -2 influence for faction leader +10% unit upkeep -3 unit morale -2 loyalty for all characters Positive 1 -10% unit upkeep +20% replenishment chance for all units in recruitment pool Positive 2 -10% unit upkeep +40% replenishment chance for all units in recruitment pool Positive 3 -10% unit upkeep +60% replenishment chance for all units in recruitment pool +1 unit experience for new recruits Positive 4 +2 to faction Allegiance -10% unit upkeep +80% replenishment chance for all units in recruitment pool +2 unit experience for new recruits Positive 5 +4 to faction Allegiance -10% unit upkeep +100% replenishment chance for all units in recruitment pool +3 unit experience for new recruits Slave mechanic changed to be a Slaves GDP mod, and the Thrall building chain now gives bespoke Slaves income rather than Commerce income Stone of Destiny reward changed from being a temporary reward bundle and a trait for the faction leader to instead be a strong permeant trait for the faction leader. It now gives the following bonuses: +2 influence +1 loyalty for all characters +100% bodyguard unit size +3 zeal +20% church income in all regions General Reduced cost of upgrading units in provinces with weapon/armour upgrades from 100 for level 1, 300 for level 2, 900 for level 3, to 50 for level 1, 75 for level 2, 100 for level 3 Increased supplies gained from positive faction food Deconstructing a building no longer gives any money Adjusted chances of gaining traits so more are gained over the course of a campaign Added “Level 1/2/3” or “One Level” to all trait descriptions for clarity Roads bonus from technology tree swapped to a bonus to movement distance bonus in own territory Corruption from size of empire now capped to max 90% Increased base faction income from 500 to 1500 to improve early game experience for many factions Increase unit pool replenishment rate of Welsh Archers 7 Welsh Longbowmen If there is a global faction food shortage, there will no longer be additional negative effect bundles on provinces with negative food, only the faction level negative food effects will apply Removed public order bonus from faction leader influence New effect bundles added to West Seaxe and East Engle at the start of the campaign which gives a diplomatic bonus to each other to reflect the recent Treaty they’ve signed. West Seaxe’s mission to conquer East Engle will also not trigger until these effect bundles expire (10 turns). This also prevents the two factions from declaring war on each other Effects from taxes have been changed in the following ways: Public order penalties from high and very high taxes increased Food bonus on high and very high reduced from 25% and 50% to 15% and 30% Guthrum’s background trait changed to Fearless Guthrum’s starting influence has been increased Airgialla now starts as a vassal of Ailech Made adjustments to the starting situations to have less starting loyalty issues for various factions at the beginning of a campaign on easy or normal West Seaxe starting vassal personalities all set to defensive The diplomatic penalty from Great Power has been increased AI budgeting now more biased towards military budget Removed loyalty gain from winning civil war battles as it was too easy to stack up large loyalty bonuses from this Now possible to lose certain politics related traits Legendary Traits have had their trigger points reduced to be more inline with other traits Added a chance for neighbouring AI factions to declare war on the player based on a number of factors Increased income from raiding and sacking Removed loyalty penalty for a subordinate being given an office Base -2 loyalty penalty for being removed as a governor has been removed, as the new gain ‘Lost Governor Status’ and ‘Lost General Status’ now give loyalty penalties Removed faction leader influence penalties from traits other characters could gain Removed Quartermaster bonus to movement distance of armies in province when governor, only now applies when leading an army Reduced public order bonuses and penalties certain traits and wives gave Politics Increased chance of plotting events happening Reduced base political action cost Political action costs now scale with faction Fame level Certain traits other characters can gain now give penalties to faction leader influence, for example Vengeful Hold Feast political action now gives a penalty to food production for 4 turns, and action can only be carried out every 4 turns Victory Conditions Fame victory conditions now require certain buildings are constructed in addition to a certain number of Fame points being acquired. West Seaxe Short Cathedral of St Edmund Benedictine Grand Abbey Cathedral of St Dewi Royal Law Court Long Cathedral of St Edmund Benedictine Grand Abbey Cathedral of St Dewi Royal Law Court Cathedral of St Cuthbert Cathedral of St Ringan Mierce Short Offa’s Palace Stadfordscir Great Forge Cathedral of St Edmund Benedictine Grand Abbey Cathedral of St Dewi Long Offa’s Palace Stadfordscir Great Forge Cathedral of St Edmund Benedictine Grand Abbey Cathedral of St Dewi Cathedral of St Cuthbert Cathedral of St Ringan Gwined Short Master Bards’ Hall Cathedral of St Dewi Grand Abbey Offa’s Palace Long Master Bards’ Hall Cathedral of St Dewi Grand Abbey Offa’s Palace Royal Monastery Cathedral of St Ringan Strat Clut Short Hogback Master Workshop Palace of the Mountain Cathedral of St Ringan Royal Monastery Long Hogback Master Workshop Palace of the Mountain Cathedral of St Ringan Royal Monastery Cathedral of St Cuthbert Cathedral of St Patraic Cathedral of St Columbe Circenn Short Royal Abbey of Scoan Cathedral of St Columbe Céli Dé Grand Abbey Royal Monastery Long Royal Abbey of Scoan Cathedral of St Columbe Céli Dé Grand Abbey Royal Monastery Hogback Master Workshop Cathedral of St Ringan Mide Short Cathedral of St Ciaran Caisil of Kings Cathedral of St Patraic Monastic School of Ros Grianan of Ailech Long Cathedral of St Ciaran Caisil of Kings Cathedral of St Patraic Monastic School of Ros Grianan of Ailech Cathedral of St Dewi Cathedral of St Ringan East Engle Short Royal Martyr’s Mint Cathedral of St Edmund Grand Abbey Cathedral of St Cuthbert Long Royal Martyr’s Mint Cathedral of St Edmund Grand Abbey Cathedral of St Cuthbert Cathedral of St Dewi Cathedral of St Ringan Northymbre Short Cathedral of St Cuthbert Cathedral of St Ringan Royal Martyr’s Mint Cathedral of St Edmund Long Cathedral of St Cuthbert Cathedral of St Ringan Royal Martyr’s Mint Cathedral of St Edmund Cathedral of St Dewi Cathedral of St Columbe Dyflin Short Great Longphort Great Thrall Market Cathedral of St Patraic Cathedral of St Dewi Cathedral of St Ringan Long Great Longphort Great Thrall Market Cathedral of St Patraic Cathedral of St Dewi Cathedral of St Ringan Monastic School of Ros Grianan of Ailech Sudreyar Short Royal Monastery Grianan of Ailech Cathedral of St Ringan Long Royal Monastery Grianan of Ailech Cathedral of St Ringan Cathedral of St Cuthbert Cathedral of St Dewi Great Longphort Buildings Adjusted garrisons given by higher tier GARRISON chain levels to make sure they’re always an improvement, enemy movement distance reduction value now scales with GARRISON chain level as well Reduced supplies given by many building chains Renamed MARKET income to COMMERCE, and renamed the MARKET building set to COMMERCE to reduce confusion New building chains added: GRIANAN OF AILECH – Unique chain for Grianan Ailech settlement, variant of GREAT HALL chain MONASTERY OF ST CAINNECH – unique chain for Achadh Bo settlement, variant of MONASTERY chain CHURCH OF ST RINGAN – unique chain for Hwitan Aerne settlement, variant of ABBEY chain FOGOU – new unique variant of the GRANARY chain for Tintagol settlement BULLAUN – new chain for MONASTERY settlements that improves public order and Fame MERCHANT – new generic Commerce income chain for all major settlements WORKSHOP – new generic Industry income chain for all major settlements ARTISANS – new combo chain that improves income from GOLD, LEAD, SILVER, TIN chains in the same province, and boosts commerce income CHURCH CRAFT – new combo chain that improves income from COPPER, IRON, WOOD chains in the same province, and boosts Church income CRAFT MERCHANT – new combo chain that improves income from CLOTH, POTTERY, SALT chains in the same province and boosts Industry income WAREHOUSE – new combo chain that improves income and food production from PORT chains in the same province The following building chains have been changed: TITHE HALL – now improves food production from FARM, ORCHARD, PASTURE chains in same province and boosts Church income TOOLS – now improves income from COPPER, IRON, WOOD chains in same province Building chains available in each major settlement now depends on what chains are present in minor settlements, so there is a much greater variety of what can be built between different provinces All non-religious minor settlement chains now branch at tier 4 to give more choice in how each province is specialised BEACH PORT – choose between a bonus to commerce, or a bonus to all faction trade CLOTH – choose between more Cloth production and bonus to farm income or bonus to commerce income COPPER – choose between more Copper production, or a bonus to commerce income FARM – choose between more food or more farm income FISHING – choose between more food or more farm income GOLD – choose between more Gold production or a bonus to commerce income HUNTING – choose between more farm income, or more Furs production and a bonus to