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Total War Saga: Thrones of Britannia (EU)
Total War Saga: Thrones of Britannia (EU)
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Total War Saga: Thrones of Britannia (EU)

Release Date: 03/05/2018 | EU
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THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


Sobre o jogo

A Total War™ Saga: Thrones of Britannia



O ano é 878 DC. O combativo rei da Inglaterra, Alfred, o Grande, montou uma heroica defesa na batalha de Edington, e rechaçou a invasão dos Vikings. Castigados, mas ainda determinados, os senhores de guerra nórdicos se estabeleceram ao redor da Bretanha. Pela primeira vez em quase 80 anos, a paz nesta terra está ameaçada.



Os reis da Inglaterra, Escócia, Irlanda e Gales sentem a chegada de uma nova era nesta ilha régia. É um tempo de tratados e guerras, onde a sorte muda de lado e lendas nascem, numa saga que retrata a ascensão de uma das maiores nações da história.

Reis ascenderão. Só um será o soberano.

Thrones of Britannia é um jogo Total War independente, no qual caberá a você reescrever um momento crucial da história, que definirá o futuro da Inglaterra moderna. Escolha uma de dez facções jogáveis para construir e defender um reino pela glória dos anglo-saxões, dos clãs gaélicos, das tribos galesas ou dos recém-estabelecidos vikings. Faça alianças, gerencie povoados populosos, forme exércitos e parta em campanhas de conquista pelo mapa mais detalhado da história do Total War.



Escolha sua estratégia

A Campanha Grandiosa oferece vários caminhos para uma gloriosa vitória: expandir agressivamente seu território por força militar, adquirir renome por sua capacidade de construção, sua tecnologia avançada ou influência, ou até mesmo completar uma série de objetivos exclusivos derivados da história da facção escolhida. Após esse ponto, prepare-se para um fim de jogo desafiador e tente cumprir a última condição para a vitória Suprema.

Explore e conquiste as Ilhas Britânicas

Das nevadas terras altas da Escócia para as campinas e pomares de Kent, explore a névoa da guerra e descubra a extensão da Bretanha anglo-saxã. Veja as mais variadas vilas, cidades e zonas rurais se transformarem em tipos diferentes de campos de batalha. Conquiste os novos povoados menores para ter acesso a oportunidades estratégicas. Interrompa as rotas comerciais do inimigo para forçá-lo a sair de posições fortes.

Conquistador viking ou rei anglo-saxão, defina a lenda

Cada facção terá uma série própria de eventos e dilemas exclusivos, muitos deles baseados em eventos históricos verdadeiros e problemas típicos da época. Embarque em expedições vikings ou gerencie a economia rural dos anglo-saxões. Cada facção tem seu jeito de jogar. Crie papéis únicos para seu rei e seus nobres, personalize o impacto de cada um com várias escolhas relevantes sobre a evolução deles, e decida como a história terminará.

A clássica jogabilidade Total War, refinada

Contém várias atualizações às mecânicas centrais de Total War, como províncias, política, tecnologia, recrutamento, dilemas e muito mais, tudo desenhado para dar peso e imersão à sua experiência.

Facções jogáveis, culturas e reis:



Thrones of Britannia terá dez facções jogáveis de cinco culturas diferentes. Confira um sumário abaixo.

Os Anglo-Saxões – Wesseaxna e Mércia

Após o domínio romano na Inglaterra, novos reinos de origem germânica se formaram: Nortúmbria, Mércia, Wessex, Essex, Sussex, Ânglia Oriental e Kent. O povo dessas regiões ficou conhecido, coletivamente, como os anglo-saxões.



Wesseaxna
Líder de Facção: Rei Alfred

As forças de Wesseaxna, ou Wessex em inglês moderno, eram o reino anglo-saxão dominante no sul da Inglaterra e a primeira linha de defesa contra as incursões do Grande Exército Pagão. Da capital, Winchester, Wessex conquistou terras em Surrey, Sussex, Kent, Essex e até na Mércia. A resoluta defesa de Alfred contra a invasão dinamarquesa foi a base da primeira unificação da Inglaterra sob um único rei em 927 d.C..

Mércia
Líder de Facção: Ceowulf

A partir de Tamworth, a capital, os reis da Mércia governaram a área hoje conhecida como Midlands. Em seu ápice, a Mércia se estendia da Nortúmbria, ao norte, até Kent, Sussex e Wessex ao sul. Em 877 d.C., o Grande Exército Pagão tomou a parte leste do reino para formar a Danelaw, ou Eastengla, conhecida hoje como Ânglia Oriental.

Os Gaélicos – Mide e Circenn
A cultura gaélica surgiu inicialmente na Irlanda, e sua sociedade era baseada num sistema de clãs e chefes. Eles saqueavam e negociavam com povoados romanos e até 878 d.C. tinham ocupado toda a Irlanda e boa parte da Escócia.
Com a chegada dos Vikings, alguns saqueadores se estabeleceram em terras gaélicas, tornando-se os gaélicos-nórdicos. Os gaélicos-escoceses mais tarde absorveriam os pictos para formar o reino de Alba, que seria a base da Escócia moderna.

Mide
Líder de Facção: Rei Flann Sinna

O reino de Mide se encontra no coração da Irlanda, em termos geográficos, políticos, intelectuais e espirituais. Muitos Grão-Reis vieram de Mide, e o soberano atual, Flann Sinna, aspira ao título.

Estando cercada de várias facções de irlandeses, Mide pode ser capaz de unificar os clãs dispersos e inaugurar uma era de prosperidade para a Irlanda. Contudo, sempre há ameaças por perto... os vikings de Dyflin se assentaram no leste, e seu poder e influência não para de crescer. Será que Mide buscará manter essa paz tensa? Unir os clãs em uma guerra contra os ocupantes nórdicos? Ou encontrar algum outro caminho para a supremacia?

Circenn
Líder de Facção: Áed mac Cináeda

Circenn originalmente era um reino picto, mas no período em que seu povo se viu afugentados pelos incansáveis saques vikings, ele sofreu muita influência dos gaélicos e de outros povos. As invasões vikings acabaram em 878 d.C., mas os problemas de Circenn, não. Muito embora eles tenham um domínio firme sobre a costa leste da Escócia, muitas ameaças ainda existem, tanto externas quanto internas.

Scuin, a capital de Circenn, já abrigou a lendária Pedra do Destino, que dizem conceder força divina a seu povo. O paradeiro atual da pedra é um mistério, mas se alguma pista for encontrada, recuperar tal artefato certamente seria uma bela e relevante aventura...

Os Galeses – Gwynedd e Ystrad Clud

Os reinos galeses são descendentes dos bretões celtas que ocupavam boa parte da ilha da Bretanha da Idade do Ferro até a (e além da) colonização romana no século I.

Ironicamente, o termo "Welsh" (Galês, em inglês) vem de "wealas", um termo anglo-saxão para "estrangeiro", que era como eles chamavam os Bretões nativos. Os Anglo-Saxões floresceram e muitos dos velhos reinos bretões começaram a desaparecer.

Gwynedd
Líder de Facção: Rei Anaraut

O povo de Gwynedd é um dos que pode se chamar de "legítimos bretões", após serem expulsos para o extremo oeste por invasores que hoje se autointitulam "ingleses". Os galeses de Gwynedd, que prosperaram sob a liderança de Rhodri Mawr, ficaram famosos tanto por sua música e poesia quanto por sua habilidade com o arco longo.
Rhodri manteve Gwynedd praticamente livre dos vikings e de outros invasores, ao mesmo tempo que expandia seu território. Agora que ele se foi, suas terras estão divididas.

Ystrad Clud
Líder de Facção: Run

Ystrad Clud é um reino do Velho Norte que tem origens no século V, com os bretões celtas. A capital do reino costumava ser na fortaleza de Alt Clut, mas o povo foi expulso por uma invasão viking em 870 d.C. O atual rei, Artgal, foi capturado e supostamente morto em circunstâncias misteriosas. O reino se reestabeleceu mais para o interior do vale do rio Clyde sob a liderança de Run, filho único de Artgal.

O Grande Exército Viking – Nortúmbria e Eastengla

Em 865 d.C., os filhos de Ragnar lideraram o Grande Exército Viking e aportaram em Eastengla. Ao longo dos 15 anos seguintes, os vikings se espalharam de norte a sul, de Wessex ao Rio Clyde, vencendo e perdendo confrontos até a Batalha de Edington em 878 d.C., onde seu líder, Guthrum, foi derrotado pelo jovem rei Alfred e seu exército de saxões do oeste. Derrotadas em campo, as forças vikings recuaram, em desordem, para uma fortaleza próxima. Inspirados por sua vitória, os homens de Alfred perseguiram os vikings e iniciaram o cerco da fortaleza. Após uma quinzena de fome, os invasores se renderam.

Seguindo os termos de sua rendição, Guthrum foi batizado como cristão, e ele e seus homens receberam permissão de se assentar em Eastengla, desde que mantivessem a paz do rei Alfred, claro.

Derrotados, mas nunca domados, os vikings nutrem uma raiva avassaladora. Não aprisione um lobo e espere não sofrer consequências...

Nortúmbria
Líder de Facção: Guthfrid

Quando os vikings chegaram na Nortúmbria em 867 d.C., eles tomaram a cidade de York (ou Eoferwic, como era chamada na época) como base de operações. A cidade era uma fortaleza formidável, com muralhas romanas que continuavam em pé mesmo após 700 anos. O rei Aelle da Nortúmbria tentou retomar a cidade dos dinamarqueses, mas foi capturado durante o ataque. Como vingança por Aelle ter executado seu pai, os filhos de Ragnar o fizeram de exemplo com o horripilante ritual da Águia Sangrenta.

A Nortúmbria permaneceu sob o controle viking e, após a Batalha de Edington e o tratado de Wedmore que se seguiu, uma parte do Grande Exército Viking marchou de volta à Nortúmbria, para se assentar sob a paz de Alfred.

Eastengla
Líder de Facção: Guthrum

Formando a maior parte da costa sudeste da Britânia, a Eastengla foi o quartel-general da invasão do Grande Exército Viking, e onde muitos de seus guerreiros se estabeleceram depois da Batalha de Edington. Sob o reinado do líder dinamarquês Guthrum (ou Æthelstan, o nome que Alfred lhe deu), a região eventualmente ficaria conhecida como "Danelaw".

Mesmo assim, o espírito guerreiro dos dinamarqueses de Eastengla não foi totalmente domado. Não há como desistir de uma vida de glórias para virar um fazendeiro de um dia para o outro.

Os Vikings Reis dos Mares – Dyflin e Sudreyjar

Após quase um século de saques cada vez maiores, os vikings deixaram uma marca indelével na Britânia, alterando para sempre o curso de sua história. Inclusive culturalmente, pois vários grupos menores de vikings haviam se fixado nas ilhas antes de Alfred derrotar o Grande Exército Viking.

Essas facções menores trocaram uma existência de conflito constante por uma vida nova na Britânia, estabelecendo seus pequenos principados, casando-se entre si e, por fim, se tornando parte do cotidiano das ilhas. Esta mistura de culturas, tão emblemática na história inglesa, ajudou a criar a mistura de atitudes, crenças e idiomas que tornou o povo da Grã-Bretanha tão único.

No entanto, alguns vikings nunca criaram raízes de fato. Eles ainda desejavam mais, sua sede de conquista e glória nunca saciada. Esses Reis dos Mares continuaram suas vidas belicosas, ignorando completamente qualquer decreto do recém-coroado monarca da Inglaterra...

Dyflin
Líder de Facção: Bardr

Dyflin era uma grande cidade portuária na costa da Irlanda, e sede do maior mercado de escravos da Britânia. Ela foi um grande centro da ocupação viking e, até 873 d.C., era governada por Imar, comumente associado a Ivar, o Desossado, filho do lendário chefe de guerra viking, Ragnar Lothbrok. A região já era usada por saqueadores vikings desde 840 d.C., logo, houve muito tempo para seus costumes começarem a adquirir tons mais gaélicos.

Porém, em 878 d.C., Bardr, o filho de Imar, estava firmemente no poder. Será que este ambicioso soberano viking buscará uma paz mais duradoura com as facções gaélicas que o cercam? Ou será que ele retornará aos ditames de Ragnar, trilhando um caminho de guerra e dominação? É difícil ignorar o chamado de seu próprio sangue guerreiro...

Sudreyjar
Líder de Facção: Eirik

A oeste de Alba fica Sudreyjar, o Reino das Ilhas do Sul. A parte sul do arquipélago das Hébrides era composta de ilhas dispersas e pouco povoadas, pois, estando sujeitas a toda a força do clima do Atlântico, eram poucos os que conseguiam morar em um ambiente tão inóspito.

Assim como boa parte da Britânia, essas ilhas passaram a ter cada vez mais contato com os vikings a partir do século VIII. Antes de serem dominadas pelos nórdicos, elas faziam parte do reino gaélico de Dal Riata. Ao longo do século seguinte, a ocupação escandinava adquiriu muitas características gaélicas (e vice versa), especialmente após 872 d.C., quando Harald Cabelo Belo, assumiu o trono da Noruega e seus opositores se mudaram para a região.

As ilhas de Sudreyjar são pobres em recursos, mas são uma excelente base para aqueles com inclinações mais náuticas e que preferem se dedicar a saques e exploração.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


Относно играта

A Total War™ Saga: Thrones of Britannia



The year is 878 AD, the embattled English king Alfred the Great has mounted a heroic defence at the battle of Edington, and blunted the Viking invasion. Chastened – but not yet broken – the Norse warlords have settled across Britain. For the first time in nearly 80 years, the land is in a fragile state of peace.



