Difference between revisions of "Total War Saga: Thrones of Britannia/Changelog"

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==Mac App Store: 1.0.4==
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<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==
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<pre>• Incorporates the changes from Creative Assembly's 'Allegiance' update
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• Fixes a number of minor issues</pre>
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==Mac App Store: 1.0.2==
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<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
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     Added shields to the back of all Huscarl units who don’t wear cloaks</pre>
 
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==References==
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<references />
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{{ThronesofBritannia}}
 
[[Category:Changelogs]]
 
[[Category:Changelogs]]

Latest revision as of 13:37, 7 August 2024

Back to: Total War Saga: Thrones of Britannia.

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

References


Total War Saga: Thrones of Britannia

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