commerce IRON – choose between more Iron production or a higher reduction to upkeep for armies in the province and a bonus to commerce income LEAD – choose between more Lead production and higher Industry income, or a bonus to church income ORCHARD – choose between more food or a bonus to commerce income PASTURE – choose between more food or more farm income POTTERY – choose between more Pottery production, or more commerce income and a bonus to industry income SALT – choose between more Salt production or a bonus to income from all Salt building chains SILVER – choose between more Silver production or a bonus to commerce income TIN – choose between a higher bonus to income from all Tin building chains, or a lower bonus to all Tin building chains and a bonus to commerce income WOOD – choose between more Timber production and a larger reduction to construction costs, or a bonus to commerce income Swapped Wood chain in Alt Clut for Pottery to reduce overlapping construction cost reduction bonuses Base income of most buildings reduced by 10% as new combination chain bonuses were allowing for too much income Food upkeep added to the following chains: Assembly Estate Moot Hill Thing Law Konungsgurtha Bard Court School Nunnaminster Library Embroiders Scribes Scoan Abbey Alehouse Runestones Church Crafts Tools Artisans Hogbacks Mill chain has had an upkeep cost added to it Food production bonuses for the Warehouse and Mill chains reduced Reduced food gained from Port chain Allegiance bonus added to Law, Thing, and Moot Hill chains New bonuses added to the Saint building chains to make each one unique: St Cainnech – diplomatic bonus with other factions St Brigit – increases child chance for all characters St Ciaran – reduces construction costs in the province St Columbe – gives public order bonus to surrounding provinces as well St Cuthbert – bonus to army morale in the province it is in and surrounding provinces St Dewi – improves research rate St Edmund – improves faction leader influence St Patraic – improves Allegiance in all your territory St Ringan – improves Church income in all your territory St Swithun – improves food production in its and surrounding provinces Supplies Foreign soil penalty removed Stances now have a base supply cost of -10, raiding gives +5 back so has supplies decline at half the rate of other stances Besieging or blockading a settlement costs an extra -10 supplies a turn Having positive faction food increases supplies in own or allied territory and waters, the bonuses are: Level 1: +15 Level 2: +20 Level 3: +25 Technologies True Sovereignty tech now halves Decree cooldown Movement distance bonuses from technologies reduced Faction Trait Changes ENGLISH KINGDOMS Burghal (a new mechanic that has been added, detailed earlier in the path notes): Taxes are needed to support the army, but whether you are at war or peace will change how the people feel Fyrd: Part-time soldiers, pledged to leave their farms for military service each year. Can recruit levy units based on the number of owned settlements +50% Commander’s aura West Seaxe Witan: A unique version of Decrees that allows for powerful bonuses Strong armoured sword and spread infantry, impressive late-game cavalry Unit experience increases when in the fortify stance Mierce Hoards: A unique version of Decrees that focuses on the redistribution of wealth Strong armoured sword and spear infantry, impressive late-game cavalry +10% Battle movement speed WELSH KINGDOMS Heroism: Wales is a land of heroes. Earn heroism by winning battles, owning Welsh land and ranking up generals to gain bonuses +50% Charge for all cavalry units +5 Unit morale in own regions Gwined General’s Followers: Increased bonuses from followers. Legendary Battle Sites: Stand in the shoes of heroes long dead and share in their glory. Undertake missions to occupy settlements or become allied with your Welsh neighbours Very strong spearmen, good missile infantry and exceptional archers Strat Clut Map Control: A connected kingdom is stronger by definition. Own settlements next to each other to earn bonuses Capture major settlements for the change to trigger missions Very strong cavalry, good spearmen and exceptional archers GAELIC KINGDOMS Legitimacy: Silence those who question your divined right to rule. Own cultural land and defend allies to gain unique bonuses Better bonuses when raiding +25% Income (CHURCH) Circenn Stone of Destiny: Legends say that the Stone of Destiny brings wealth to its bearer. Undertake a mission to find it Has access to unique Souterrain building, which gives immunity to snow attrition Good all-round infantry with some good spearmen. Very strong missile units and powerful, unique crossbowmen Mide Fair of Tailtiu: A unique versions of decree that has each option available more often but provides bonuses for a shorter period of time High Cross: Unique building chain that improves fame and diplomatic standing with all factions Excellent mid-to-high-tier sword infantry, including unique Gallowglass infantry and exceptional javelin infantry GREAT VIKING ARMY Income: +200% from raiding and sacking +6 Melee skill for all units when in enemy territory Here King: The King of the Danes here in Britannia must play a delicate game to stay at the top. Find the balance between appeasing the English and your army East Engle Guthrum’s Will: The King of the Danelaw rewards those who raid and conquer in his name. Get missions to fight and unique rewards for your aggression Very strong axe infantry and good balance of other units. Has access to Berserkers and powerful Anglian Champions +50% Reinforcement range Northymbre Ragnar’s Legacy: The Viking warlord Ragnar was killed by the Anglo-Saxons. Seek revenge for his death! Very strong axe infantry. Has access to Berserkers. Good all-round infantry, including powerful Northumbrian Spearmen +15% Trade VIKING SEA KINGS Expedition: The world is yours for the taking – send your ships to conquer new lands Tribute: Other Kingdoms pay tribute as a sign of their submission. Get tribute from other factions to gain bonuses Immune to seasickness and high seas attrition Dyflin Slave Trade: For some, the keeping of slaves is an integral part of their culture. Gain slaves by winning battles and raiding, sacking or occupying settlements. Sell them each turn and improve income by building Thrall Traders Very strong axe infantry. Has access to Berserkers. Good general unit diversity and strong javelinmen +25% Income from Port building chains Sudreyar Field of Assembly: An assembly of free men and lawmakers who meet to decide the matters of the day. IT sends the army on missions to keep them busy. Very strong axe and sword infantry. Has access to Berserkers and Norse units. Good unit diversity. +15% Campaign movement range UI Improvements Campaign Added current Fame total to victory conditions panel so player knows how far off achieving that victory condition they are Added character details button to political event messages Cycling through characters via the character details panel now goes in alphabetical order You can double click/right click on your current treasury/income on the top bar to open the Economy screen Improved display of other faction owned settlements on province panel, with known settlement chains now shown greyed out rather than having to use the ‘spying’ panel to see the information Added details button to dilemma events about characters Names of settlements no longer shown on Estates screen to reduce clutter Province governed/army commanded name is now shown next to character name on the character details panel, and on portraits of characters on the family tree screen Adjusted look of campaign borders to add a little gap between them to make them clearer Art Battle New Anglo-Saxon and Viking watchtowers added, and old watchtower replaced on all siege maps New unit parts added to the game and added to the look of various units: two new scale armour types, new cloak type Campaign New crowns added for increased variety for various minor faction types
Steam: 2018-08-02
Allegiance Update Beta 2 Total War Saga: THRONES OF BRITANNIA Ella McConnell August 2 2018 Today the second version of the Allegiance beta is now available, which includes changes made as a result of feedback gained on the first beta as well as introducing other additions and changes to the game we have wanted to make. The big new addition is Decrees, a version of the Rites system from Total War: WARHAMMER II that allows players to make a choice to spend something in return for a bonus for a number of turns. We’ve also made large changes to mechanics like Heroism, Legitimacy, Tribute, Here King and introduced a new mechanic called the Burghal system for the English Kingdoms. Here’s a step-by-step guide to how you can get involved: Restart Steam Find Total War Saga: Thrones of Britannia in your Steam library Right click Total War Saga: Thrones of Britannia and go to Properties in the drop-down menu Go to the Betas tab In the drop-down menu under Select the beta you would like to opt into: select Allegiance_1 A few key things to bear in mind before you get started: IMPORTANT: The update is save game compatible but the changes we’ve implemented may impact your campaign (also many changes will only apply to new save games) This beta is the first iteration of the Allegiance Update – more will be added in a new beta before the update is fully deployed to all players Please start a new campaign to get the full experience of the changes we