Throughout this sceptred isle, the kings of England, Scotland, Ireland and Wales sense a time of change approaching; a time of opportunity. There will be treaties. There will be war. There will be turns of fortune that become the stuff of legend, in a saga that charts the ascent of one of history’s greatest nations.

Kings will rise. One will rule.

Thrones of Britannia is a standalone Total War game which will challenge you to re-write a critical moment in history, one that will come to define the future of modern Britain. With ten playable factions, you must build and defend a kingdom to the glory of Anglo-Saxons, Gaelic clans, Welsh tribes or Viking settlers. Forge alliances, manage burgeoning settlements, raise armies and embark on campaigns of conquest across the most detailed Total War map to date.



Choose your strategy

The Grand Campaign offers multiple routes to a glorious Victory; aggressively expand your territory through force of arms, acquire renown through construction, advanced technology and influence, or complete a series of unique objectives based on your chosen faction’s history. Once completed, steady yourself for a significant late-game challenge and the final, Ultimate victory condition.

Explore and conquer the British Isles

From the snowy highlands of Scotland to the orchards and meadows of Kent, push back the fog-of-war and unveil the extent of Anglo-Saxon Britain. Varied towns, cities and rural settings inspire a host of different battlefield environments. Experiment with the strategic opportunities afforded by newly capturable minor settlements. Throttle your enemies’ trade routes and coax them out of strong, defensible positions.

Viking warlord or Anglo-Saxon king, define their legend

Each faction will face a series of unique events and branching dilemmas, often based on authentic historical events and issues of the time. Embark on Viking expeditions, manage the Anglo-Saxon peasant economy, each faction feels and plays differently. Carve out unique roles for your King and Nobles, customise their impact by making meaningful choices about their development and determine how their story will unfold.

‘Classic’ Total War gameplay refined

Includes many updates to core Total War mechanics - such as provinces, politics, technologies, recruitment, dilemmas and much more - designed to make your experience more immersive and more meaningful.

Playable factions, cultures and kings:



Thrones of Britannia will include ten playable factions, from five cultures, with a summary below.

The Anglo Saxons – West Seaxe and Mierce

When Roman rule in England concluded, new kingdoms of Germanic stock coalesced in the counties now known as Northumbria, Mercia, Wessex, Essex, Sussex, East Anglia and Kent. The peoples of these regions came collectively to be known as the Anglo Saxons.



West Seaxe
Faction Leader: King Alfred

As the dominant Anglo-Saxon kingdom of southern England, the forces of West Seaxe – or Wessex in modern English – provided the isle’s primary resistance against the incursions of the Great Heathen Army. From the capital city of Winchester, Wessex conquered lands in Surrey, Sussex, Kent, Essex and even Mercia. Alfred’s dogged defense of the Danish invasion laid the foundations for Wessex to unite England under one ruler for the first time in 927 AD.

Mierce
Faction Leader: Ceowulf

From its capital city of Tamworth, the kings of Mierce – known now as Merica - ruled the area now known as the Midlands. At its height, Mierce stretched from Northumbria in the north of England to Kent, Sussex and Wessex to the south. In 877 AD, the Great Heathen Army seized the eastern part of the kingdom to form the Danelaw, or East Engle.

The Gaels – Mide and Circenn

Gaelic culture initially developed in Ireland, their society built around a system of clans and chieftains. They raided and traded with Roman settlements, and by 878 AD had expanded from Ireland to inhabit much of Scotland.
With the influx of the Vikings, some raiders settled in Gaelic lands, becoming the Norse-Gaels. The Scottish Gaels would absorb the Picts to become the Kingdom of Alba – essentially setting the blueprint for modern Scotland.

Mide
Faction Leader: King Flann Sinna

Mide lies at the heart of Ireland. Not just geographically, but politically, intellectually and spiritually. Many High Kings have risen from Mide, and its current ruler, Flann Sinna, aspires to that title.

With many fellow Irish factions nearby, Mide is in a position to potentially bring the disparate clans together, and usher in an era of Irish prosperity. However, threats are never far away… the Vikings of Dyflin have settled to the east, and their power and influence are growing. Will Mide strive to keep the uneasy peace? Unite the clans in a war against these Norse settlers? Or find some other route to supremacy?

Circenn
Faction Leader: Áed mac Cináeda

Circenn was in origin Pictish, but became more heavily influenced by the Gaels and other peoples over time as they were driven away from the relentless Viking raids. 878 AD marked the end of the Viking invasions, but Circenn’s troubles were far from over. While she had a firm hold over the eastern coast of Scotland, many threats still exist – both within and without.

Scoan, the capital of Circenn, was once home to the legendary Stone of Destiny, said to bestow divine strength on her people. Where the stone now resides is a mystery, but if clues can be found, surely the Stone’s recovery would be an adventure worth undertaking…

The Welsh – Gwined and Strat Clut

The Welsh Kingdoms descended from the Celtic Britons who occupied much of the island of Britain from the Iron Age, into and beyond its Romanisation in the First Century.

Ironically, the term ‘Welsh’ derives from the Anglo-Saxon term for foreigner, ‘wealas’, which they applied to the native Britons. The Anglo-Saxons flourished and many of the old Brittonic kingdoms began to disappear.

Gwined
Faction Leader: King Anaraut

The people of Gwined have some claim to the title of 'true Britons', having been driven to the far west by invaders who now call themselves ‘English’. Renowned both for their bardic arts and their skill with the longbow, the Welsh of Gwined thrived under the leadership of Rhodri Mawr.

Rhodri kept Gwined largely free of Vikings and other invaders while expanding its borders. Now he is gone and his lands are divided.

Strat Clut
Faction Leader: Run

Strat Clut is a kingdom of the Old North that can be traced back to the Fifth Century and the Celtic Britons. The realm was formerly based at the fortress of Alt Clut but driven out by a Viking invasion in 870. The current King Artgal was taken captive and reportedly killed in mysterious circumstances. The kingdom reformed further into the valley of the River Clyde under the leadership of his only son Run.

The Great Viking Army – Northymbre and East Engle

In 865 AD, Ragnar’s sons led the Great Viking Army and made landfall in East Anglia. Over the next 15 years the Vikings ranged high and low, from Wessex to The Clyde, conquering towns, claiming victories and suffering their share of defeats until the Battle of Edington in 878 AD, where its leader Guthrum met his match in the young King Alfred and his West Saxon army. Bested in the field, his forces retreated in disarray to a nearby fortress. Flush with success, Alfred’s men gave chase and laid siege. After a fortnight of starvation, the invaders surrendered.

Under the terms of his capitulation, Guthrum was baptised into Christianity and he and his men were allowed to return to East Anglia and settle – provided they kept Alfred’s peace, of course.
Defeated, but never humbled, the Vikings seethe with an all-consuming rage. One does not cage the wolf without consequence…

Northymbre
Faction Leader: Guthfrid

When the Vikings arrived in Northumbria in 867 AD, they took the city of York – or Eoferwic, as was – for their stronghold. And what a bastion it was, with its formidable Roman walls still standing strong 700 years on. King Aelle of Northumbria attempted to wrest the city back from the Danes, but was captured during the attack. In retribution for Aelle’s execution of their father, the sons of Ragnar made an example of him with the horrifying Blood Eagle ritual.

Northumbria remained under Viking control and, after the battle of Edington and the subsequent treaty of Wedmore, a portion of the Great Viking Army marched back to Northumbria, to settle under Alfred’s peace.

East Engle
Faction Leader: Guthrum

Forming the bulk of Britannia’s south-easterly coast, East Engle was the staging-point of the Great Viking Army’s invasion, and the region where many of its warriors settled after the Battle of Edington. Under the rule of the Danish leader Guthrum (or Æthelstan, to use his adoptive name by Alfred) it would ultimately come to be known as the Danelaw.
Yet still, some fight remains in the Danes of East Engle. One does not shed the mantle of glory and become a landsman overnight.

The Viking Sea Kings – Dyflin and Sudreyar

After nearly a century of escalating raids, the Vikings left an indelible stamp on Britannia, altering the course of its history forever. Not least of all culturally, as many smaller bands of Vikings had settled around the isles prior to Alfred’s defeat of the Great Viking army.
These smaller factions traded an existence of ceaseless conflict for a new life in Britannia, establishing their own petty principalities, intermarrying and ultimately becoming part of the warp-and-woof of Britannic life. This mingling of cultures, so emblematic of British history, helped create the rich melting-pot of attitudes, beliefs and language that has made the isles and their people so unique.

Some Vikings never truly settled however; their designs were grander, their hunger for conquest and greatness unquenched. These Sea Kings would continue their bellicose work, heedless of any decree from England’s upstart ruler…

Dyflin
Faction Leader: Bardr

Dyflin was a major port town on the east coast of Ireland, and the site of Britannia’s largest slave market. It was a major site of Viking occupation, and was ruled until 873 by the Viking lord Imar, often associated with Ivar the Boneless, a son of the legendary Viking warlord Ragnar Lothbrok. Viking raiders had wintered there as early as 840 AD, so their association with the region had been a long one, and over time their customs began to take on a more Gaelic flavour as the slow process of integration took its course.

By 878 AD however, Imar’s son Bardr was firmly established on the throne. Would this ambitious Viking ruler seek to seal a lasting peace with the surrounding Gaelic factions? Or return to the ways of Ragnar, and pursue a path of bloodshed and domination? It is hard to ignore the calling of one’s warrior-blood…

Sudreyar
Faction Leader: Eirik

To the west of Alba lies Sudreyar, the Kingdom of the Southern Isles. Comprising the southern Hebrides, these scattered islands were sparsely populated and, bearing the full brunt of the Atlantic weather, were not lands suited to the less-hardy.

Like much of Britannia, these islands saw increasing Viking contact from the 8th Century. Prior to this period they formed part of the Gaelic kingdom of Dalriada, until they fell under Viking control. Over the next century, Scandinavian occupancy took on a distinctly Gaelic flavour (and vice-versa), particularly after 872 AD when Harald Fairhair became king of Norway, and his former opponents flocked to the area.

Materially poor, but offering an excellent base for those of a nautical bent, the isles of Sudreyar are a perfect staging-post for raiders and explorers.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


O hře

Sága Total War™: Thrones of Britannia



Píše se rok 878 n. l. Neustále napadaný anglický král Alfréd Veliký připravil hrdinskou obranu v bitvě u Edingtonu, a zastavil invazi Vikingů. Potrestaní, ale nezlomení severští vojevůdci se usazují po celé Británii. Poprvé za skoro 80 let zavládl v zemi křehký mír.



Po celém ostrově cítí králové Anglie, Skotska, Irska a Walesu, že nadchází čas změn, čas příležitostí. Přijdou dohody. Přijde válka. Bude docházet k obratům, které se stanou předmětem legend, v sáze, která mapuje vzestup jednoho z největších národů historie.

Králové povstanou. Jeden povládne.

Thrones of Britannia je samostatná hra Total War, která vás vyzve k přepsání kritického momentu dějin, který bude definovat budoucnost moderní Británie. S deseti hratelnými frakcemi budete muset stavět a bránit své království ke slávě Anglosasů, galských klanů, velšských kmenů nebo vikingských osadníků. Tvořte spojenectví, spravujte rozkvétající osady, budujte armády a vydávejte se na dobyvačná tažení napříč dosud nejdetailnější mapou Total War.



Vyberte si svou strategii

Velká kampaň vám nabídne několik cest ke slavnému vítězství: agresivně rozšiřujte své území pomocí vojenské síly, získávejte dobrou pověst budováním, pokročilými technologiemi a vlivem nebo splňte řadu jedinečných úkolů, které se odvíjejí od historie zvolené frakce. Až je splníte, připravte se na pořádnou výzvu v pozdní fázi hry, na poslední ultimátní vítěznou podmínku.

Objevujte a dobývejte Britské ostrovy

Od zasněžených výšin Skotska po sady a pastviny Kentu, zatlačte mlhu války pryč a odkryjte rozsah anglosaské Británie. Různorodé osady, města a venkov vytvářejí spoustu různých prostředí bojišť. Experimentujte se strategickými příležitostmi, které vám dávají nově dobyvatelné malé osady. Přerušte obchodní stezky svých nepřátel a vylákejte je ze silných, dobře bráněných pozic.

Ať už vikingský vojevůdce nebo anglosaský král, určete jejich legendy

Každá frakce bude čelit řadě jedinečných událostí a větvících se dilemat, často založených na autentických historických událostech a dobových problémech. Vydávejte se na vikingské výpravy, spravujte anglosaskou rolnickou ekonomiku; každá frakce se hraje jinak. Vytvořte pro svého krále a šlechtice unikátní role, upravujte jejich vliv pomocí smysluplných rozhodnutí o jejich rozvoji a určete, jak se budou jejich příběhy rozvíjet.

Vylepšená „klasická“ hratelnost Total War

Obsahuje mnoho vylepšení základních mechanik Total War, např. provincie, politiku, technologie, verbování, dilemata a spousta dalších, navržených tak, aby váš zážitek ze hry byl hlubší a smysluplnější.

Hratelné frakce, kultury a králové:



Thrones of Britannia bude obsahovat deset hratelných frakcí pěti kultur. Níže najdete jejich popis.

Anglosasové - Wessex a Mercie

Když skončila vláda Římanů v Anglii, vytvořila se nová germánská království v oblastech nyní známých jako Northumbrie, Mercie, Wessex, Essex, Sussex, Východní Anglie a Kent. Lid z těchto regionů obecně vešel ve známost jako Anglosasové.



Wessex
Vůdce frakce: Král Alfréd

Vojska Západního Seaxe (Wessexu v moderní angličtině), dominantního anglosaského království jižní Anglie, byla primární obranou ostrova proti vnikům Velké pohanské armády. Z Winchesteru, hlavního města, Wessex dobyl země v Surrey, Sussexu, Kentu, Essexu a dokonce i Mercii. Alfrédova tvrdošíjná obrana proti dánské invazi položila základy, které v roce 927 umožnily Wessexu poprvé spojit Anglii pod jediným vládcem.

