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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