have made Not all of the changes have been localised yet – text may only exist in English Some events still refer to War Fervour and to the old Here King numbers even though the former has been removed and the latter has been changed Major Changes Decrees A new menu has been added to the campaign interface, called Decrees. Similar to the Rites feature in Total War: WARHAMMER II, the Decrees screen allows the player to enact one of 4 different decrees that give bonuses to their faction for a number of turns. These could range from bonuses to unit replenishment, big increases to research rate, or triggering Expeditions for the Viking Sea Kings. Each Decree costs gold to enact and depending on faction can also have secondary costs, such as faction leader influence or culture points. Decrees have individual cooldowns and global cooldowns. Decrees can have unlock requirements, such as constructing a certain level of building, winning a number of battles, or researching a technology. Some previously event-based mechanics have been merged into this system such as ‘The Witan’ for West Seaxe, ‘Hoards’ for Mierce, and the ‘Fair of Tailtiu’ for Mide. The full list of Decrees and bonuses for each faction is detailed in the Balance Changes section of the patch notes. Expeditions, along with being incorporated into the Decrees system, have also been reworked so that they no longer have negative outcomes. In addition, each direction of travel is now associated with bonuses: The Isles (previously North) for farm bonuses. The Rus (East) for trade bonuses. The Mainlaind (Southeast) to gain bonuses from taking towns or making people your vassals. South to gain income from raiding. Faction Traits There have been many changes to faction traits to reflect the new Decrees mechanic with the aim to make them more distinct. The faction trait changes are listed in the Balance Changes section. Faction Mechanics War Fervour has been removed. We felt it did not have the desired impact, and when it was impacting campaigns it was often in opposition to mechanics like Heroism, Legitimacy etc. The values and effects for faction mechanics (such as heroism) are now displayed on the interface as a bar at the top of the screen. Event Messages detailing changes in faction mechanics have been removed due to new ‘bar’. Food is also now displayed with a bar on the main campaign screen to better visualise the bonuses it gives at different levels. With the introduction of the Decree system as a player-initiated use for culture points, the randomised events that utilised culture points have been removed. The effects from many of these mechanics have been updated, detailed fully in the balance change section The ‘Cultural Equilibrium’ factor has been renamed to ‘Natural Decline’ and will now only apply if there have been no other changes to the value of Heroism/Legitimacy/Tribute in the last turn. A new mechanic has been added to the English Kingdoms – the Burghal system. This gives bonuses depending on the factions tax level and whether the faction is at peace or at war. These bonuses are: Very low taxes: -50% Fyrd cap Low taxes: -25% Fyrd cap +10% campaign movement range -15% construction cost for Garrison buildings Normal taxes: +15% campaign movement range -30% construction cost for Garrison buildings High taxes: +25% Fyrd cap +20% campaign movement range -60% construction cost for Garrison buildings Very High taxes: +50% Fyrd cap +25% campaign movement range -100% construction cost for Garrison buildings Each level can also give bonuses or penalties to Public Order and faction leader influence depending on if your faction is at war or at peace. Your people prefer low taxes during peace time but will endure high taxes if you’re at war. Supplies Foreign soil penalty removed, instead each stance now has a supply cost and certain situations like besieging also cost more supplies. Bonuses from positive food apply to armies in own or allied territory and the values of these bonuses have been adjusted to factor in the new way supplies work. This means that supplies will no longer go down in allied or vassal territory if your faction has positive food. Faction food level will also play a bigger part in how quickly armies will build up supplies in your own territory Bug Fixes Campaign AI will only recruit armies with a minimum of 3 units, preventing only single unit AI armies. Airgialla is now correctly a vassal of Ailech. UI Fix for male characters in family tree showing ‘Arrange Marriage’ button instead of ‘Seek Wife’. Fix for influence on the family tree not showing a breakdown tooltip. Untaxing a province will now correctly update the province panel. Strip Estate button in family tree works again and will takes player to Estates panel. Notification icons at top of screen now correctly appear at start of a new turn. Character details button added to ‘Trait’s Gained’ message at the start of a turn. ‘Trait’s Gained’ window can no longer be seen behind other messages. Fix for tooltip becoming stuck on the cursor if player right-clicks a building icon with a warning icon on it. Balance Changes West Seaxe Title: Witan Enacting one decree will put all other decrees on a 10 turn cooldown The options are: New Laws Enacted +10 to faction Allegiance +100% reduction in public order penalties from other allegiances Costs 2 faction leader influence and 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 10 turns Relieve the Tithed +5 pubic order -25% tax Costs 2 faction leader influence and 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 10 turns The Anglo-Saxon kingdom Requires highest level of GREAT HALL chain to unlock -25% building construction time +25% campaign movement range Costs 2 faction leader influence and 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 5 turns Gather Venerable Scholars Requires player to have unlocked any technology branch to enact -50% construction time for Scribe buildings +75% research rate Costs 2 faction leader influence and 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 3 turns Mierce Title: Hoards Enacting one decree will put all other decrees on a 5 turn cooldown The options are: A Generous Donation Requires highest level of CHURCH of BENEDICTINE ABBEY chain to unlock -50% construction time for Church and Benedictine Abbey buildings +75% research rate Costs -10000 gold to enact Individual cooldown of 10 turns, bonuses in effect for 3 turns The People’s Army Requires 40 units to be recruited to unlock +25% campaign movement range +30 XP for units per turn +10 unit morale Costs 10000 gold to enact Individual cooldown of 10 turns, bonuses in effect for 5 turns Our Futures Secured Requires a rank 5 character to unlock +5 XP for generals per turn +2 loyalty for all characters Costs 10000 gold to enact Individual cooldown of 10 turns, bonuses in effect for 5 turns The People’s Prince +10 to faction Allegiance +3 public order Costs 10000 gold to enact Individual cooldown of 10 turns, bonuses in effect for 5 turns Gwined Title: Decrees Enacting one decree will put all other decrees on a 10 turn cooldown The options are: An Army Supplied Requires 40 units to be recruited to unlock +25% unit replenishment +5 supplies -2 unit food upkeep Costs 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 10 turns An Epic Verse +10 to faction Allegiance Increases Heroism by +10 Costs 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 10 turns Honour His Holy Church Requires highest level CHURCH or ABBEY chain to unlock -50% construction time for Church and Abbey buildings +75% research rate Costs 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 3 turns Infrastructure Improved Requires player controls 20 settlements to unlock -40% to building construction time Costs 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 5 turns Strat Clut Title: Decrees Enacting one decree will put all other decrees on a 10 turn cooldown The options are: An Army Supplied Requires 40 units to be recruited to unlock +25% unit replenishment +5 supplies -2 unit food upkeep Costs 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 10 turns An Epic Verse +10 to faction Allegiance Increases Heroism by +10 Costs 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 10 turns Honour His Holy Church Requires highest level CHURCH or ABBEY chain to unlock -50% construction time for Church and Abbey buildings +75% research rate Costs 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 3 turns Infrastructure Improved Requires player controls 20 settlements to unlock -40% to building construction time Costs 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 5 turns Circenn Title: Decrees Enacting one decree will put all other decrees on a 10 turn cooldown The options are: Noble by Nature Requires a rank 5 character to unlock +5 XP for generals per turn +1 loyalty for all characters Costs 5 Legitimacy and 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 10 turns New Laws Enacted +10 to faction Allegiance Costs 5 Legitimacy and 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 10 turns Infrastructure Improved Requires player controls 25 settlements to unlock -40% to building construction time Costs 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 10 turns Army Supplied Requires highest level of SOUTERRAIN chain to unlock +25% unit replenishment +5 supplies -2 unit food upkeep Costs 5 Legitimacy and 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 10 turns Mide Title: Fair of Tailtiu Decrees can only be