Mercie
Vůdce frakce: Ceowulf

Ze svého hlavního města Tamworthu vládli králové Mierce (dnes známé jako Mercie) oblasti, které se dnes říká Midlands. Když byla na vrcholu, rozprostírala se Mercie od Northumbrie na severu Anglie po Kent, Sussex a Wessex na jihu. Roku 877 n. l. se Velká pohanská armáda zmocnila východní části království a vytvořila zde Danelaw neboli Východní Anglii.

Galové - Mide a Circenn

Galská kultura a její systém klanů a klanových náčelníků se původně rozvinul v Irsku. Podnikali nájezdy a obchodovali s římskými osadami a do roku 878 n. l. se jejich území rozrostlo a kromě Irska již obývali i velkou část Skotska.

Pak došlo k přílivu Vikingů a někteří z těchto nájezdníků se usadili v galských zemích a stali se z nich seveřanští Galové. Skotští Galové pak pohltili Pikty, čímž vytvořili Království Alba, předobraz moderního Skotska.

Mide
Vůdce frakce: Král Flann Sinna

Mide leží v srdci Irska. Nejen zeměpisném, ale i politickém, intelektuálním a duchovním. Z Mide povstala řada nejvyšších králů a i současný vládce Flann Sinna po tomto titulu touží.

V blízkosti dalších irských království je Mide v pozici, ve které může být schopno nesourodé klany spojit a přinést éru irského blahobytu. Hrozby ale nikdy nečíhají daleko… Vikingové z Dyflinu se usídlili na východě a jejich moc a vliv vzrůstají. Bude se Mide snažit udržet nejistý mír? Spojí klany ve válce proti těmto severským osadníkům? Nebo najde jinou cestu k nadvládě?

Circenn
Vůdce frakce: Áed mac Cináeda

Circenn byl původně piktský, ale časem byl silně ovlivněn Galy a jinými kulturami prchajícími před vikingskými nájezdy. Rok 878 n. l. sice znamenal konec vikingských invazí, ale problémy Circennu pokračovaly dál. Zatímco východní pobřeží Skotska drželi pevně v rukou, dál čelili spoustě vnitřních i vnějších hrozeb.

Scoan, hlavní město Circennu, bylo kdysi domovem legendárního Kamene osudu, který údajně propůjčuje jeho lidu božskou sílu. Kde se kámen nachází nyní, je záhadou, ale pokud se najdou stopy, výprava za jeho získáním by jistě stála za to…

Velšané – Gwined a Strat Clut

Velšská království jsou nástupci keltských Britonů, kteří vládli velké části Británie už od doby železné, v době její romanizace v prvním století i po ní.
Je ironií, že slovo „Velšané“ pochází z anglosaského „wealas“, které znamená cizinec a kterým Anglosasové označovali původní Britony. Zatímco Anglosasové prospívali, mnoho starých britonských království začalo mizet.

Gwined
Vůdce frakce: Král Anaraut

Lidé Gwinedu si nárokují titul „skutečných Britonů“. Na daleký západ je zatlačili nájezdníci, kteří si teď říkají „Angličané“. Velšané jsou známí svým bardským uměním a dovedností s dlouhým lukem. Lid Gwinedu prosperoval pod vládou Rhodriho Mawra.

Rhodri udržoval Gwined téměř bez vikingů a dalších nájezdníků a zároveň rozšiřoval jeho hranice. Nyní je po smrti a jeho země jsou rozděleny.

Strat Clut
Vůdce frakce: Run

Strat Clut je království Starého severu, jehož stopy sahají až do pátého století ke keltským Britonům. Tato říše měla původně sídlo v pevnosti Alt Clut, odkud ale byla vyhnána při vikingské invazi v roce 870. Tehdejší král Artgal byl zajat a údajně zabit za záhadných okolností. Pod vedením jeho jediného syna Runa se království přesunulo hlouběji do údolí řeky Clyde.

Velká vikingská armáda – Northumbrie a Východní Anglie

V roce 865 n. l. vedli Ragnarovi synové Velkou vikingskou armádu a dorazili na pobřeží Východní Anglie. V průběhu následujících 15 let procházeli Vikingové zemi křížem krážem, od Wessexu po řeku Clyde, dobývali města, sbírali vítězství i svůj díl porážek, a to až do bitvy u Edingtonu roku 878 n. l., kde se jejich vůdce Guthrum setkal se sobě rovným, s králem Alfrédem a jeho západosaskou armádou. Jeho vojska byla na bojišti přemožena a ve zmatku ustoupila do blízké pevnosti. Povzbuzeni tímto úspěchem se je Alfrédovi muži jali pronásledovat a pevnost oblehli. Po dvou týdnech hladovění se nájezdníci vzdali.

Jednou z podmínek kapitulace bylo, že Guthrum bude pokřtěn a se svými muži se bude moci vrátit do Východní Anglie a usadit se tam, samozřejmě jen pokud bude dodržovat Alfrédův mír.

V poražených, ale nepokořených Vikinzích vře vše spalující hněv. Když zavřete vlka do klece, musíte očekávat následky…

Northumbrie
Vůdce frakce: Guthfrid

Když Vikingové v roce 867 n. l. dorazili do Northumbrie, vybrali si za svou tvrz město York neboli Eoferwic. A že to opravdu byla dobrá pevnost; s impozantními římskými zdmi, které stojí pevně i po 700 letech. Northumbrijský král Aelle se pokusil město z područí Dánů vymanit, ale během svého útoku byl zajat. Jako pomstu za to, že Aelle popravil jejich otce, na něm Ragnarovi synové pro příklad všem provedli rituál Krvavého orla.

Northumbrie zůstala pod vikingskou nadvládou. Po bitvě u Edingtonu a následné smlouvě u Wedmore se část Velké vikingské armády do Northumbrie vrátila, aby se za dodržování Alfrédova míru usídlila.

Východní Anglie
Vůdce frakce: Guthrum

Východní Anglie tvořila většinu jihovýchodního pobřeží Británie a byla místem, kde se zastavila invaze Velké vikingské armády a kde se spousta bojovníků této armády po bitvě u Edingtonu usadila. Pod vládou dánského vůdce Guthruma (jehož adoptivní jméno od Alfréda je Æthelstan) vešla ve známost jako Danelaw.

Avšak bojovnost v Dánech Východní Anglie zůstává nadále. Viking neodhodí plášť slávy a nestane se suchozemcem přes noc.

Vikingští námořní králové - Dyflin a Sudreyar

Po bezmála století stupňujících se nájezdů zanechali Vikingové na Británii nesmazatelnou stopu a navždy změnili směr jejích dějin. Přinejmenším kulturně tím, že se menší skupiny Vikingů usazovaly na ostrovech ještě před Alfrédovým vítězstvím nad Velkou vikingskou armádou.

Lidé z těchto menších frakcí vyměnili bytí v nekonečném konfliktu za nový život v Británii, založili si svá vlastní drobná knížectví, uzavírali smíšená manželství s ostatními obyvateli a nakonec se stali součástí tkaniva britského života. Toto míchání kultur, tak příznačné pro britskou historii, pomohlo vytvořit bohatou směs postojů, názorů a jazyků, díky které jsou tyto ostrovy a jejich obyvatelé tak jedineční.

Někteří Vikingové se ale nikdy úplně neusadili. Jejich plány byly větší a jejich hlad po dobývání a velikosti nebyl ukojen. Tito mořští králové budou pokračovat ve své bojovné práci bez ohledu na jakákoli nařízení namyšleného anglického vládce…

Dyflin
Vůdce frakce: Bardr

Dyflin byl důležitým přístavním městem na východním pobřeží Irska a zároveň místo největšího trhu s otroky v Británii. Bylo to významné místo pro vikingskou okupaci a až do roku 873 mu vládl vikingský lord Imar, který je často spojován s Ivarem Bezkostným, synem legendárního vikingského vojevůdce Ragnara Lothbroka. Vikingští nájezdníci zde zimovali již od roku 840 n. l., takže jejich spojení s touto oblastí bylo dlouhodobé a jejich zvyky pak pomalým procesem integrace časem získaly poněkud galský nádech.

V roce 878 zde ale byl Imarův syn Bardr pevně usazen na trůně. Pokusí se tento ctižádostivý vikingský panovník zajistit dlouhotrvající mír se sousedními galskými frakcemi? Nebo se vrátí ke způsobům Ragnara a bude následovat cestu krveprolití a nadvlády? Je těžké ignorovat volání vlastní válečnické krve…

Sudreyar
Vůdce frakce: Eirik

Na jih od Alby leží Sudreyar, království jižních ostrovů. Rozkládá se na jižních Hebridách. Tyto roztroušené ostrovy byly obydlené jen řídce a kvůli náporu atlantického podnebí to nebyly země pro méně odolné.

Jako velká část Británie zažívaly i tyto ostrovy od 8. století častější kontakt s Vikingy. Před tímto obdobím byly součástí galského království Dalriada, až dokud je nezískali pod kontrolu Vikingové. V následujícím století získalo skandinávské obyvatelstvo galské prvky (a naopak), a to především po roce 872 n. l., kdy se Harald Krásnovlasý stal králem Norska a jeho nepřátelé prchli do této oblasti.

Ostrovy Sudreyar jsou sice materiálně chudé, ale poskytují vynikající základnu pro ty, kteří míří na moře, a proto jsou dokonalou zastávkou pro nájezdníky i objevitele.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


Om spillet

A Total War™ Saga: Thrones of Britannia



The year is 878 AD, the embattled English king Alfred the Great has mounted a heroic defence at the battle of Edington, and blunted the Viking invasion. Chastened – but not yet broken – the Norse warlords have settled across Britain. For the first time in nearly 80 years, the land is in a fragile state of peace.



Throughout this sceptred isle, the kings of England, Scotland, Ireland and Wales sense a time of change approaching; a time of opportunity. There will be treaties. There will be war. There will be turns of fortune that become the stuff of legend, in a saga that charts the ascent of one of history’s greatest nations.

Kings will rise. One will rule.

Thrones of Britannia is a standalone Total War game which will challenge you to re-write a critical moment in history, one that will come to define the future of modern Britain. With ten playable factions, you must build and defend a kingdom to the glory of Anglo-Saxons, Gaelic clans, Welsh tribes or Viking settlers. Forge alliances, manage burgeoning settlements, raise armies and embark on campaigns of conquest across the most detailed Total War map to date.



Choose your strategy

The Grand Campaign offers multiple routes to a glorious Victory; aggressively expand your territory through force of arms, acquire renown through construction, advanced technology and influence, or complete a series of unique objectives based on your chosen faction’s history. Once completed, steady yourself for a significant late-game challenge and the final, Ultimate victory condition.

Explore and conquer the British Isles

From the snowy highlands of Scotland to the orchards and meadows of Kent, push back the fog-of-war and unveil the extent of Anglo-Saxon Britain. Varied towns, cities and rural settings inspire a host of different battlefield environments. Experiment with the strategic opportunities afforded by newly capturable minor settlements. Throttle your enemies’ trade routes and coax them out of strong, defensible positions.

Viking warlord or Anglo-Saxon king, define their legend

Each faction will face a series of unique events and branching dilemmas, often based on authentic historical events and issues of the time. Embark on Viking expeditions, manage the Anglo-Saxon peasant economy, each faction feels and plays differently. Carve out unique roles for your King and Nobles, customise their impact by making meaningful choices about their development and determine how their story will unfold.

‘Classic’ Total War gameplay refined

Includes many updates to core Total War mechanics - such as provinces, politics, technologies, recruitment, dilemmas and much more - designed to make your experience more immersive and more meaningful.

Playable factions, cultures and kings:



Thrones of Britannia will include ten playable factions, from five cultures, with a summary below.

The Anglo Saxons – West Seaxe and Mierce

When Roman rule in England concluded, new kingdoms of Germanic stock coalesced in the counties now known as Northumbria, Mercia, Wessex, Essex, Sussex, East Anglia and Kent. The peoples of these regions came collectively to be known as the Anglo Saxons.



West Seaxe
Faction Leader: King Alfred

As the dominant Anglo-Saxon kingdom of southern England, the forces of West Seaxe – or Wessex in modern English – provided the isle’s primary resistance against the incursions of the Great Heathen Army. From the capital city of Winchester, Wessex conquered lands in Surrey, Sussex, Kent, Essex and even Mercia. Alfred’s dogged defense of the Danish invasion laid the foundations for Wessex to unite England under one ruler for the first time in 927 AD.

Mierce
Faction Leader: Ceowulf

From its capital city of Tamworth, the kings of Mierce – known now as Merica - ruled the area now known as the Midlands. At its height, Mierce stretched from Northumbria in the north of England to Kent, Sussex and Wessex to the south. In 877 AD, the Great Heathen Army seized the eastern part of the kingdom to form the Danelaw, or East Engle.

The Gaels – Mide and Circenn

Gaelic culture initially developed in Ireland, their society built around a system of clans and chieftains. They raided and traded with Roman settlements, and by 878 AD had expanded from Ireland to inhabit much of Scotland.
With the influx of the Vikings, some raiders settled in Gaelic lands, becoming the Norse-Gaels. The Scottish Gaels would absorb the Picts to become the Kingdom of Alba – essentially setting the blueprint for modern Scotland.

Mide
Faction Leader: King Flann Sinna

Mide lies at the heart of Ireland. Not just geographically, but politically, intellectually and spiritually. Many High Kings have risen from Mide, and its current ruler, Flann Sinna, aspires to that title.