chosen in summer Enacting one decree puts all other decrees on a 4 turn cooldown The options are: Fair of Tailtiu +5 public order Costs 5 Legitimacy and 2500 gold to enact Individual cooldown of 8 turns, bonuses in effect for 4 turns Honour the Troops Requires victory in 10 battles to unlock +25% unit replenishment +50% replenishment chance for all units in recruitment pool Costs 5 Legitimacy and 2500 gold to enact Individual cooldown of 8 turns, bonuses in effect for 4 turns Spirits of the Dead Major diplomatic bonus with all factions +2 loyalty for all characters Costs 5 Legitimacy and 2500 gold to enact Individual cooldown of 8 turns, bonuses in effect for 4 turns New Laws Enacted Requires highest level of MOOT HILL chain to unlock +10 to faction Allegiance Costs 5 Legitimacy and 2500 gold to enact Individual cooldown of 8 turns, bonuses in effect for 4 turns East Engle Title: Decrees Enacting one decree puts all other decrees on a 10 turn cooldown The options are: Embrace the Church Requires player to have unlocked any technology branch to enact +75% research rate Costs 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 3 turns New Laws Enacted +10 faction Allegiance Costs 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 10 turns A Well-fed force Requires victory in 10 battles to unlock Here King: +1 towards Army +25% unit replenishment +5 supplies -2 unit food upkeep Costs 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 10 turns Great Viking Lands Requires control of 35 settlements to unlock -50% building construction time Here King +1 to English Costs 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 5 turns Northymbre Title: Decrees Enacting one decree puts all other decrees on a 10 turn cooldown The options are: Embrace the Church Requires player to have unlocked any technology branch to enact +75% research rate Costs 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 3 turns New Laws Enacted +10 faction Allegiance Costs 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 10 turns A Well-fed force Requires victory in 10 battles to unlock Here King: +1 towards Army +25% unit replenishment +5 supplies -2 unit food upkeep Costs 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 10 turns Great Viking Lands Requires control of 25 settlements to unlock -50% building construction time Here King +1 to English Costs 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 5 turns Dyflin Title: Decrees Enacting one decree puts all other decrees on a 10 turn cooldown The options are: Expedition Dispatched Requires highest level of VIKING PORT chain to unlock Sends out an Expedition Costs 1000 slaves and 5000 gold to enact Individual cooldown of 20 turns, bonuses depend on what direction is chosen for Expedition Kings of the Sea -50% construction time for Port buildings +50% income from Port building chains Costs 25 Tribute and 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 5 turns New Laws Enacted +10 faction Allegiance Costs 25 Tribute and 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 10 turns An Army Supplied Requires victory in 10 battles to unlock +25% unit replenishment +5 supplies -2 unit food upkeep Costs 25 Tribute and 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 10 turns Sudreyar Title: Decrees Enacting one decree puts all other decrees on a 10 turn cooldown The options are: Expedition Dispatched Requires highest level of HERRING PORT chain to unlock Sends out an Expedition Costs 25 Tribute and 5000 gold to enact Individual cooldown of 20 turns, bonuses depend on what direction is chosen for Expedition Kings of the Sea -50% construction time for Port buildings +50% income from Port building chains Costs 25 Tribute and 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 5 turns New Laws Enacted +10 faction Allegiance Costs 25 Tribute and 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 10 turns An Army Supplied Requires victory in 10 battles to unlock +25% unit replenishment +5 supplies -2 unit food upkeep Costs 25 Tribute and 5000 gold to enact Individual cooldown of 20 turns, bonuses in effect for 10 turns Faction Mechanics Heroism now works in the following way: It has 1 negative and 5 positive levels with the following effects: Negative -4 public order -2 faction leader influence -3 unit morale Positive 1 +2 unit morale +3 melee skill for commanders unit +20% bodyguard unit size Positive 2 +4 unit morale +6 melee skill for commanders unit +40% bodyguard unit size Positive 3 +2 XP for generals per turn +6 unit morale +9 melee skill for commanders unit +60% bodyguard unit size Positive 1 +4 XP for generals per turn +1 influence for faction leader +8 unit morale +12 melee skill for commanders unit +80% bodyguard unit size Positive 1 +6 XP for generals per turn +1 influence for faction leader +10 unit morale +15 melee skill for commanders unit +100% bodyguard unit size Legitimacy now works in the following way: It has 3 negative and 3 positive levels with the following effects: Negative 3 -3 loyalty for all characters -30% tax -9 melee skill for all units -50% income from vassal kingdoms Negative 2 -2 loyalty for all characters -20% tax -6 melee skill for all units -30% income from vassal kingdoms Negative 1 -1 loyalty for all characters -10% tax -3 melee skill for all units -20% income from vassal kingdoms Positive 1 +10% tax +3 melee skill for all units +30% income from vassal kingdoms Positive 2 Annexation available – can annex allied factions of same culture +20% tax +6 melee skill for all units +40% income from vassal kingdoms Positive 3 Annexation available – can annex allied factions of same culture +30% tax +9 melee skill for all units +50% income from vassal kingdoms Here King now works in the following way: It has 3 levels for Army, 3 levels for English with the following effects: English 3 +6 to faction Allegiance +60 diplomatic bonus to all English factions +50% commerce income English 2 +4 to faction Allegiance +40 diplomatic bonus to all English factions +25% commerce income English 1 +2 to faction Allegiance +20 diplomatic bonus to all English factions +10% commerce income Army 1 +10 XP for units per turn +10% upkeep cost for all units +5 unit morale +20% replenishment chance for all units in recruitment pool Army 2 +20 XP for units per turn +20% upkeep cost for all units +10 unit morale +40% replenishment chance for all units in recruitment pool Army 3 +30 XP for units per turn +30% upkeep cost for all units +15 unit morale +60% replenishment chance for all units in recruitment pool Tribute now works in the following way: It has 1 negative and 5 positive levels with the following effects: Negative -2 influence for faction leader +10% unit upkeep -3 unit morale -2 loyalty for all characters Positive 1 -10% unit upkeep +20% replenishment chance for all units in recruitment pool Positive 2 -10% unit upkeep +40% replenishment chance for all units in recruitment pool Positive 3 -10% unit upkeep +60% replenishment chance for all units in recruitment pool +1 unit experience for new recruits Positive 4 +2 to faction Allegiance -10% unit upkeep +80% replenishment chance for all units in recruitment pool +2 unit experience for new recruits Positive 5 +4 to faction Allegiance -10% unit upkeep +100% replenishment chance for all units in recruitment pool +3 unit experience for new recruits General New effects added to West Seaxe and East Engle at the start of the campaign which gives a diplomatic bonus to each other to reflect the recent treaty they’ve signed. West Seaxe’s mission to conquer East Engle will also not trigger until this effect expires by turn 10. Hold Feast political action now gives a penalty to food production for 4 turns and has a 4-turn cooldown. Upkeep cost of Estates doubled. Effects from taxes have been changed in the following ways: Public order penalties from high and very high taxes increased. Food bonus on high and very high taxes reduced from 25% and 50% to 15% and 30% Guthrum’s background trait changed to Fearless Guthrum’s starting influence has been increased Buildings Base income of most buildings reduced by 10% as new combination chain bonuses were providing too much income. Food upkeep added to the following chains: Assembly Estate Moot Hill Thing Law Konungsgurtha Bard Court School Nunnaminster Library Embroiders Scribes Scoan Abbey Alehouse Runestones Church Crafts Tools Artisans Hogbacks Mill chain now has an upkeep cost. Food production bonuses for the Warehouse and Mill chains reduced. Reduced food gained from Port chain. Allegiance bonus added to Law, Thing, and Moot Hill chains. Bonuses for the new Village settlement branches re-balanced to make each a viable option. New bonuses added to the Saint building chains to make each one unique: St Cainnech – diplomatic bonus with other factions St Brigit – increases child chance for all characters St Ciaran – reduces construction costs in the province St Columbe – gives public order bonus to surrounding provinces as well St Cuthbert – bonus to army morale in the province it is in and surrounding provinces St Dewi – improves research rate St Edmund – improves faction leader influence St Patraic – improves Allegiance in all your territory St Ringan – improves Church income in all your territory St Swithun – improves food production in its and surrounding provinces Supplies Stances now have a base supply cost of -10 per turn. Raiding stance ‘refunds’ +5 back, reducing supply decline for that army. Besieging or blockading a settlement costs an