With many fellow Irish factions nearby, Mide is in a position to potentially bring the disparate clans together, and usher in an era of Irish prosperity. However, threats are never far away… the Vikings of Dyflin have settled to the east, and their power and influence are growing. Will Mide strive to keep the uneasy peace? Unite the clans in a war against these Norse settlers? Or find some other route to supremacy?

Circenn
Faction Leader: Áed mac Cináeda

Circenn was in origin Pictish, but became more heavily influenced by the Gaels and other peoples over time as they were driven away from the relentless Viking raids. 878 AD marked the end of the Viking invasions, but Circenn’s troubles were far from over. While she had a firm hold over the eastern coast of Scotland, many threats still exist – both within and without.

Scoan, the capital of Circenn, was once home to the legendary Stone of Destiny, said to bestow divine strength on her people. Where the stone now resides is a mystery, but if clues can be found, surely the Stone’s recovery would be an adventure worth undertaking…

The Welsh – Gwined and Strat Clut

The Welsh Kingdoms descended from the Celtic Britons who occupied much of the island of Britain from the Iron Age, into and beyond its Romanisation in the First Century.

Ironically, the term ‘Welsh’ derives from the Anglo-Saxon term for foreigner, ‘wealas’, which they applied to the native Britons. The Anglo-Saxons flourished and many of the old Brittonic kingdoms began to disappear.

Gwined
Faction Leader: King Anaraut

The people of Gwined have some claim to the title of 'true Britons', having been driven to the far west by invaders who now call themselves ‘English’. Renowned both for their bardic arts and their skill with the longbow, the Welsh of Gwined thrived under the leadership of Rhodri Mawr.

Rhodri kept Gwined largely free of Vikings and other invaders while expanding its borders. Now he is gone and his lands are divided.

Strat Clut
Faction Leader: Run

Strat Clut is a kingdom of the Old North that can be traced back to the Fifth Century and the Celtic Britons. The realm was formerly based at the fortress of Alt Clut but driven out by a Viking invasion in 870. The current King Artgal was taken captive and reportedly killed in mysterious circumstances. The kingdom reformed further into the valley of the River Clyde under the leadership of his only son Run.

The Great Viking Army – Northymbre and East Engle

In 865 AD, Ragnar’s sons led the Great Viking Army and made landfall in East Anglia. Over the next 15 years the Vikings ranged high and low, from Wessex to The Clyde, conquering towns, claiming victories and suffering their share of defeats until the Battle of Edington in 878 AD, where its leader Guthrum met his match in the young King Alfred and his West Saxon army. Bested in the field, his forces retreated in disarray to a nearby fortress. Flush with success, Alfred’s men gave chase and laid siege. After a fortnight of starvation, the invaders surrendered.

Under the terms of his capitulation, Guthrum was baptised into Christianity and he and his men were allowed to return to East Anglia and settle – provided they kept Alfred’s peace, of course.
Defeated, but never humbled, the Vikings seethe with an all-consuming rage. One does not cage the wolf without consequence…

Northymbre
Faction Leader: Guthfrid

When the Vikings arrived in Northumbria in 867 AD, they took the city of York – or Eoferwic, as was – for their stronghold. And what a bastion it was, with its formidable Roman walls still standing strong 700 years on. King Aelle of Northumbria attempted to wrest the city back from the Danes, but was captured during the attack. In retribution for Aelle’s execution of their father, the sons of Ragnar made an example of him with the horrifying Blood Eagle ritual.

Northumbria remained under Viking control and, after the battle of Edington and the subsequent treaty of Wedmore, a portion of the Great Viking Army marched back to Northumbria, to settle under Alfred’s peace.

East Engle
Faction Leader: Guthrum

Forming the bulk of Britannia’s south-easterly coast, East Engle was the staging-point of the Great Viking Army’s invasion, and the region where many of its warriors settled after the Battle of Edington. Under the rule of the Danish leader Guthrum (or Æthelstan, to use his adoptive name by Alfred) it would ultimately come to be known as the Danelaw.
Yet still, some fight remains in the Danes of East Engle. One does not shed the mantle of glory and become a landsman overnight.

The Viking Sea Kings – Dyflin and Sudreyar

After nearly a century of escalating raids, the Vikings left an indelible stamp on Britannia, altering the course of its history forever. Not least of all culturally, as many smaller bands of Vikings had settled around the isles prior to Alfred’s defeat of the Great Viking army.
These smaller factions traded an existence of ceaseless conflict for a new life in Britannia, establishing their own petty principalities, intermarrying and ultimately becoming part of the warp-and-woof of Britannic life. This mingling of cultures, so emblematic of British history, helped create the rich melting-pot of attitudes, beliefs and language that has made the isles and their people so unique.

Some Vikings never truly settled however; their designs were grander, their hunger for conquest and greatness unquenched. These Sea Kings would continue their bellicose work, heedless of any decree from England’s upstart ruler…

Dyflin
Faction Leader: Bardr

Dyflin was a major port town on the east coast of Ireland, and the site of Britannia’s largest slave market. It was a major site of Viking occupation, and was ruled until 873 by the Viking lord Imar, often associated with Ivar the Boneless, a son of the legendary Viking warlord Ragnar Lothbrok. Viking raiders had wintered there as early as 840 AD, so their association with the region had been a long one, and over time their customs began to take on a more Gaelic flavour as the slow process of integration took its course.

By 878 AD however, Imar’s son Bardr was firmly established on the throne. Would this ambitious Viking ruler seek to seal a lasting peace with the surrounding Gaelic factions? Or return to the ways of Ragnar, and pursue a path of bloodshed and domination? It is hard to ignore the calling of one’s warrior-blood…

Sudreyar
Faction Leader: Eirik

To the west of Alba lies Sudreyar, the Kingdom of the Southern Isles. Comprising the southern Hebrides, these scattered islands were sparsely populated and, bearing the full brunt of the Atlantic weather, were not lands suited to the less-hardy.

Like much of Britannia, these islands saw increasing Viking contact from the 8th Century. Prior to this period they formed part of the Gaelic kingdom of Dalriada, until they fell under Viking control. Over the next century, Scandinavian occupancy took on a distinctly Gaelic flavour (and vice-versa), particularly after 872 AD when Harald Fairhair became king of Norway, and his former opponents flocked to the area.

Materially poor, but offering an excellent base for those of a nautical bent, the isles of Sudreyar are a perfect staging-post for raiders and explorers.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


Info over het spel

A Total War™ Saga: Thrones of Britannia



The year is 878 AD, the embattled English king Alfred the Great has mounted a heroic defence at the battle of Edington, and blunted the Viking invasion. Chastened – but not yet broken – the Norse warlords have settled across Britain. For the first time in nearly 80 years, the land is in a fragile state of peace.



Throughout this sceptred isle, the kings of England, Scotland, Ireland and Wales sense a time of change approaching; a time of opportunity. There will be treaties. There will be war. There will be turns of fortune that become the stuff of legend, in a saga that charts the ascent of one of history’s greatest nations.

Kings will rise. One will rule.

Thrones of Britannia is a standalone Total War game which will challenge you to re-write a critical moment in history, one that will come to define the future of modern Britain. With ten playable factions, you must build and defend a kingdom to the glory of Anglo-Saxons, Gaelic clans, Welsh tribes or Viking settlers. Forge alliances, manage burgeoning settlements, raise armies and embark on campaigns of conquest across the most detailed Total War map to date.



Choose your strategy

The Grand Campaign offers multiple routes to a glorious Victory; aggressively expand your territory through force of arms, acquire renown through construction, advanced technology and influence, or complete a series of unique objectives based on your chosen faction’s history. Once completed, steady yourself for a significant late-game challenge and the final, Ultimate victory condition.

Explore and conquer the British Isles

From the snowy highlands of Scotland to the orchards and meadows of Kent, push back the fog-of-war and unveil the extent of Anglo-Saxon Britain. Varied towns, cities and rural settings inspire a host of different battlefield environments. Experiment with the strategic opportunities afforded by newly capturable minor settlements. Throttle your enemies’ trade routes and coax them out of strong, defensible positions.

Viking warlord or Anglo-Saxon king, define their legend

Each faction will face a series of unique events and branching dilemmas, often based on authentic historical events and issues of the time. Embark on Viking expeditions, manage the Anglo-Saxon peasant economy, each faction feels and plays differently. Carve out unique roles for your King and Nobles, customise their impact by making meaningful choices about their development and determine how their story will unfold.

‘Classic’ Total War gameplay refined

Includes many updates to core Total War mechanics - such as provinces, politics, technologies, recruitment, dilemmas and much more - designed to make your experience more immersive and more meaningful.

Playable factions, cultures and kings:



Thrones of Britannia will include ten playable factions, from five cultures, with a summary below.

The Anglo Saxons – West Seaxe and Mierce

When Roman rule in England concluded, new kingdoms of Germanic stock coalesced in the counties now known as Northumbria, Mercia, Wessex, Essex, Sussex, East Anglia and Kent. The peoples of these regions came collectively to be known as the Anglo Saxons.



West Seaxe
Faction Leader: King Alfred

As the dominant Anglo-Saxon kingdom of southern England, the forces of West Seaxe – or Wessex in modern English – provided the isle’s primary resistance against the incursions of the Great Heathen Army. From the capital city of Winchester, Wessex conquered lands in Surrey, Sussex, Kent, Essex and even Mercia. Alfred’s dogged defense of the Danish invasion laid the foundations for Wessex to unite England under one ruler for the first time in 927 AD.

Mierce
Faction Leader: Ceowulf

From its capital city of Tamworth, the kings of Mierce – known now as Merica - ruled the area now known as the Midlands. At its height, Mierce stretched from Northumbria in the north of England to Kent, Sussex and Wessex to the south. In 877 AD, the Great Heathen Army seized the eastern part of the kingdom to form the Danelaw, or East Engle.

The Gaels – Mide and Circenn

Gaelic culture initially developed in Ireland, their society built around a system of clans and chieftains. They raided and traded with Roman settlements, and by 878 AD had expanded from Ireland to inhabit much of Scotland.
With the influx of the Vikings, some raiders settled in Gaelic lands, becoming the Norse-Gaels. The Scottish Gaels would absorb the Picts to become the Kingdom of Alba – essentially setting the blueprint for modern Scotland.

Mide
Faction Leader: King Flann Sinna

Mide lies at the heart of Ireland. Not just geographically, but politically, intellectually and spiritually. Many High Kings have risen from Mide, and its current ruler, Flann Sinna, aspires to that title.

With many fellow Irish factions nearby, Mide is in a position to potentially bring the disparate clans together, and usher in an era of Irish prosperity. However, threats are never far away… the Vikings of Dyflin have settled to the east, and their power and influence are growing. Will Mide strive to keep the uneasy peace? Unite the clans in a war against these Norse settlers? Or find some other route to supremacy?

Circenn
Faction Leader: Áed mac Cináeda

Circenn was in origin Pictish, but became more heavily influenced by the Gaels and other peoples over time as they were driven away from the relentless Viking raids. 878 AD marked the end of the Viking invasions, but Circenn’s troubles were far from over. While she had a firm hold over the eastern coast of Scotland, many threats still exist – both within and without.

Scoan, the capital of Circenn, was once home to the legendary Stone of Destiny, said to bestow divine strength on her people. Where the stone now resides is a mystery, but if clues can be found, surely the Stone’s recovery would be an adventure worth undertaking…

The Welsh – Gwined and Strat Clut

The Welsh Kingdoms descended from the Celtic Britons who occupied much of the island of Britain from the Iron Age, into and beyond its Romanisation in the First Century.

Ironically, the term ‘Welsh’ derives from the Anglo-Saxon term for foreigner, ‘wealas’, which they applied to the native Britons. The Anglo-Saxons flourished and many of the old Brittonic kingdoms began to disappear.

Gwined
Faction Leader: King Anaraut

The people of Gwined have some claim to the title of 'true Britons', having been driven to the far west by invaders who now call themselves ‘English’. Renowned both for their bardic arts and their skill with the longbow, the Welsh of Gwined thrived under the leadership of Rhodri Mawr.

Rhodri kept Gwined largely free of Vikings and other invaders while expanding its borders. Now he is gone and his lands are divided.

Strat Clut
Faction Leader: Run

Strat Clut is a kingdom of the Old North that can be traced back to the Fifth Century and the Celtic Britons. The realm was formerly based at the fortress of Alt Clut but driven out by a Viking invasion in 870. The current King Artgal was taken captive and reportedly killed in mysterious circumstances. The kingdom reformed further into the valley of the River Clyde under the leadership of his only son Run.

The Great Viking Army – Northymbre and East Engle

In 865 AD, Ragnar’s sons led the Great Viking Army and made landfall in East Anglia. Over the next 15 years the Vikings ranged high and low, from Wessex to The Clyde, conquering towns, claiming victories and suffering their share of defeats until the Battle of Edington in 878 AD, where its leader Guthrum met his match in the young King Alfred and his West Saxon army. Bested in the field, his forces retreated in disarray to a nearby fortress. Flush with success, Alfred’s men gave chase and laid siege. After a fortnight of starvation, the invaders surrendered.

Under the terms of his capitulation, Guthrum was baptised into Christianity and he and his men were allowed to return to East Anglia and settle – provided they kept Alfred’s peace, of course.
Defeated, but never humbled, the Vikings seethe with an all-consuming rage. One does not cage the wolf without consequence…

Northymbre
Faction Leader: Guthfrid

When the Vikings arrived in Northumbria in 867 AD, they took the city of York – or Eoferwic, as was – for their stronghold. And what a bastion it was, with its formidable Roman walls still standing strong 700 years on. King Aelle of Northumbria attempted to wrest the city back from the Danes, but was captured during the attack. In retribution for Aelle’s execution of their father, the sons of Ragnar made an example of him with the horrifying Blood Eagle ritual.

Northumbria remained under Viking control and, after the battle of Edington and the subsequent treaty of Wedmore, a portion of the Great Viking Army marched back to Northumbria, to settle under Alfred’s peace.