extra -10 supplies a turn. Having positive faction food increases supplies in own or allied territory and waters: Level 1: +15 Level 2: +20 Level 3: +25 Faction Trait changes ENGLISH KINGDOMS Burghal (New): Taxes are needed to support the army, but whether you are at war or peace will change how the people feel. Fyrd: Part-time soldiers, pledged to leave their farms for military service each year. Can recruit levy units based on the number of owned settlements +50% Commander’s aura West Seaxe Witan: A unique version of Decrees that allows for powerful bonuses. Strong armoured sword and spread infantry, impressive late-game cavalry. Unit experience increases when in the fortify stance. Mierce Hoards: A unique version of Decrees that focuses on the redistribution of wealth. Strong armoured sword and spear infantry, impressive late-game cavalry +10% Battle movement speed WELSH KINGDOMS Heroism: Earn heroism by winning battles, owning Welsh land and ranking up generals to gain bonuses. +50% Charge for all cavalry units +5 Unit morale in own regions Gwined General’s Followers: Increased bonuses from followers. Legendary Battle Sites: Stand in the shoes of heroes long dead and share in their glory. Undertake missions to occupy settlements or become allied with your Welsh neighbours. Very strong spearmen, good missile infantry and exceptional archers Strat Clut Map Control: A connected kingdom is stronger by definition. Own settlements next to each other to earn bonuses Capture major settlements for the change to trigger missions Very strong cavalry, good spearmen and exceptional archers GAELIC KINGDOMS Legitimacy: Silence those who question your divined right to rule. Own cultural land and defend allies to gain unique bonuses Better bonuses when raiding +25% Income (CHURCH) Circenn Stone of Destiny: Legends say that the Stone of Destiny brings wealth to its bearer. Undertake a mission to find it Has access to unique Souterrain building, which gives immunity to snow attrition Good all-round infantry with some good spearmen. Very strong missile units and powerful, unique crossbowmen Mide Fair of Tailtiu: A unique versions of Decrees that with shorter durations but more frequent in usage. High Cross: Unique building chain that improves fame and diplomatic standing with all factions Excellent mid-to-high-tier sword infantry, including unique Gallowglass infantry and exceptional javelin infantry GREAT VIKING ARMY Income: +200% from raiding and sacking +6 Melee skill for all units when in enemy territory Here King: The King of the Danes here in Britannia must play a delicate game to stay at the top. Find the balance between appeasing the English and your army East Engle Guthrum’s Will: The King of the Danelaw rewards those who raid and conquer in his name. Get missions to fight and unique rewards for your aggression Very strong axe infantry and good balance of other units. Has access to Berserkers and powerful Anglian Champions +50% Reinforcement range Northymbre Ragnar’s Legacy: The Viking warlord Ragnar was killed by the Anglo-Saxons. Seek revenge for his death! Very strong axe infantry. Has access to Berserkers. Good all-round infantry, including powerful Northumbrian Spearmen +15% Trade VIKING SEA KINGS Expedition: The world is yours for the taking – send your ships to conquer new lands. Tribute: Other Kingdoms pay tribute as a sign of their submission. Get tribute from other factions to gain bonuses Immune to seasickness and high seas attrition Dyflin Slave Trade: For some, the keeping of slaves is an integral part of their culture. Gain slaves by winning battles and raiding, sacking or occupying settlements. Sell them each turn and improve income by building Thrall Traders Very strong axe infantry. Has access to Berserkers. Good general unit diversity and strong javelinmen +25% Income from Port building chains Sudreyar Field of Assembly: An assembly of free men and lawmakers who meet to decide the matters of the day. IT sends the army on missions to keep them busy. Very strong axe and sword infantry. Has access to Berserkers and Norse units. Good unit diversity. +15% Campaign movement range Technologies Warlord’s Power tech now gives +4 allegiance instead of a bonus to War Fervour. Cultural Osmosis gives +100% reduction in public order penalties from other Allegiances, which replaces modifiers given to faction/cultural mechanics. Removed public order bonus from church music. True Sovereignty now gives +4 to faction allegiance, which replaces modifiers given to faction/culture mechanics. For East Engle and Northymbre, the end of every Civic tech branch shifts the Here King bar 1 step towards the English, and the end of every Military tech branch shifts the bar 1 step towards the army.
Steam: 2018-05-29
Thrones of Britannia: First Patch Notes Total War Saga: THRONES OF BRITANNIA Ella McConnell May 29 2018 The main focus of this update is to respond to player feedback by creating a better balance in terms of difficulty and to serve up more challenge. We have tried to leave no stone unturned in this exercise, so the patch includes many granular level changes. You can see all of them laid out in detail here but below is a summary: Removed damage caused by towers exploding when they’re captured Added “Hide Foliage” option to the UI spacebar options in battles with the same functionality as in Warhammer & Warhammer 2 Increased cost of buildings, in particular higher tier buildings Food costs for higher tier buildings increased, and more food cost for some Market income buildings added Adjusted some bonuses from Market income buildings to tone down how much income some late game provinces could get Estates now cost -100 gold for each one not held by your King All tax levels now give public order penalties, halved public order hit from occupying settlements from -10 to -5 Changed Victory Conditions for many factions to improve variety of play styles and fix some instances of too-early victories Reduced some bonuses from technologies so they are less overpowered, in particular the +15 melee skill technologies are now +6 bonuses as the previous value was a huge increase for many unit types Reduced upkeep and recruitment cost reduction bonuses from traits from -50% to -25% Adjusted AI bonuses from difficulty levels Change to Supplies so armies start with a lower value and some bonuses from buildings reduced and Supplies lost in enemy territory increased so Supplies has more of an impact Changed when different negative faction food penalties are applied so harsher penalties apply earlier, and changed the effects to have more impact Made changes to War Fervour so only changes to score in last turn shown, and impact of War Fervour technology changed as well Some unit balance adjustments made, in particular to Berserkers Made changes to increase the length of melee combat so battle line will be closer to the length we want to see Changed spotting values so units in trees can hide better You can find a full list of changes for the patch below, as well as some tips as to how to manage your saved games after these changes here. This is the first update for Thrones, and work is now starting on what comes next for the game as we gather feedback from the release of this patch alongside that we’ve already received. Stay tuned for details as and when we’re ready to talk about what that will be. Bug Fixes Campaign Fix for some garrison units not having correct upgrades We’ve kindly asked the aliens to put Stonehenge back where they found it, it’s now in its correct position on both campaign and battlemap No longer possible to get to End Turn button with building browser open Closing governor details panel no longer closes settlement details panel Can no longer click through the Garrison details panel onto the map behind it Province details panel no longer shows incorrect public order if player only owns minor settlements Fix for crash when declining an attack when reinforcing the AI against rebels Technologies now unlock properly if unique variants of building types are conquered Added fail safes for missions that rely on a mission succeeding before triggering the next one Added in extra data to ensure boiling oil always works for gates in campaign battles Loyalty added to characters by Estates now calculated correctly, was only adding first value of +2, now adds it properly for each Estate owned Opening a UI panel that hides other UI elements will no longer make Notifications disappear Made improvements to drag-and-drop behaviour on the governors tab Battle Disabled kill zones for towers when they’re destroyed, capturing towers will therefore no longer kill soldiers around the towers Correct name of campaign in multiplayer battle list We’ve kindly asked the aliens to put Stonehenge back where they found it, it’s now in its correct position on both campaign and battlemap Fix for siege towers getting stuck on sheds along the walls of Bornais Fix for hard collision blocking half the bridge on one bridge tile Removed trees from in front of the walls on the Dun Foither map, as these were causing docking issues Removed forest AI hint lines from some tiles where there weren’t forests Added forest AI hint lines to some tiles that were missing them Added defensive hill AI hint lines to several forest tiles Fix for several road linking issues on battlefields that resulted in dead-end roads Adjusted terrain under barricades to make sure none float Tweaked narrow path on Dun Foither to improve pathfinding Fix for floating walls