East Engle
Faction Leader: Guthrum

Forming the bulk of Britannia’s south-easterly coast, East Engle was the staging-point of the Great Viking Army’s invasion, and the region where many of its warriors settled after the Battle of Edington. Under the rule of the Danish leader Guthrum (or Æthelstan, to use his adoptive name by Alfred) it would ultimately come to be known as the Danelaw.
Yet still, some fight remains in the Danes of East Engle. One does not shed the mantle of glory and become a landsman overnight.

The Viking Sea Kings – Dyflin and Sudreyar

After nearly a century of escalating raids, the Vikings left an indelible stamp on Britannia, altering the course of its history forever. Not least of all culturally, as many smaller bands of Vikings had settled around the isles prior to Alfred’s defeat of the Great Viking army.
These smaller factions traded an existence of ceaseless conflict for a new life in Britannia, establishing their own petty principalities, intermarrying and ultimately becoming part of the warp-and-woof of Britannic life. This mingling of cultures, so emblematic of British history, helped create the rich melting-pot of attitudes, beliefs and language that has made the isles and their people so unique.

Some Vikings never truly settled however; their designs were grander, their hunger for conquest and greatness unquenched. These Sea Kings would continue their bellicose work, heedless of any decree from England’s upstart ruler…

Dyflin
Faction Leader: Bardr

Dyflin was a major port town on the east coast of Ireland, and the site of Britannia’s largest slave market. It was a major site of Viking occupation, and was ruled until 873 by the Viking lord Imar, often associated with Ivar the Boneless, a son of the legendary Viking warlord Ragnar Lothbrok. Viking raiders had wintered there as early as 840 AD, so their association with the region had been a long one, and over time their customs began to take on a more Gaelic flavour as the slow process of integration took its course.

By 878 AD however, Imar’s son Bardr was firmly established on the throne. Would this ambitious Viking ruler seek to seal a lasting peace with the surrounding Gaelic factions? Or return to the ways of Ragnar, and pursue a path of bloodshed and domination? It is hard to ignore the calling of one’s warrior-blood…

Sudreyar
Faction Leader: Eirik

To the west of Alba lies Sudreyar, the Kingdom of the Southern Isles. Comprising the southern Hebrides, these scattered islands were sparsely populated and, bearing the full brunt of the Atlantic weather, were not lands suited to the less-hardy.

Like much of Britannia, these islands saw increasing Viking contact from the 8th Century. Prior to this period they formed part of the Gaelic kingdom of Dalriada, until they fell under Viking control. Over the next century, Scandinavian occupancy took on a distinctly Gaelic flavour (and vice-versa), particularly after 872 AD when Harald Fairhair became king of Norway, and his former opponents flocked to the area.

Materially poor, but offering an excellent base for those of a nautical bent, the isles of Sudreyar are a perfect staging-post for raiders and explorers.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


About the Game

A Total War™ Saga: Thrones of Britannia



The year is 878 AD, the embattled English king Alfred the Great has mounted a heroic defence at the battle of Edington, and blunted the Viking invasion. Chastened – but not yet broken – the Norse warlords have settled across Britain. For the first time in nearly 80 years, the land is in a fragile state of peace.



Throughout this sceptred isle, the kings of England, Scotland, Ireland and Wales sense a time of change approaching; a time of opportunity. There will be treaties. There will be war. There will be turns of fortune that become the stuff of legend, in a saga that charts the ascent of one of history’s greatest nations.

Kings will rise. One will rule.

Thrones of Britannia is a standalone Total War game which will challenge you to re-write a critical moment in history, one that will come to define the future of modern Britain. With ten playable factions, you must build and defend a kingdom to the glory of Anglo-Saxons, Gaelic clans, Welsh tribes or Viking settlers. Forge alliances, manage burgeoning settlements, raise armies and embark on campaigns of conquest across the most detailed Total War map to date.



Choose your strategy

The Grand Campaign offers multiple routes to a glorious Victory; aggressively expand your territory through force of arms, acquire renown through construction, advanced technology and influence, or complete a series of unique objectives based on your chosen faction’s history. Once completed, steady yourself for a significant late-game challenge and the final, Ultimate victory condition.

Explore and conquer the British Isles

From the snowy highlands of Scotland to the orchards and meadows of Kent, push back the fog-of-war and unveil the extent of Anglo-Saxon Britain. Varied towns, cities and rural settings inspire a host of different battlefield environments. Experiment with the strategic opportunities afforded by newly capturable minor settlements. Throttle your enemies’ trade routes and coax them out of strong, defensible positions.

Viking warlord or Anglo-Saxon king, define their legend

Each faction will face a series of unique events and branching dilemmas, often based on authentic historical events and issues of the time. Embark on Viking expeditions, manage the Anglo-Saxon peasant economy, each faction feels and plays differently. Carve out unique roles for your King and Nobles, customise their impact by making meaningful choices about their development and determine how their story will unfold.

‘Classic’ Total War gameplay refined

Includes many updates to core Total War mechanics - such as provinces, politics, technologies, recruitment, dilemmas and much more - designed to make your experience more immersive and more meaningful.

Playable factions, cultures and kings:



Thrones of Britannia will include ten playable factions, from five cultures, with a summary below.

The Anglo Saxons – West Seaxe and Mierce

When Roman rule in England concluded, new kingdoms of Germanic stock coalesced in the counties now known as Northumbria, Mercia, Wessex, Essex, Sussex, East Anglia and Kent. The peoples of these regions came collectively to be known as the Anglo Saxons.



West Seaxe
Faction Leader: King Alfred

As the dominant Anglo-Saxon kingdom of southern England, the forces of West Seaxe – or Wessex in modern English – provided the isle’s primary resistance against the incursions of the Great Heathen Army. From the capital city of Winchester, Wessex conquered lands in Surrey, Sussex, Kent, Essex and even Mercia. Alfred’s dogged defense of the Danish invasion laid the foundations for Wessex to unite England under one ruler for the first time in 927 AD.

Mierce
Faction Leader: Ceowulf

From its capital city of Tamworth, the kings of Mierce – known now as Merica - ruled the area now known as the Midlands. At its height, Mierce stretched from Northumbria in the north of England to Kent, Sussex and Wessex to the south. In 877 AD, the Great Heathen Army seized the eastern part of the kingdom to form the Danelaw, or East Engle.

The Gaels – Mide and Circenn

Gaelic culture initially developed in Ireland, their society built around a system of clans and chieftains. They raided and traded with Roman settlements, and by 878 AD had expanded from Ireland to inhabit much of Scotland.
With the influx of the Vikings, some raiders settled in Gaelic lands, becoming the Norse-Gaels. The Scottish Gaels would absorb the Picts to become the Kingdom of Alba – essentially setting the blueprint for modern Scotland.

Mide
Faction Leader: King Flann Sinna

Mide lies at the heart of Ireland. Not just geographically, but politically, intellectually and spiritually. Many High Kings have risen from Mide, and its current ruler, Flann Sinna, aspires to that title.

With many fellow Irish factions nearby, Mide is in a position to potentially bring the disparate clans together, and usher in an era of Irish prosperity. However, threats are never far away… the Vikings of Dyflin have settled to the east, and their power and influence are growing. Will Mide strive to keep the uneasy peace? Unite the clans in a war against these Norse settlers? Or find some other route to supremacy?

Circenn
Faction Leader: Áed mac Cináeda

Circenn was in origin Pictish, but became more heavily influenced by the Gaels and other peoples over time as they were driven away from the relentless Viking raids. 878 AD marked the end of the Viking invasions, but Circenn’s troubles were far from over. While she had a firm hold over the eastern coast of Scotland, many threats still exist – both within and without.

Scoan, the capital of Circenn, was once home to the legendary Stone of Destiny, said to bestow divine strength on her people. Where the stone now resides is a mystery, but if clues can be found, surely the Stone’s recovery would be an adventure worth undertaking…

The Welsh – Gwined and Strat Clut

The Welsh Kingdoms descended from the Celtic Britons who occupied much of the island of Britain from the Iron Age, into and beyond its Romanisation in the First Century.

Ironically, the term ‘Welsh’ derives from the Anglo-Saxon term for foreigner, ‘wealas’, which they applied to the native Britons. The Anglo-Saxons flourished and many of the old Brittonic kingdoms began to disappear.

Gwined
Faction Leader: King Anaraut

The people of Gwined have some claim to the title of 'true Britons', having been driven to the far west by invaders who now call themselves ‘English’. Renowned both for their bardic arts and their skill with the longbow, the Welsh of Gwined thrived under the leadership of Rhodri Mawr.

Rhodri kept Gwined largely free of Vikings and other invaders while expanding its borders. Now he is gone and his lands are divided.

Strat Clut
Faction Leader: Run

Strat Clut is a kingdom of the Old North that can be traced back to the Fifth Century and the Celtic Britons. The realm was formerly based at the fortress of Alt Clut but driven out by a Viking invasion in 870. The current King Artgal was taken captive and reportedly killed in mysterious circumstances. The kingdom reformed further into the valley of the River Clyde under the leadership of his only son Run.

The Great Viking Army – Northymbre and East Engle

In 865 AD, Ragnar’s sons led the Great Viking Army and made landfall in East Anglia. Over the next 15 years the Vikings ranged high and low, from Wessex to The Clyde, conquering towns, claiming victories and suffering their share of defeats until the Battle of Edington in 878 AD, where its leader Guthrum met his match in the young King Alfred and his West Saxon army. Bested in the field, his forces retreated in disarray to a nearby fortress. Flush with success, Alfred’s men gave chase and laid siege. After a fortnight of starvation, the invaders surrendered.

Under the terms of his capitulation, Guthrum was baptised into Christianity and he and his men were allowed to return to East Anglia and settle – provided they kept Alfred’s peace, of course.
Defeated, but never humbled, the Vikings seethe with an all-consuming rage. One does not cage the wolf without consequence…

Northymbre
Faction Leader: Guthfrid

When the Vikings arrived in Northumbria in 867 AD, they took the city of York – or Eoferwic, as was – for their stronghold. And what a bastion it was, with its formidable Roman walls still standing strong 700 years on. King Aelle of Northumbria attempted to wrest the city back from the Danes, but was captured during the attack. In retribution for Aelle’s execution of their father, the sons of Ragnar made an example of him with the horrifying Blood Eagle ritual.

Northumbria remained under Viking control and, after the battle of Edington and the subsequent treaty of Wedmore, a portion of the Great Viking Army marched back to Northumbria, to settle under Alfred’s peace.

East Engle
Faction Leader: Guthrum

Forming the bulk of Britannia’s south-easterly coast, East Engle was the staging-point of the Great Viking Army’s invasion, and the region where many of its warriors settled after the Battle of Edington. Under the rule of the Danish leader Guthrum (or Æthelstan, to use his adoptive name by Alfred) it would ultimately come to be known as the Danelaw.
Yet still, some fight remains in the Danes of East Engle. One does not shed the mantle of glory and become a landsman overnight.

The Viking Sea Kings – Dyflin and Sudreyar

After nearly a century of escalating raids, the Vikings left an indelible stamp on Britannia, altering the course of its history forever. Not least of all culturally, as many smaller bands of Vikings had settled around the isles prior to Alfred’s defeat of the Great Viking army.
These smaller factions traded an existence of ceaseless conflict for a new life in Britannia, establishing their own petty principalities, intermarrying and ultimately becoming part of the warp-and-woof of Britannic life. This mingling of cultures, so emblematic of British history, helped create the rich melting-pot of attitudes, beliefs and language that has made the isles and their people so unique.

Some Vikings never truly settled however; their designs were grander, their hunger for conquest and greatness unquenched. These Sea Kings would continue their bellicose work, heedless of any decree from England’s upstart ruler…

Dyflin
Faction Leader: Bardr

Dyflin was a major port town on the east coast of Ireland, and the site of Britannia’s largest slave market. It was a major site of Viking occupation, and was ruled until 873 by the Viking lord Imar, often associated with Ivar the Boneless, a son of the legendary Viking warlord Ragnar Lothbrok. Viking raiders had wintered there as early as 840 AD, so their association with the region had been a long one, and over time their customs began to take on a more Gaelic flavour as the slow process of integration took its course.

By 878 AD however, Imar’s son Bardr was firmly established on the throne. Would this ambitious Viking ruler seek to seal a lasting peace with the surrounding Gaelic factions? Or return to the ways of Ragnar, and pursue a path of bloodshed and domination? It is hard to ignore the calling of one’s warrior-blood…

Sudreyar
Faction Leader: Eirik

To the west of Alba lies Sudreyar, the Kingdom of the Southern Isles. Comprising the southern Hebrides, these scattered islands were sparsely populated and, bearing the full brunt of the Atlantic weather, were not lands suited to the less-hardy.

Like much of Britannia, these islands saw increasing Viking contact from the 8th Century. Prior to this period they formed part of the Gaelic kingdom of Dalriada, until they fell under Viking control. Over the next century, Scandinavian occupancy took on a distinctly Gaelic flavour (and vice-versa), particularly after 872 AD when Harald Fairhair became king of Norway, and his former opponents flocked to the area.

Materially poor, but offering an excellent base for those of a nautical bent, the isles of Sudreyar are a perfect staging-post for raiders and explorers.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


Tietoja pelistä

A Total War™ Saga: Thrones of Britannia



The year is 878 AD, the embattled English king Alfred the Great has mounted a heroic defence at the battle of Edington, and blunted the Viking invasion. Chastened – but not yet broken – the Norse warlords have settled across Britain. For the first time in nearly 80 years, the land is in a fragile state of peace.



Throughout this sceptred isle, the kings of England, Scotland, Ireland and Wales sense a time of change approaching; a time of opportunity. There will be treaties. There will be war. There will be turns of fortune that become the stuff of legend, in a saga that charts the ascent of one of history’s greatest nations.