on the Tintagol map Fix for collision on river crossing map of Cocuedi (as it appears in the custom battle preset list) by raising terrain, allows troops to move over the bridge better Many fixes to various river crossing maps to fix floating bridges or some issues with dead-end rivers Fix for some 2 handed axe standing idle animations showing soldiers without weapons Fix for longbow pull-back animation so the animation is now smooth Fix for LOD models for short bows so they’re less low-detail close up Other Fixed icon shown on the LCD screen of the Logitech G19 keyboard Balance Campaign Victory Conditions The Short and Long Kingdom victory conditions for all factions apart from Gwined have been changed in the following ways: West Seaxe Short: Added North Mierce and Norfolc as required provinces, removed Cent Long: Added North Mierce and Beornice as required provinces, removed Cent Mierce Short: Added North Mierce and Gwined as required provinces Long: Added North Mierce, Gwined, and Beornice as required provinces, removed Cent Strat Clut Short: Added North Thryding as a required province Long: Added North Thryding as a required province Circenn Short: Removed vassal objective, added requirement to control the following provinces: Circenn Monadh Aurmoreb Athfochla Airer Goidel Cait Iarmoreb Loden Strat Clut Long: Removed vassal objective, added requirement to control the following provinces: Circenn Monadh Aurmoreb Athfochla Airer Goidel Cait Iarmoreb Loden Strat Clut Druim Alban Sudreyar Ailech Dál nAraidi East Thryding Agmundrenesse Mide Short: Removed vassal objective, replaced with number of factions to be Annexed Long: Removed vassal objective, replaced with number of factions to be Annexed East Engle Short: Increased the number of factions to subjugate by 2 Long: Increased the number of factions to subjugate by 2, added Norfolc as a required province Northymbre Short: Increased the number of factions to subjugate by 2 Long: Increased the number of factions to subjugate by 2, added East Thryding as a required province Dyflin Short: Increased number of ports required by 5, removed requirement to hold Dyflin. Added requirement to control ports in the following sea regions: Muir Deiscert Muir Britton Muir Éirenn Engle Sund Long: Increased number of ports required by 5, removed requirement to hold Dyflin or Bornais. Added requirement to control ports in the following sea regions: Muir Deiscert Muir Britton Muir Éirenn Engle Sund Maerse Sae Sruth Tuaiscert Muir Tuaiscert Muir Domon Muir Norc Sudreyar Short: Increased number of ports required by 5, removed requirement to hold Bornais. Added requirement to control ports in the following sea regions: Maerse Sae Sruth Tuaiscert Muir Tuaiscert Muir Domon Muir Norc Long: Increased number of ports required by 5, removed requirement to hold Dyflin or Bornais. Added requirement to control ports in the following sea regions: Maerse Sae Sruth Tuaiscert Muir Tuaiscert Muir Domon Muir Norc Muir Deiscert Muir Britton Muir Éirenn Engle Sund The Ultimate Victory has been changed in the following ways: Only invasion factions need to be eliminated to complete the Victory Condition, instead of the current situation where all factions belonging to the ‘Vikings’ group need to be defeated Increased number of invading factions that appear on various difficulties to: Normal: 2 Hard: 2 or 3 Very Hard: 3 Adjusted number of armies spawned so on hard an additional 1 army per invading faction is spawned, 2 armies on very hard, and 3 additional armies on legendary Adjustments made to the tech tree the 3 Ultimate Victory invasion factions get to make sure they are strong enough Estates Estates now cost money if not held by the faction leader. Each Estates held by characters who aren’t the king cost -100 each turn Due to fix to Estates loyalty value, Estates now give +1 loyalty each Buildings Garrisons for the major settlement main building chains, and garrison chains have been adjusted Buildings in the main slot (Great Hall, Market, Monastery etc.) give the following number of units for each level: 8/9/10/11/12 Garrison chain now gives the following number of units from each level: 5/5/6/6/7 Garrison chain now mostly gives higher quality units Removed Corruption reduction in adjacent provinces bonuses from the following chains: Thing Moot Hill Law Changed names of the following building chains to make clearer which building chains contribute towards unlocking the Communities techs, and which don’t St Brigit to Church of St Brigit St Ciaran to Monastery of St Ciaran St Columbe to Monastery of St Columbe St Cuthbert to Church of St Cuthbert St Edmund to Abbey of St Edmund St Patraic to Monastery of St Patraic St Swithun to Church of St Swithun Also renamed the following building levels to reduce this confusion as well Double Monastery of St Brigit to Double House of St Brigit Monastery of St Dewi to Abbey of St Dewi (the building previously called Abbey of St Dewi is now the Abbey Church of St Dewi) Monastery of St Edmund to Cathedral of St Edmund Reduced Unit Pool Cap and Unit Pool Replenishment bonuses from building chains, so max is down from 50% to 25% from main settlement slot buildings that give them (Great Hal, Longphort etc.), and down from 50% to 30% on the Konungsgurtha Removed Faction Trade bonus from Market Chain, increased max Faction Trade bonus from Mint chain to 15% Increased XP bonus from ARENA chain. Level 1 Arena will increase a level 0 units rank to 1 in 3 turns Adjusted Market GDP values on the following buildings Alehouse 1: from 115 to 100 2: from 230 to 205 3: from 345 to 310 Market Fair 1: from 130 to 115 2: from 265 to 230 3: from 395 to 350 Martyrs Mint 1: from 115 to 100 2: from 230 to 205 3: from 345 to 310 Mint 1: from 95 to 85 2: from 190 to 170 3: from 290 to 260 Thrall 1: from 150 to 135 2: from 300 to 270 3: from 450 to 405 Removed Supplies bonus from Mill chain, replaced with a bonus to Food Production from Farm, Pasture, and Orchard buildings in the same province Changed Public Order bonuses for the following buildings Monastery 1: +1 to +4 2: +2 to +5 3: +3 to +6 4: +4 to +7 5: +5 to +8 St Ciaran 1: +1 to +4 2: +2 to +5 3: +3 to +6 4: +4 to +7 5: +5 to +8 St Columbe 1: +1 to +4 2: +2 to +5 3: +3 to +6 4: +4 to +7 5: +5 to +8 St Patraic 1: +1 to +4 2: +2 to +5 3: +3 to +6 4: +4 to +7 5: +5 to +8 Added Public Order bonuses to the following buildings Great Hall 1: +2 2: +3 3: +4 4: +5 5: +6 Longphort 1: +2 2: +3 3: +4 4: +5 5: +6 Market 1: +2 2: +3 3: +4 4: +5 5: +6 Mountain Hall 1: +2 2: +3 3: +4 4: +5 5: +6 Offa’s Hall 1: +2 2: +3 3: +4 4: +5 5: +6 Rock of Caisil 1: +2 2: +3 3: +4 4: +5 5: +6 Building construction costs have been increased Abbey 1: same 2: 1800 to 2150 3: 2400 to 3850 4: 3000 to 6000 5: 3600 to 8650 Alehouse 1: from 900 to 950 2: from 1200 to 2150 3: from 1500 to 4050 Apple Ash 1: from 1200 to 1300 2: from 1500 to 2700 3: from 1800 to 4850 Arena 1: from 1500 to 1600 2: from 1800 to 3250 3: from 2100 to 5650 Assembly 1: from 900 to 950 2: from 1200 to 2150 3: from 1500 to 4050 Bard 1: from 900 to 950 2: from 1200 to 2150 3: from 1500 to 4050 Benedictine Abbey 1: same 2: 1800 to 2150 3: 2400 to 3850 4: 3000 to 6000 5: 3600 to 8650 Celi De Abbey 1: same 2: 1800 to 2150 3: 2400 to 3850 4: 3000 to 6000 5: 3600 to 8650 Church 1: from 1800 to 1950 2: from 2700 to 4850 3: from 3600 to 9700 Cloth 1: same 2: from 1200 to 1450 3: from 1500 to 2400 4: from 1800 to 3600 5: from 2100 to 5050 Copper 1: same 2: from 1500 to 1800 3: from 1800 to 2900 4: from 2100 to 4200 5: from 2400 to 5750 Law 1: from 900 to 950 2: from 1200 to 2150 3: from 1500 to 4050 Court School 1: from 1500 to 1600 2: from 1800 to 3250 4: from 2100 to 5650 Embroiders 1: from 1500 to 1800 2: from 1800 to 3600 4: from 2400 to 6500 Estate 1: from 1500 to 1600 2: from 2100 to 3800 3: from 2700 to 7300 Farm 1: same 2: from 1500 to 1800 3: from 1800 to 2900 4: from 2100 to 4200 5: from 2400 to 5750 Fishing 1: same 2: from 1200 to 1450 3: from 1500 to 2400 4: from 1800 to 3600 5: from 2100 to 5050 Forge 1: from 900 to 970 2: from 1200 to 2160 3: from 1500 to 4060 Garrison 1: same 2: from 1200 to 1450 3: from 1500 to 2400 4: from 1800 to 3600 5: from 2100 to 5050 Gold 1: same 2: from 3000 to 3600 3: from 3600 to 5750 4: from 4200 to 8400 5: from 4800 to 11500 Granary 1: from 1200 to 1300 2: from 1500 to 2700 3: from 1800 to 4850 Great Hall 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 Guildhall 1: from 1500 to 1600 2: from 1800 to 3250 3: from 2100 to 5650 High Cross 1: from 375 to 750 2: from 750 to 1500 Hunting 1: same 2: from 1200 to 1450 3: from 1500 to 2400 4: from 1800 to 3600 5: from 2100 to 5650 Iron 1: same 2: from 1800 to 2150 3: from 2100 to 3350 4: from 2400 to 4800 5: from 2700 to 6500 Konungsgurtha 1: from 1500 to 1600 2: from 2100 to 3800 3: from 2700 to 7300 Lead 1: same 2: from 1800 to 2150 3: from 2100 to 3350 4: from 2400 to 4800 5: from 2700 to 6500 Library 1: from 1500 to 1600 2: from 1800 to 3250 3: from 2100 to 5650 Longphort 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 Market 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 Market Fair 1: from 1200 to 1300 2: from 1800 to 3250 3: from 2400 to 6500 Martyr’s Mint 1: from 1500 to 1600 2: from 2100 to 3800 3: from 2700 to 7300 Master Forge 1: from 900 to 950 2: from 1200 to 2150 3: from 1500 to 4050 Mill 1: from 1200 to 1300 2: from 2400 to 4300 3: from 3600 to 9700 Mint 1: from 1500 to 1600 2: from 2100 to 3800 3: from 2700 to 7300 Monastery 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 Moot Hill 1: from 1200 to 1300 2: from 1500 to 2700 3: from 1800 to 4850 Mountain Hall 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 Nunnaminster 1: from 2400 to 4800 Offa’s Hall 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 Orchard 1: same 2: from 2100 to 2500 3: from 2700 to 4300 4: from 3300 to 6600 5: from 3900 to 9350 Pasture 1: same 2: from 1200 to 1450 3: from 1500 to 2400 4: from 1800 to 3600 5: from 2100 to 5050 Port 1: from 1200 to 1300 2: from 2400 to 4300 3: from 3600 to 9700 Herring Port 1: from 1200 to 1300 2: from 2400 to 4300 3: from 3600 to 9700 Viking Port 1: from 1200 to 1300 2: from 1800 to 3250 3: from 3600 to 7300 Trade Port 1: from 1500 to 1600 2: from 2700 to 4850 3: from 3900 to 10550 Pottery 1: same 2: from 900 to 1100 3: from 1200 to 1900 4: from 1500 to 3000 5: from 1800 to 4300 Rock of Caisil 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 Round Tower 1: from 1200 to 1300 2: from 1500 to 2700 3: from 1800 to 4850 Runestone 1: from 1500 to 1600 2: from 2100 to 3800 3: from 2700 to 7300 Salt 1: same 2: from 1500 to 1800 3: from 1800 to 2900 4: from 2100 to 4200 5: from 2400 to 5750 School of Ros 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 Scoan Abbey 1: from 1200 to 1300 2: from 1800 to 3250 3: from 2400 to 6500 Scribes 1: from 1200 to 1300 2: from 1800 to 3250 3: from 2400 to 6500 Sculptors 1: from 1500 to 1600 2: from 2100 to 3890 3: from 2700 to 7300 Silver 1: same 2: from 2550 to 3050 3: from 3000 to 4800 4: from 3450 to 6900 5: from 3900 to 9350 Souterrain 1: from 1200 to 1300 2: from 1500 to 2700 3: from 1800 to 4850 St Brigit 1: from 1200 to 1300 2: from 1800 to 3250 3: from 2400 to 6500 St Ciaran 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 St Columbe 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 St Cuthbert 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 St Dewi 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 St Edmund 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 St Patraic 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 St Swithun 1: from 1200 to 1300 2: from 1800 to 3250 3: from 2400 to 6500 Tanner 1: from 1500 to 1600 2: from 1800 to 3250 3: from 2100 to 5650 Thing 1: from 1200 to 1300 2: from 1500 to 2700 3: from 1800 to 4850 Thrall 1: from 1800 to 1950 2: from 2400 to 4300 3: from 3000 to 8100 Tin 1: same 2: from 2100 to 2500 3: from 2400 to 3850 4: from 2700 to 5400 5: from 3000 to 7200 Tithe Hall 1: from 1200 to 1300 2: from 2400 to 4300 3: from 3600 to 9700 Tools 1: from 1200 to 1300 2: from 1500 to 2700 3: from 1800 to 4850 Trade 1: same 2: from 1500 to 1800 3: from 1800 to 2900 4: from 2100 to 4200 5: from 2400 to 5750 Wood 1: same 2: from 1200 to 1450 3: from 1500 to 2400 4: from 1800 to 3600 5: from 2100 to 5050 Food consumption of buildings has been increased Great Hall 1: from 10 to 15 2: from 15 to 30 3: from 20 to 45 4: from 25 to 60 5: from 30 to 75 Longphort 1: from 10 to 15 2: from 15 to 30 3: from 20 to 45 4: from 25 to 60 5: from 30 to 75 Market 1: from 10 to 15 2: from 15 to 30 3: from 20 to 45 4: from 25 to 60 5: from 30 to 75 Monastery 1: from 10 to 15 2: from 15 to 30 3: from 20 to 45 4: from 25 to 60 5: from 30 to 75 Mountain Hall 1: from 10 to 15 2: from 15 to 30 3: from 20 to 45 4: from 25 to 60 5: from 30 to 75 Offa’s Hall 1: from 10 to 15 2: from 15 to 30 3: from 20 to 45 4: from 25 to 60 5: from 30 to 75 Rock of Caisil 1: from 10 to 15 2: from 15 to 30 3: from 20 to 45 4: from 25 to 60 5: from 30 to 75 St Ciaran 1: from 10 to 15 2: from 15 to 30 3: from 20 to 45 4: from 25 to 60 5: from 30 to 75 St Columbe 1: from 10 to 15 2: from 15 to 30 3: from 20 to 45 4: from 25 to 60 5: from 30 to 75 St Patraic 1: from 10 to 15 2: from 15 to 30 3: from 20 to 45 4: from 25 to 60 5: from 30 to 75 Market Fair 1: from 10 to 20 2: from 20 to 40 3: from 30 to 60 Guildhall 1: from 0 to 20 2: from 0 to 40 3: from 0 to 60 Tanner 1: from 0 to 10 2: from 0 to 20 3: from 0 to 30 Trade Port (major settlements) 1: from 0 to 10 2: from 0 to 20 3: from 0 to 30 Martyr’s Mint 1: from 0 to 10 2: from 0 to 20 3: from 0 to 30 Mint 1: from 0 to 10 2: from 0 to 20 3: from 0 to 30 Supplies bonuses given by some buildings have been changed Apple Ash 1: from 5 to 3 2: from 7 to 4 3: from 10 to 5 Hunting 1: no change 2: from 4 to 3 3: from 6 to 4 4: from 8 to 5 5: from 10 to 6 Souterrain 1: from 3 to 2 2: from 6 to 4 3: from 10 to 6 Tithe Hall 1: no change 2: from 5 to 4 3: from 8 to 6 Technologies Market technologies can now be unlocked by upgrading or conquering a settlement with the highest tier building in either the MARKET or LONGPHORT building chain. These exist in the primary slot of certain major settlement Adjusted the text for technology unlocks that require certain building chains to hopefully be clearer, including BOLDING the text for the name of the required chain to match how its shown in the building info panel on the left of the screen Several technologies have had their bonuses adjusted Offensive Tactics – Melee Skill bonus reduced from 15 to 6 Troop Organisation – Melee Skill bonus reduced from 15 to 6 Mounted Warrior Drills – Melee Skill bonus reduced from 15 to 6 Missile Drills & Tactics – Missile damage bonus reduce from 15% to 10% Systematic Raiding – Raiding income bonus increased from 10% to 25% Picking at the Carcasses – Sacking income bonus increased from 10% to 25% Lords of War – Unit pool replenishment chance bonus for elite units reduced from 500% to 250% Healthcare – Replenishment rate bonus reduced from 25% to 15% Regional Traditions – Supplies bonus in own or allied territory reduced from 5 to 3 Emissaries – Enemy supplies bonus reduced from 5 to 3 Horse Breeding – Charge bonus reduced from 30% to 15% All technology bonuses to Unit Pool Replenishment rate have been reduced by at least half War Fervour & Faction/Culture Mechanics Fyrd mechanic has had its bonuses/penalties adjusted as follows: Food production bonus/penalty of 10%/-10% replaced with a farm income bonus/penalty of 20%/-20% New bonus to Retinue unit pool replenishment rate for keeping within limit of 25% added New penalty to Levy unit pool replenishment rate for going over limit of -25% added Spend Culture events have had some bonuses adjusted Movement distance bonuses reduced from 100% to 50% Mierce script resetting properly now after gaining an item War Fervour now shows factors affecting it for the past turn, resets at start of next turn, this should help clear up confusion around the Border Wars penalty War Fervour equilibrium has been removed After researching the War Fervour tech, the player gains +2 if at war and -1 if at peace New negative factors affecting Legitimacy have been added, and some have been adjusted -3 when breaking an alliance -2 decay every turn when Legitimacy is over 75 -5 when sacking a Gaelic settlement -2 for every raiding army at the end of the turn Circenn Stone of Destiny missions will no longer target allied settlements Heroism has had new negative factors added, and some existing ones changed -2 decay every turn if Heroism is over 75 -5 when high ranking general (over 5) is killed -3 when sacking -2 for every raiding army at the end of the turn -1 for pyrrhic victories +1 (was previously +2) for close victories -1 for ransom and releasing after battles Heroism now gives a bonus to Fame Tribute has had new negative factors added -2 decay every turn if Tribute is over 75 -5 when occupying settlements without ports Slaves mechanic for Dyflin has been changed so that amount gained after battle depends on how many units are left in the force that just fought the battle Here King mechanic for the Great Viking Army factions has had the following adjustments Every year (4 turns) depending on which bar is higher, the player will lose -1 to the lower bar per turn. They will lose -2 if the difference between the bars is greater than 15. Value stops at -25. This replaces the previous decay system -1 to the English bar when occupying English settlements +1 to the English bar per turn when at peace with the English Traits Musterer – Recruitment cost bonus reduced from -50% to -25% Horseman – Upkeep cost bonus reduced from -50% to -25% Mad Man – Melee skill bonus reduced from 10 to 5 Archer – Recruitment cost bonus reduced from -50% to -25% Bowman – Upkeep cost bonus reduced from -50% to -25% Old Hand – Recruitment cost bonus reduced from -50% to -25% Drillmaster – Melee skill bonus reduced from 10 to 5 Spearman – Upkeep cost bonus reduced from -50% to -25% Fearless – Attacking morale bonus reduced from 5 to 3 Farmer – Fixed food bonus of +10 swapped for a provincewide food production bonus of +25% Defender – Defending morale bonus reduced from 5 to 3 Axeman – Upkeep cost bonus reduced from -50% to -25% Adjusted requirements for the Legendary traits so they are more likely to happen Other Blackmail event now costs more money to pay off, including now faction leader influence as well. Ignoring the event gives the character in question the Vengeful trait that can trigger off more political events Increased line of sight for armies Reduced Public Order penalty from occupying from -10 to -5 Changed the Public Order effects from taxes Very Low: +4 to -1 Low: +2 to -2 Normal: 0 to -4 High: -4 to -8 Very High: -8 to -12 Income bonuses from high and very high taxes changed from 150% and 200% to 125% and 150% Supplies, the following numbers have been adjusted Starting army supplies dropped from 50 to 30 Bankruptcy supplies penalty increased from -5 to -8 Battle won supplies bonus reduced from 5 to 3 Foreign Soil penalty increased from -15 to -20 Sacking bonus reduced from 20 to 10 Faction food levels have had their effects adjusted Positive – Level 3: new +4 bonus to supplies added Positive – Level 2: new +3 bonus to supplies added Positive – Level 1: new +2 bonus to supplies added Negative – Level 1: supply penalty increased from -5 to -8 Negative – Level 1: replenishment penalty increased from -10% to -20% Negative – Level 2: replenishment penalty increased from -25% to -35% Negative – Level 2: public order penalty increased from -4 to -5 Negative – Level 3: public order penalty increased from -8 to -10 The food levels required for the negative food levels has been adjusted Low from -100 to -50 Very low from -250 to -150 The following bonuses the AI gains on certain difficulty levels have been adjusted Unit Pool Replenishment Rate Easy: from 0 to 10% Normal: from 0% to 20% Hard: from 20% to 40% Very Hard: from 40% to 50% Unit Pool Cap bonus Normal: from 0% to 10% Soldier Replenishment bonus Easy: from 5% to 10% Normal: from 10% to 20% Hard: from 35% to 40% Very Hard: from 50% to 60% Food production bonus for AI now works in the following way: Fixed food bonus of 25 on easy, 50 on difficulties above that Gain the following food for each region owned: Easy: 5 Normal: 5 Hard: 5 Very Hard: 10 Legendary: 10 Easy: from 0 to 5% Normal: no change Hard: from 20% to 25% Very Hard: from 40 to 30% Legendary: no change Income bonus Normal: from 5% to 12% Hard: from 20% to 25% Very Hard: 30% to 35% Supplies bonus Normal: from 0 to 2 Hard: from 2 to 3 Very Hard: from 4 to 5 New bonuses to Command Zeal added for hard, very hard and legendary Hard: +1 Very Hard: +2 Legendary: +2 Unit experience rate gain bonus added for normal, hard, very hard and legendary Normal: +5 a turn Hard: +15 a turn Very Hard: +20 a turn Legendary: +25 a turn Diplomatic penalties from great power increased: -10 to -15 -20 to -30 -30 to -45 -40 to -60 Changed Upkeep bonus from King and Heir title from -50% to -25% Adjusted AI construction values for the Tanner chain so it is less likely to build it in provinces without a Hunting building chain Reduced/removed loyalty bonuses from the various kingdom effect bundles to reduce number of loyalty bonuses characters get later in the game Battles Units Adjusted unit hiding values in forests so they can hide a lot better Reduced max spotting distance for heavy units to 1200 from 1500 Reduced melee skill value added when defending from rear attacks from 10% to 0% Increased melee skill of all sword units by 5% Corrected armour value for English Royal Companions Adjusted several morale factors to tweak length of combat Armour values increased Cloth from 5 to 10 Cloth_helmet from 10 to 12 Leather from 12 to 17 Leather_helmet from 15 to 20 Mail from 22 to 25 Mail_heavy from 32 to 35 Mail_long from 27 to 30 Scale from 30 to 32 Scale_heavy from 35 to 37 Adjusted horse entities so they clip through soldiers and each other less, increased horse horizontal spacing to compensate Run speed of cavalry adjusted Heavy horse from 8.5 to 8 Very heavy horse from 8 to 75 Heavy Welsh horse from 10 to 9 Very heavy Welsh horse from 9 to 8.5 The following units have had their stats adjusted Ceorl Spearmen (Great Viking Army) Cost increased from 100 to 150 Fyrd Spearmen (Great Viking Army) Cost increased from 150 to 200 Danelaw Spearmen Cost increased from 200 to 250 Ceorl Spearmen (English) Cost increased from 100 to 150 Fyrd Spearmen (English) Cost increased from 150 to 200 Militia Fyrd Spearmen Cost increased from 200 to 250 Spearband Cost increased from 150 to 200 Spearmen (Viking Sea kings) Cost increased from 200 to 250 Warband Cost increased from 100 to 150 Berserkers Cost increased from 900 to 1200 Melee Skill reduced from 60 to 50 Shied Biters Cost increased from 800 to 1000 Airig Swordsmen Speed increased Airig Warband Cost decreased from 900 to 850 Speed increased Fianna Band Cost decreased from 600 to 550 Foreign Warriors Weapon damage increased Freemen Spearmen Cost increased from 100 to 150 Gallowglass Weapon damage increased Horse Boys Cost increased from 300 to 350 Household Riders Cost decreased from 1000 to 900 Freemen Archers Ammo increased from 14 to 15 Kern Axemen Charge reflect removed Speed increased Kern Raiders Cost increased from 500 to 550 Added Guerrilla Deployment Morale increased from 30 to 40 Speed increased Kern Spearmen Cost increased from 150 to 200 Kern Swordsmen Charge Reflect removed Morale increased from 26 to 30 Weapon damage increased Kerns Ammo increased from 7 to 8 Mailed Fianna Armour increased Mounted Kerns Cost increased from 400 to 450 Added Guerrilla Deployment Speed increased Raider Swordsmen Charge Reflect removed Added Guerrilla Deployment Wolf Hounds (Irish) Cost decreased from 400 to 350 Wood Kerns Ammo increased from 7 to 9 Added Guerrilla Deployment Wood Spears Cost increased from 350 to 400 Added Guerrilla Deployment Levy Spearmen (Norman) Cost increased from 100 to 150 Spearmen (Norman) Cost increased from 150 to 200 Alban Axemen Charge Reflect removed Speed increased Alban Horsemen Speed increased Alban Javelinmen Ammo increased from 7 to 8 Alban Levy Spearmen Cost increased from 100 to 150 Alban Raiders Cost increased from 300 to 350 Armour reduced Speed increased Alban Spearmen Cost increased from 150 to 200 Alban Warriors Cost decreased from 800 to 750 Speed increased Cateran Axemen Cost decreased from 350 to 300 Charge reflect removed Cateran Levy Cost decreased from 300 to 250 Charge reflect removed Highland Archers Ammo increased from 14 to 15 Highland Sharpshooters Ammo increased from 14 to 16 Kings Blades Cost increased from 1000 to 1100 Morale increased from 54 to 60 Lowland Crossbowmen Cost increased from 350 to 400 Reload rate increased Lowland Raiders Cost increased from 400 to 450 Morale increased from 28 to 35 Speed increased Royal Followers Cost decreased from 1000 to 900 Schiltron Cost increased from 200 to 250 Sword Band Cost decreased from 600 to 550 Charge reflect removed Speed increased Sword Warriors Cost decreased from 700 to 650 Wolf Hounds (Scottish) Cost decreased from 400 to 350 Freemen Cost increased from 150 to 200 Thrall Spearmen Cost increased from 200 to 250 Cantref Spearmen Cost increased from 200 to 250 Welsh Levy Spearmen Cost increased from 100 to 150 Welsh Spearmen Cost increased from 150 to 200 War Hounds Cost decreased from 400 to 350 Other Adjusted Melee Skill multipliers under the hood to lengthen melee combat duration Added in more army formations for AI to increase variety in how AI deploys and fights in battles Base reload time of all tower arrows increased from 10 to 20, and range set to 150 Adjusted experience costs for multiplayer so that unit base cost is a factor Halved ignition threshold of siege engines so they can be set on fire more easily and made siege tower health values more consistent. Previously heavy siege towers had 3x the health of light. Difference is now much smaller. Halved damage of boiling oil UI Improvements Campaign Divorce Wife/Seek Wife buttons added to character details panel Hold Feast button added on Kings character details panel next to Influence value Lower Influence and Secure Loyalty buttons added to character details panel for non-king characters next to Influence and Loyalty values respectively Strip Estates button added to Estates tab All political actions now have a confirm button before they happen New zoom-to button added to building browser for unique buildings so you can see where they can be constructed Added Academy button to top-left panel Scrolling down now moves right in horizontal lists Adjusted tooltip display for unlocks X building chain icon on technology panel Trait gained event now uses correct text colouring in trait descriptions Added character details button to character info panel in bottom left of campaign screen Added ability to cycle through your characters through the character details panel via arrows, and added an icon to show whether a character is general/governor/statesman Improved settlement renaming UI so it is clearer when you’ve changed the name New tooltip for treasury/income area on top bar that gives a breakdown of income and expenditure Political event messages now say which character is target of event and which is the actor where applicable Minor settlements section of province panel renamed to ‘Villages’ Added tooltips to Estates on Estates tab to show the bonuses they give King’s Influence effect bundle at top of screen now shows what the effect bundle will be next turn, the same as how it works for faction food Battle Adjusted unit stat display to better mirror order and stats shown in Warhammer, speed added to display. This does mean that the shield stat has been removed from missile units stat display as only enough space for 10 stats to be shown Added Hide Foliage option to the Spacebar options, with the same functionality as in Warhammer Other Academy button now links direct to video part of the Thrones of Britannia page on the Total War Academy website Art Improvements Added new rocks to battlefields that units can move over, replaced many static rocks with these new rocks so movement across battlefields should overall be smoother Beech and birch trees now sway in the wind Updated campaign lighting so characters look better when camera is rotated Reduced number of poppies that can appear on battlefields Added shields to the back of all Huscarl units who don’t wear cloaks