Kings will rise. One will rule.

Thrones of Britannia is a standalone Total War game which will challenge you to re-write a critical moment in history, one that will come to define the future of modern Britain. With ten playable factions, you must build and defend a kingdom to the glory of Anglo-Saxons, Gaelic clans, Welsh tribes or Viking settlers. Forge alliances, manage burgeoning settlements, raise armies and embark on campaigns of conquest across the most detailed Total War map to date.



Choose your strategy

The Grand Campaign offers multiple routes to a glorious Victory; aggressively expand your territory through force of arms, acquire renown through construction, advanced technology and influence, or complete a series of unique objectives based on your chosen faction’s history. Once completed, steady yourself for a significant late-game challenge and the final, Ultimate victory condition.

Explore and conquer the British Isles

From the snowy highlands of Scotland to the orchards and meadows of Kent, push back the fog-of-war and unveil the extent of Anglo-Saxon Britain. Varied towns, cities and rural settings inspire a host of different battlefield environments. Experiment with the strategic opportunities afforded by newly capturable minor settlements. Throttle your enemies’ trade routes and coax them out of strong, defensible positions.

Viking warlord or Anglo-Saxon king, define their legend

Each faction will face a series of unique events and branching dilemmas, often based on authentic historical events and issues of the time. Embark on Viking expeditions, manage the Anglo-Saxon peasant economy, each faction feels and plays differently. Carve out unique roles for your King and Nobles, customise their impact by making meaningful choices about their development and determine how their story will unfold.

‘Classic’ Total War gameplay refined

Includes many updates to core Total War mechanics - such as provinces, politics, technologies, recruitment, dilemmas and much more - designed to make your experience more immersive and more meaningful.

Playable factions, cultures and kings:



Thrones of Britannia will include ten playable factions, from five cultures, with a summary below.

The Anglo Saxons – West Seaxe and Mierce

When Roman rule in England concluded, new kingdoms of Germanic stock coalesced in the counties now known as Northumbria, Mercia, Wessex, Essex, Sussex, East Anglia and Kent. The peoples of these regions came collectively to be known as the Anglo Saxons.



West Seaxe
Faction Leader: King Alfred

As the dominant Anglo-Saxon kingdom of southern England, the forces of West Seaxe – or Wessex in modern English – provided the isle’s primary resistance against the incursions of the Great Heathen Army. From the capital city of Winchester, Wessex conquered lands in Surrey, Sussex, Kent, Essex and even Mercia. Alfred’s dogged defense of the Danish invasion laid the foundations for Wessex to unite England under one ruler for the first time in 927 AD.

Mierce
Faction Leader: Ceowulf

From its capital city of Tamworth, the kings of Mierce – known now as Merica - ruled the area now known as the Midlands. At its height, Mierce stretched from Northumbria in the north of England to Kent, Sussex and Wessex to the south. In 877 AD, the Great Heathen Army seized the eastern part of the kingdom to form the Danelaw, or East Engle.

The Gaels – Mide and Circenn

Gaelic culture initially developed in Ireland, their society built around a system of clans and chieftains. They raided and traded with Roman settlements, and by 878 AD had expanded from Ireland to inhabit much of Scotland.
With the influx of the Vikings, some raiders settled in Gaelic lands, becoming the Norse-Gaels. The Scottish Gaels would absorb the Picts to become the Kingdom of Alba – essentially setting the blueprint for modern Scotland.

Mide
Faction Leader: King Flann Sinna

Mide lies at the heart of Ireland. Not just geographically, but politically, intellectually and spiritually. Many High Kings have risen from Mide, and its current ruler, Flann Sinna, aspires to that title.

With many fellow Irish factions nearby, Mide is in a position to potentially bring the disparate clans together, and usher in an era of Irish prosperity. However, threats are never far away… the Vikings of Dyflin have settled to the east, and their power and influence are growing. Will Mide strive to keep the uneasy peace? Unite the clans in a war against these Norse settlers? Or find some other route to supremacy?

Circenn
Faction Leader: Áed mac Cináeda

Circenn was in origin Pictish, but became more heavily influenced by the Gaels and other peoples over time as they were driven away from the relentless Viking raids. 878 AD marked the end of the Viking invasions, but Circenn’s troubles were far from over. While she had a firm hold over the eastern coast of Scotland, many threats still exist – both within and without.

Scoan, the capital of Circenn, was once home to the legendary Stone of Destiny, said to bestow divine strength on her people. Where the stone now resides is a mystery, but if clues can be found, surely the Stone’s recovery would be an adventure worth undertaking…

The Welsh – Gwined and Strat Clut

The Welsh Kingdoms descended from the Celtic Britons who occupied much of the island of Britain from the Iron Age, into and beyond its Romanisation in the First Century.

Ironically, the term ‘Welsh’ derives from the Anglo-Saxon term for foreigner, ‘wealas’, which they applied to the native Britons. The Anglo-Saxons flourished and many of the old Brittonic kingdoms began to disappear.

Gwined
Faction Leader: King Anaraut

The people of Gwined have some claim to the title of 'true Britons', having been driven to the far west by invaders who now call themselves ‘English’. Renowned both for their bardic arts and their skill with the longbow, the Welsh of Gwined thrived under the leadership of Rhodri Mawr.

Rhodri kept Gwined largely free of Vikings and other invaders while expanding its borders. Now he is gone and his lands are divided.

Strat Clut
Faction Leader: Run

Strat Clut is a kingdom of the Old North that can be traced back to the Fifth Century and the Celtic Britons. The realm was formerly based at the fortress of Alt Clut but driven out by a Viking invasion in 870. The current King Artgal was taken captive and reportedly killed in mysterious circumstances. The kingdom reformed further into the valley of the River Clyde under the leadership of his only son Run.

The Great Viking Army – Northymbre and East Engle

In 865 AD, Ragnar’s sons led the Great Viking Army and made landfall in East Anglia. Over the next 15 years the Vikings ranged high and low, from Wessex to The Clyde, conquering towns, claiming victories and suffering their share of defeats until the Battle of Edington in 878 AD, where its leader Guthrum met his match in the young King Alfred and his West Saxon army. Bested in the field, his forces retreated in disarray to a nearby fortress. Flush with success, Alfred’s men gave chase and laid siege. After a fortnight of starvation, the invaders surrendered.

Under the terms of his capitulation, Guthrum was baptised into Christianity and he and his men were allowed to return to East Anglia and settle – provided they kept Alfred’s peace, of course.
Defeated, but never humbled, the Vikings seethe with an all-consuming rage. One does not cage the wolf without consequence…

Northymbre
Faction Leader: Guthfrid

When the Vikings arrived in Northumbria in 867 AD, they took the city of York – or Eoferwic, as was – for their stronghold. And what a bastion it was, with its formidable Roman walls still standing strong 700 years on. King Aelle of Northumbria attempted to wrest the city back from the Danes, but was captured during the attack. In retribution for Aelle’s execution of their father, the sons of Ragnar made an example of him with the horrifying Blood Eagle ritual.

Northumbria remained under Viking control and, after the battle of Edington and the subsequent treaty of Wedmore, a portion of the Great Viking Army marched back to Northumbria, to settle under Alfred’s peace.

East Engle
Faction Leader: Guthrum

Forming the bulk of Britannia’s south-easterly coast, East Engle was the staging-point of the Great Viking Army’s invasion, and the region where many of its warriors settled after the Battle of Edington. Under the rule of the Danish leader Guthrum (or Æthelstan, to use his adoptive name by Alfred) it would ultimately come to be known as the Danelaw.
Yet still, some fight remains in the Danes of East Engle. One does not shed the mantle of glory and become a landsman overnight.

The Viking Sea Kings – Dyflin and Sudreyar

After nearly a century of escalating raids, the Vikings left an indelible stamp on Britannia, altering the course of its history forever. Not least of all culturally, as many smaller bands of Vikings had settled around the isles prior to Alfred’s defeat of the Great Viking army.
These smaller factions traded an existence of ceaseless conflict for a new life in Britannia, establishing their own petty principalities, intermarrying and ultimately becoming part of the warp-and-woof of Britannic life. This mingling of cultures, so emblematic of British history, helped create the rich melting-pot of attitudes, beliefs and language that has made the isles and their people so unique.

Some Vikings never truly settled however; their designs were grander, their hunger for conquest and greatness unquenched. These Sea Kings would continue their bellicose work, heedless of any decree from England’s upstart ruler…

Dyflin
Faction Leader: Bardr

Dyflin was a major port town on the east coast of Ireland, and the site of Britannia’s largest slave market. It was a major site of Viking occupation, and was ruled until 873 by the Viking lord Imar, often associated with Ivar the Boneless, a son of the legendary Viking warlord Ragnar Lothbrok. Viking raiders had wintered there as early as 840 AD, so their association with the region had been a long one, and over time their customs began to take on a more Gaelic flavour as the slow process of integration took its course.

By 878 AD however, Imar’s son Bardr was firmly established on the throne. Would this ambitious Viking ruler seek to seal a lasting peace with the surrounding Gaelic factions? Or return to the ways of Ragnar, and pursue a path of bloodshed and domination? It is hard to ignore the calling of one’s warrior-blood…

Sudreyar
Faction Leader: Eirik

To the west of Alba lies Sudreyar, the Kingdom of the Southern Isles. Comprising the southern Hebrides, these scattered islands were sparsely populated and, bearing the full brunt of the Atlantic weather, were not lands suited to the less-hardy.

Like much of Britannia, these islands saw increasing Viking contact from the 8th Century. Prior to this period they formed part of the Gaelic kingdom of Dalriada, until they fell under Viking control. Over the next century, Scandinavian occupancy took on a distinctly Gaelic flavour (and vice-versa), particularly after 872 AD when Harald Fairhair became king of Norway, and his former opponents flocked to the area.

Materially poor, but offering an excellent base for those of a nautical bent, the isles of Sudreyar are a perfect staging-post for raiders and explorers.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


À propos du jeu

A Total War™ Saga: Thrones of Britannia



Nous sommes en l'an 878. Le roi Alfred le Grand, assailli de toutes parts, a fait preuve d'un héroïsme sans faille afin de défendre ses terres lors de la bataille d'Ethandun, repoussant ainsi l'invasion viking. Châtiés, mais loin d'être anéantis, les chefs de guerre nordiques se sont installés dans toute la Grande-Bretagne. Pour la première fois en près de 80 ans, le territoire connaît enfin la paix, aussi fragile soit-elle.



À travers toute l'île porte-sceptre, les rois d'Angleterre, d'Écosse, d'Irlande et du Pays de Galles sentent venir le temps du changement ; le temps des opportunités. Des traités seront signés. Des guerres seront déclarées. Des revers de fortune spectaculaires entreront dans la légende, au sein d'une saga retraçant l'ascension de l'une des plus grandes nations de l'histoire.

Des rois se lèveront. Un seul régnera.

Thrones of Britannia est un jeu dérivé de la série Total War qui vous invite à réécrire un moment critique de l'histoire, un moment clé pour l'avenir de la Grande-Bretagne moderne. Incarnez l'une des dix factions jouables pour construire et défendre un royaume à la gloire des Anglo-saxons, des clans gaéliques, des tribus galloises ou des colons vikings. Forgez des alliances, administrez des colonies florissantes, construisez des armées et parcourez la carte Total War la plus détaillée à ce jour à travers des campagnes de conquête.



Choisissez votre stratégie

La grande campagne vous offre plusieurs possibilités pour atteindre une victoire glorieuse ; étendez votre territoire par la force des armes. Vos colonies florissantes, votre technologie avancée et votre influence vous apporteront la gloire. Par ailleurs, complétez une série d'objectifs uniques basés sur l'histoire de la faction choisie. Enfin, préparez-vous pour le principal défi en fin de jeu et pour la dernière, l'ultime condition pour la victoire.

Explorez et conquérez les îles britanniques

Des hautes-terres enneigées de l'Écosse aux vergers et prairies du Kent, levez le brouillard de guerre et révélez l'étendue de la Grande-Bretagne anglo-saxonne. Les multiples environnements urbains et ruraux tiennent lieu de décor aux différents champs de bataille. Testez diverses stratégies face à de nouvelles petites colonies à capturer. Coupez les routes commerciales de vos ennemis et battez en brèche leurs solides postes de défense.

Seigneur de guerre viking ou roi anglo-saxon, entrez dans la légende

Chaque faction sera confrontée à une série d'événements uniques et à des dilemmes, fondés pour la plupart sur de véritables faits historiques. Embarquez à bord d'expéditions vikings ou administrez l'économie paysanne anglo-saxonne. À chaque faction, ses manières de jouer et ses ressentis différents. Créez des rôles uniques pour votre roi et vos nobles : les choix que vous ferez auront une forte influence sur leur évolution et leur histoire.

Une expérience de jeu Total War « classique » tout en précision

Contient de nombreuses mises à jour des mécaniques clés de Total War, comme les provinces, la politique, les technologies, le recrutement, les dilemmes et bien d'autres encore, conçues pour rendre l'expérience plus immersive et réelle.

Factions, cultures et rois jouables :



Thrones of Britannia contient dix factions jouables, issues de cinq cultures résumées ci-dessous.

Les Anglo-saxons – Wessex et Mercie

À la fin du règne romain en Angleterre, de nouveaux royaumes germaniques ont fusionné dans les comtés connus à présent sous les noms de Northumbrie, Mercie, Wessex, Essex, Sussex, Est-Anglie et Kent. Les peuples de ces régions sont connus sous le nom collectif d'Anglo-saxons.



Wessex
Chef de faction : Roi Alfred

Dominant le sud de l'Angleterre, le royaume anglo-saxon du Wessex a assuré les défenses de l'île contre les invasions de la Grande Armée païenne. Depuis la capitale de Winchester, le Wessex a conquis des terres de Surrey, du Sussex, du Kent, de l'Essex et même de Mercie. Ayant résisté aux incursions des Danois, Alfred forma les bases du Wessex afin d'unir l'Angleterre sous un seul et même dirigeant, ce qui n'était pas arrivé depuis l'an 927.

Mercie
Chef de faction : Ceolwulf

Depuis la capitale, Tamworth, les rois de Mercie gouvernaient la région aujourd'hui appelée Midlands. À son apogée, la Mercie s'étendait de la Northumbrie au nord de l'Angleterre jusqu'au Kent, Sussex et Wessex au sud. En 877, la Grande Armée païenne s'empara de la partie est du royaume pour former le Danelaw, ou Est-Anglie.

Les Gaels – Mide et Circinn

Apparue tout d'abord en Irlande, la société gaélique était fondée sur un système de clans et de chefs. Les Gaels pillèrent et commercèrent avec les colonies romaines, et, en l'an 878, ils s'étaient étendus jusqu'à occuper la plupart de l'Écosse.

À leur arrivée, certains pillards vikings s'installèrent sur les terres gaéliques, formant la communauté des Gall Gàidheal. Les Gaels d'Écosse conquirent bientôt les Pictes pour former le royaume d'Alba, qui deviendrait plus tard l'Écosse moderne.

Mide
Chef de faction : Roi Flann Sinna

Mide trône en plein cœur de l'Irlande : non seulement d'un point de vue géographie, mais aussi d'un point de vue politique, intellectuel et spirituel. Nombre de rois suprêmes proviennent de Mide, et son dirigeant actuel, Flann Sinna, aspire à ce titre.

Avec autant de factions irlandaises alentour, Mide pourrait bien amener les clans divisés à s'unir, et inaugurer une ère de prospérité irlandaise. Cependant, les menaces ne sont jamais loin : les Vikings de Dublin se sont établis à l'Est, et leur pouvoir et influence prennent de l'ampleur. Le royaume de Mide réussira-t-il à conserver cette paix fragile ? À unir les clans pour combattre les colons du Nord ? Ou trouvera-t-il un autre moyen d'asseoir sa suprématie ?

Circinn
Chef de faction : Áed mac Cináeda

À l'origine un royaume picte, Circinn tomba sous l'influence des Gaels et d'autres peuples chassés par les raids successifs des Vikings. Les invasions de ces derniers cessèrent en 878, mais Circinn n'était malheureusement pas au bout de ses problèmes. Malgré son emprise étendue sur le littoral oriental de l'Écosse, de nombreuses menaces subsistent, internes et externes.

Scone, la capitale de Circinn, abritait la légendaire Pierre du Destin qui, selon le mythe, accordait une force divine à son peuple. Nul ne sait où cette pierre se trouve désormais. S'il reste quelques indices, alors la quête pour retrouver la Pierre augure une aventure digne de ce nom...

Les Gallois – Gwined et Strathclyde

Les royaumes gallois descendaient des Celtes bretons ayant occupé la majeure partie de l'île de Bretagne depuis l'âge du fer jusqu'à bien après la domination romaine du Ier siècle.

Le terme anglais « Welsh » dérive, ironiquement, du terme anglo-saxon « wealas » qui signifie « étranger » et qui désignait les Bretons natifs. Avec l'expansion des Anglo-saxons, bien des royaumes bretons finirent par disparaître.

Gwined
Chef de faction : Roi Anaraut

Le peuple de Gwined peut se targuer de représenter les « vrais Bretons », après avoir été repoussé à l'extrême Ouest par des envahisseurs qui s'auto-proclament « Anglais ». Réputés pour leurs arts bardes et leur maniement de l'arc long, les Gallois de Gwined prospéraient sous l'égide de Rhodri Mawr.

Rhodri avait réussi à contrecarrer les invasions, vikings ou autres, en Gwined, et à étendre les frontières de son royaume. Aujourd'hui, il n'est plus, et ses terres sont divisées.

Strathclyde
Chef de faction : Run

Strathclyde est un royaume du vieux Nord dont l'origine remonte au Ve siècle et aux Celtes bretons. Initialement fondé sur la forteresse de Strathclyde, il fut néanmoins repoussé par une invasion viking en 870. Le roi gouvernant, Artgal, fut emprisonné et, selon les rumeurs, tué dans des circonstances étranges. Le royaume s'est ensuite reformé dans la vallée du fleuve Clyde sous la bannière de son fils unique, Run.

La Grande Armée viking – Northumbrie et Est-Anglie

En 865, les fils de Ragnar commandèrent la Grande Armée viking et débarquèrent en Est-Anglie. Pendant les 15 années qui suivirent, les Vikings s'étendirent à chaque recoin du territoire : du Wessex au Clyde, s'emparant des villes, enchaînant les victoires, mais essuyant aussi leur lot de défaites, jusqu'à la bataille d'Ethandun en 878, où leur chef Guthrum affronta son égal : le jeune roi Alfred et son armée venue du Wessex. Vaincues sur le champ de bataille, ses forces se retirèrent en grande débâcle dans une forteresse voisine. Enhardis par ce succès, les hommes d'Alfred partirent à leur poursuite et assiégèrent leur bastion. Après deux semaines de famine, les envahisseurs durent se rendre.

Suivant sa capitulation, Guthrum fut baptisé dans la foi chrétienne, et lui et ses hommes furent autorisés à retourner en Est-Anglie et à s'y établir, tant qu'ils maintenaient la paix du roi Alfred.

Vaincus, mais jamais humiliés, la rage des Vikings bouillonne. On n'encage pas les loups sans conséquence...

Northumbrie
Chef de faction : Guthfrid

À leur arrivée en Northumbrie, en 867, les Vikings s'emparèrent de la cité de York, ou Eoferwic de son nom de l'époque, pour sa forteresse. En effet, ce bastion d'architecture romaine se dressait encore de tout son haut, 700 ans après sa construction. Le roi Ælle de Northumbrie tenta de reprendre la cité des mains des Danois mais fut capturé pendant l'attaque. Pour venger l'exécution de Ragnar ordonnée par Ælle, ses fils en firent un exemple et le soumirent à l'épouvantable rituel de l'aigle de sang.

La Northumbrie demeura ensuite sous le contrôle des Vikings. Après la bataille d'Ethandun et la signature du traité de Wedmore qui en découla, une portion de la Grande Armée viking se présenta en Northumbrie, pour s'installer sous le règne pacifique du roi Alfred.

Est-Anglie
Chef de faction : Guthrum

Englobant la majeure partie de la côte sud-est de l'île de Bretagne, l'Est-Anglie constitua le pivot de l'invasion de la Grande Armée viking, et la région où nombre de guerriers s'établirent après la bataille d'Ethandun. Sous le règne du chef danois Guthrum (ou Æthelstan, son nom adoptif donné par Alfred) l'Est-Anglie finit par être connue comme le Danelaw.

Pourtant, les Danois d'Est-Anglie ont encore la hargne. On ne passe pas de la gloire à l'anonymat si facilement...

Les rois des mers vikings – Dublin et Hébrides

Suite à près d'un siècle de pillages sans fin, les Vikings laissèrent leur empreinte sur la Bretagne et changèrent à jamais le cours de son histoire. Jouissant d'une culture des plus riches, de petits groupes de Vikings s'étaient installés autour des îles, bien avant qu'Alfred triomphe de la Grande Armée viking.

Ces plus petites factions échangèrent leur vie rythmée par des conflits perpétuels pour s'établir en Bretagne, instaurant leurs propres principautés, arrangeant des mariages pour finir par intégrer la communauté britannique. Ce brassage de cultures, si emblématique de l'histoire britannique, a participé à la création du riche mélange d'attitudes, de croyances et de langues tout à fait unique à ce peuple.

Certains Vikings ne s'établirent vraiment jamais : ils avaient d'autres ambitions, une soif de conquête et de grandeur à satisfaire. Ces rois des mers devaient continuer leur testament belliqueux, au mépris des décrets du vulgaire dirigeant anglais...

Dublin
Chef de faction : Bardr

Dublin formait une importante ville portuaire siégeant sur la côte orientale de l'Irlande, et accueillaint le plus grand marché aux esclaves de Bretagne. Cité majeure tombée sous l'occupation viking, elle fut gouvernée jusqu'en 873 par le seigneur viking Imar, souvent associé à Ivar le Désossé, fils du légendaire seigneur de guerre Ragnar Lodbrok. Les pillards vikings s'y étaient établis déjà depuis l'an 840 et leur influence dans la région n'était pas nouvelle. Au fil du temps, leurs coutumes prirent une nuance gaélique tandis qu'ils s'intégraient lentement dans la société.

En l'an 878, le fils d'Imar, Bardr, s'était assis sur le trône. Ce chef viking ambitieux allait-il signer une paix durable avec les factions gaéliques voisines ? Ou reprendre le chemin de son grand-père, Ragnar, et se lancer dans une entreprise sanglante de domination ? Difficile d'ignorer l'appel de la bataille...

Hébrides
Chef de faction : Eirik

À l'ouest d'Alba s'étendent les Hébrides, royaume des îles du Sud. Cet archipel, qui englobe les Hébrides du Sud, était faiblement peuplé. Frappé de plein fouet par les vents de l'Atlantique, seuls les plus braves pouvaient survivre en ces terres.

Comme la plupart de la Bretagne, ces îles entrèrent régulièrement au contact des Vikings à partir du VIIIe siècle. Elles faisaient jusqu'alors partie du royaume gaélique de Dal Riada, avant de tomber sous le joug viking. Pendant le siècle suivant, les occupants scandinaves adoptèrent certains modes de vie celtes (et vice-versa), surtout après 872, année où Harald à la Belle Chevelure accéda au trône de Norvège, et que ses vieux rivaux affluèrent dans la région.

Assez pauvres mais offrant une position excellente pour les navigateurs férus, les Hébrides forment le comptoir idéal pour les pillages et l'exploration.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


Über das Spiel

Eine Total War™ Saga: Thrones of Britannia



Wir schreiben das Jahr des Herrn 878. Der kriegserfahrene Alfred der Große hatte sich in der Schlacht bei Edington heldenhaft der Wikingerinvasion entgegengestellt. Geschwächt – doch keineswegs geschlagen – haben sich die Wikinger in Britannien angesiedelt. Zum ersten Mal seit 80 Jahren erlebt das Land einen zerbrechlichen Frieden.



Die Könige von England, Wales, Schottland und Irland spüren, wie sich auf der Insel ein kommender Wandel abzeichnet; eine Zeit der Möglichkeiten. Sie werden Verträge abschließen. Sie werden Kriege führen. Geschichten werden zu Legenden in einer Saga, die den Aufstieg einer der größten Nationen der Weltgeschichte beschreibt.

Könige werden sich erheben. Nur einer wird herrschen.

Thrones of Britannia ist ein neuer Teil der Total-War-Reihe, der euch herausfordert, einen kritischen Augenblick der Geschichte neuzuschreiben, der die Zukunft des modernen Britanniens bestimmen wird. Mit zehn spielbaren Fraktionen müsst ihr Königreiche zu Ehren von Angelsachsen, gälischen Clans, walisischen Stämmen oder siedelnden Wikingern erbauen und verteidigen. Schmiedet Bündnisse, verwaltet eure wachsenden Siedlungen, hebt Armeen aus und begebt euch auf Feldzüge in der detailliertesten Karte, die es je bei Total War gegeben hat.



Wählt eure Strategie

Die Große Kampagne bietet euch mehrere Wege zu einem glorreichen Sieg: erweitert euer Territorium durch rohe Waffengewalt, gewinnt Ansehen durch eure Baukunst, Technologie und euren Einfluss, oder erfüllt eine Reihe einzigartiger Aufgaben, die auf der Geschichte der von euch gewählten Fraktion beruhen. Macht euch bereit, denn nach Beendigung der Kampagne warten eine bedeutende End-Game-Herausforderung sowie die letzte, ultimative Siegesbedingung auf euch.

Erkundet und erobert die britannischen Inseln

Von den schneebedeckten schottischen Highlands bis zu den Gärten und Weiden von Kent: kämpft euch durch den Nebel des Krieges und enthüllt die Weiten des angelsächsischen Britanniens. Verschiedenste Dörfer, Städte und Ländereien bieten eine Vielzahl unterschiedlicher Schlachtfelder. Experimentiert mit verschiedenen Strategien durch die Eroberung von Nebensiedlungen. Blockiert die Handelsrouten eurer Feinde und lockt sie aus ihrer Verteidigung.

Kriegsherr der Wikinger oder angelsächsischer König, ihr schreibt die Legende

Jede Fraktion muss sich einzigartigen Ereignissen und abzweigenden Dilemmas stellen, die oft auf authentischen historischen Begebenheiten und Problemen der damaligen Zeit basieren. Geht mit den Wikingern auf Expeditionen oder verwaltet die Bauernwirtschaft der Angelsachsen; jede Fraktion spielt sich unterschiedlich. Teilt eurem König und dem Adel einzigartige Rollen zu, damit sie weitreichende Entscheidungen treffen, und bestimmt so, wie die Geschichte sich entfaltet.

„Klassisches“ Total War, neu definiert

Das Spiel bringt zahlreiche Updates zu den Kernmechaniken von Total War – so wie Provinzen, Politik, Technologien, Rekrutierung, Dilemmas, und vieles mehr – die eure Erfahrung wesentlich lebensechter und bedeutungsvoller machen.

Spielbare Fraktionen, Kulturen und Könige:



Thrones of Britannia enthält zehn spielbare Fraktionen aus fünf Kulturen. Im Folgenden findet ihr eine kurze Zusammenfassung.

Die Angelsachsen – West-Sachsen und Mercien

Als die Herrschaft Roms in England endete, entstanden neue germanische Königreiche in den Bezirken, die heute als Northumbria, Mercien, Wessex, Essex, Sussex, Ostanglien und Kent bekannt sind. Die Völker dieser Regionen waren als Angelsachsen bekannt.



West-Sachsen
Fraktionsführer: König Alfred

Als das dominante angelsächsische Königreich im südlichen England stellten die Streitkräfte von West-Sachsen – das heutige Wessex – den Hauptwiderstand gegen die Einfälle des Großen Heidnischen Heers dar. Von der Hauptstadt Winchester aus eroberte West-Sachsen Länder in Surrey, Süd-Sachsen, Kent, Ost-Sachsen und selbst Mercien. Alfreds erbitterte Verteidigung gegen die dänische Invasion legte den Grundstein für West-Sachsen, England im Jahre 927 n. Chr. erstmals unter einem Herrscher zu vereinen.

Mercien
Fraktionsführer: Ceowulf

Von der Hauptstadt Tamworth aus regierten die Könige von Mercien über ein Gebiet, das heute als die Midlands bekannt ist. Zu seinen besten Zeiten reichte Mercien von Northumbria im Norden Englands bis hin nach Kent, Süd-Sachsen und West-Sachsen im Süden. Im Jahr 877 n. Chr. eroberte das Große Heidnische Heer den östlichen Teil des Königreichs, um das Danelag, oder Ostanglien, zu gründen.

Die Gälen – Mide und Circenn

Die gälische Kultur entwickelte sich ursprünglich in Irland, wo die Gesellschaft um ein System aus Clans und Stammesführern aufgebaut war. Sie überfielen römische Siedlungen oder betrieben Handel mit ihnen, und im Jahr 878 n. Chr. hatten sie sich von Irland bis in große Teile Schottlands verbreitet.

Mit dem Zustrom an Wikingern ließen sich einige Plünderer im gälischen Land nieder, wo sie zu nordische Gälen wurden. Die schottischen Gälen gliederten die Pikten ein und es entstand das Königreich Alba – der Grundstein des modernen Schottlands.

Mide
Fraktionsführer: König Flann Sinna

Mide liegt im Herzen Irlands – nicht nur geografisch, sondern auch politisch, intellektuell und spirituell. Viele Hochkönige stammten aus Mide und sein derzeitiger Herrscher, Flann Sinna, strebt nach dem Titel.

Von vielen anderen irischen Fraktionen umgeben ist Mide in einer Position, die ungleichen Clans womöglich zusammenzuführen und eine Ära des Wohlstands in Irland einzuleiten. Doch die Gefahr ist nie weit … Die Wikinger von Dublin haben sich im Osten niedergelassen, mit steigender Macht und Einfluss. Wird Mide versuchen, den unsicheren Frieden zu wahren? Die Clans im Krieg gegen diese nordischen Siedler vereinen? Oder einen anderen Weg zur Vorherrschaft finden?

Circenn
Fraktionsführer: Áed mac Cináeda

Circenn war ursprünglich piktisch, wurde mit der Zeit jedoch stark von den Gälen und anderen Völkern beeinflusst, als die unerbittlichen Einfälle der Wikinger sie verdrängten. 878 n. Chr. markiert das Ende der Wikinger-Invasionen, doch für Circenn war die schwere Zeit noch nicht vorüber. Auch wenn es die Ostküste Schottlands fest im Griff hatte, bestehen noch viele Gefahren sowohl im Innern als auch von außen.

Scoan, die Hauptstadt von Circenn, war einst Heimat des legendären Steins der Vorsehung, der dem Volk göttliche Stärke verleihen sollte. Wo sich der Stein nun befindet, ist unbekannt, doch wenn sich Hinweise finden lassen, wäre die Wiederentdeckung des Steins gewiss ein lohnenswertes Abenteuer …

Die Waliser – Gwynedd und Strat Clut

Die walisischen Königreiche stammen von den keltischen Briten ab, die große Teile der Insel Britannien von der Eisenzeit an bis nach der Romanisierung im ersten Jahrhundert n. Chr. besiedelten.

Ironischerweise leitet sich der Begriff „Welsh“ vom angelsächsischen Wort für Ausländer ab: „wealas“, mit dem sie die einheimischen Britannier bezeichneten. Die Angelsachsen florierten und viele der alten britannischen Königreiche verschwanden.

Gwynedd
Fraktionsführer: König Anaraut

Die Einwohner von Gwynedd haben einen gewissen Anspruch auf die Bezeichnung „wahre Briten“, nachdem sie von Invasoren in den äußersten Westen vertrieben wurden, die sich jetzt als „Engländer“ bezeichnen. Die für ihre Bardenkünste und ihre Fertigkeit im Umgang mit dem Langbogen berühmten Waliser von Gwynedd blühten unter der Führung Rhodri Mawrs auf.

Rhodri hielt Gwynedd weitestgehend frei von Wikingern oder anderen Invasoren und erweiterte gleichzeitig seine Grenzen. Doch jetzt ist er nicht mehr da und seine Länder sind gespalten.

Strat Clut
Fraktionsführer: Run

Strat Clut ist ein altnordisches Königreich, das sich bis ins 5. Jahrhundert und zu den keltischen Briten zurückverfolgen lässt. Das Reich hatte einst seinen Sitz auf der Festung Alt Clut, wurde jedoch im Jahr 870 von den Wikingern vertrieben. König Artgal wurde gefangen genommen und kam angeblich unter mysteriösen Umständen ums Leben. Das Königreich bildete sich im Tal des Flusses Clyde neu, unter der Führung seines einzigen Sohnes Run.

Die große Wikinger-Armee – Northumbria und Ostanglien

Im Jahr 865 n. Chr. führten die Söhne Ragnars die große Wikinger-Armee nach Ostanglien. In den nächsten 15 Jahren zogen die Wikinger von West-Sachsen bis zum Clyde umher, eroberten Städte, erstritten Siege und erlitten auch einige Niederlagen, bis zur Schlacht bei Edington 878 n. Chr., wo ihr Anführer Guthrum im jungen König Alfred und seiner west-sächsischen Armee einen würdigen Gegner fand. Auf dem Schlachtfeld geschlagen, zogen sich seine Streitkräfte handlungsunfähig in eine nahe Festung zurück. Alfreds Männer verfolgten und belagerten sie, und nach zwei Wochen des Hungerns ergaben sich die Eindringlinge.

Eine der Kapitulationsbedingungen war die christliche Taufe Guthrums. Er und seine Männer durften nach Ostanglien zurückkehren und sich niederlassen, natürlich nur solange sie Alfreds Frieden nicht störten.

Besiegt, doch nie vollständig bezwungen, brodelt in den Wikingern ein überwältigender Zorn. Man sperrt den Wolf nicht ohne Konsequenzen ein …

Northumbria
Fraktionsführer: Guthfrid

Als die Wikinger im Jahre 867 n. Chr. in Northumbria eintrafen, machten sie die Stadt York – damals Eoferwic – zu ihrer Festung. Dank den nach 700 Jahren noch vorhandenen römischen Mauern war es wahrlich eine Bastion. König Aelle von Northumbria versuchte, die Stadt den Dänen wieder zu entreißen, wurde jedoch beim Angriff gefangen genommen. Die Söhne Ragnars rächten sich an Aelle für dessen Hinrichtung ihres Vaters mit dem grausamen Ritual des Blutadlers.

Northumbria blieb in der Hand der Wikinger und nach der Schlacht bei Edington und dem daraus folgenden Vertrag von Wedmore, kehrte ein Teil der großen Wikinger-Armee nach Northumbria zurück, um sich unter Alfred dort anzusiedeln.

Ostanglien
Fraktionsführer: Guthrum

Ostanglien erstreckt sich über den Großteil der südöstlichen britischen Küste und war Ausgangspunkt der Invasion der großen Wikinger-Armee. In dieser Region siedelten sich auch viele der Krieger nach der Schlacht bei Edington an. Unter ihrem dänischen Anführer Guthrum (oder Æthelstan, wie er von Alfred genannt wurde) wurde sie schließlich als Danelag bekannt.

Doch es steckt noch etwas Kampfgeist in den Dänen von Ostanglien. Man legt den Mantel des Ruhms nicht einfach ab und wird über Nacht zur Landratte.

Die Seekönige der Wikinger – Dublin und Sudreyar

Nach fast einem Jahrhundert eskalierender Überfälle haben die Wikinger immerwährende Spuren in Britannien hinterlassen und den Verlauf seiner Geschichte auf ewig verändert. Ganz besonders auch kulturell, denn viele kleine Gruppen von Wikingern hatten sich schon vor Alfreds Sieg über die große Wikinger-Armee auf der ganzen Insel niedergelassen.

Diese kleinen Fraktionen tauschten ein Dasein des unablässigen Konflikts mit einem neuen Leben in Britannien. Sie bildeten ihre eigenen kleinen Fürstentümer, heirateten untereinander und wurden schließlich Teil des britannischen Lebens. Die Kulturen vermischten sich – ein Sinnbild der britischen Geschichte – und es entstand eine reiche Mischung aus Gesinnungen, Glauben und Sprachen, die die Inseln und ihr Volk so einzigartig machten.

Einige Wikinger ließen sich jedoch nie vollständig nieder. Sie hatten größere Pläne, ihr Hunger nach Eroberung und Großartigkeit blieb ungestillt. Diese Seekönige gaben weiter ihrer Kriegslust nach, ungeachtet der Anweisungen des jungen englischen Königs …

Dublin
Fraktionsführer: Bardr

Dublin war ein großer Hafen an der Ostküste Irlands und Standort des größten britannischen Sklavenmarkts. Es wurde auch von Wikingern besetzt und stand bis 873 unter der Herrschaft von Imar, den man oft für Ivar den Knochenlosen hält, einen Sohn des legendären Wikinger-Kriegsherrn Ragnar Lodbrok. Die Region stand schon lange in Verbindung mit den Wikingern, die hier bereits 840 n. Chr. überwinterten. Mit der Zeit änderte der gälische Einfluss ihre Bräuche und der gemächliche Prozess der Integration nahm seinen Lauf.

Im Jahr 878 n. Chr. saß Imars Sohn Bardr jedoch fest auf dem Thron. Würde dieser ehrgeizige Wikinger versuchen, mit den umliegenden gälischen Fraktionen dauerhaft Frieden zu schließen? Oder wendet er sich wieder den Wegen Ragnars zu, des Blutvergießens und der Vorherrschaft? Es ist schwer, dem Ruf seines Kriegerblutes zu widerstehen …

Sudreyar
Fraktionsführer: Eirik

Westlich von Alba liegt Sudreyar, das Königreich der Inseln, das die südlichen Hebriden umfasst. Diese verstreuten Inseln waren dünn besiedelt und dem harschen Wetter des Atlantiks voll ausgeliefert – gewiss kein Ort für die Schwachen.

Wie viele Teile Britanniens hatten auch diese Inseln ab dem 8. Jahrhundert vermehrt Kontakt mit Wikingern. Bevor sie an die Wikinger fielen, waren sie Teil des gälischen Königreichs Dalriada. Im Verlauf des nächsten Jahrhunderts wurde die skandinavische Besetzung zusehends gälisch (und umgekehrt), besonders als Harald Schönhaar 872 n. Chr. König von Norwegen wurde und seine einstigen Gegner in dieses Gebiet strömten.

Die Inseln von Sudreyar mögen materiell nicht viel bieten, doch wem die Seefahrt im Blut liegt, für den sind sie der perfekte Ausgangspunkt für Überfälle und Erkundungsreisen.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


Σχετικά με το παιχνίδι

A Total War™ Saga: Thrones of Britannia



The year is 878 AD, the embattled English king Alfred the Great has mounted a heroic defence at the battle of Edington, and blunted the Viking invasion. Chastened – but not yet broken – the Norse warlords have settled across Britain. For the first time in nearly 80 years, the land is in a fragile state of peace.



Throughout this sceptred isle, the kings of England, Scotland, Ireland and Wales sense a time of change approaching; a time of opportunity. There will be treaties. There will be war. There will be turns of fortune that become the stuff of legend, in a saga that charts the ascent of one of history’s greatest nations.

Kings will rise. One will rule.

Thrones of Britannia is a standalone Total War game which will challenge you to re-write a critical moment in history, one that will come to define the future of modern Britain. With ten playable factions, you must build and defend a kingdom to the glory of Anglo-Saxons, Gaelic clans, Welsh tribes or Viking settlers. Forge alliances, manage burgeoning settlements, raise armies and embark on campaigns of conquest across the most detailed Total War map to date.



Choose your strategy

The Grand Campaign offers multiple routes to a glorious Victory; aggressively expand your territory through force of arms, acquire renown through construction, advanced technology and influence, or complete a series of unique objectives based on your chosen faction’s history. Once completed, steady yourself for a significant late-game challenge and the final, Ultimate victory condition.

Explore and conquer the British Isles

From the snowy highlands of Scotland to the orchards and meadows of Kent, push back the fog-of-war and unveil the extent of Anglo-Saxon Britain. Varied towns, cities and rural settings inspire a host of different battlefield environments. Experiment with the strategic opportunities afforded by newly capturable minor settlements. Throttle your enemies’ trade routes and coax them out of strong, defensible positions.

Viking warlord or Anglo-Saxon king, define their legend

Each faction will face a series of unique events and branching dilemmas, often based on authentic historical events and issues of the time. Embark on Viking expeditions, manage the Anglo-Saxon peasant economy, each faction feels and plays differently. Carve out unique roles for your King and Nobles, customise their impact by making meaningful choices about their development and determine how their story will unfold.

‘Classic’ Total War gameplay refined

Includes many updates to core Total War mechanics - such as provinces, politics, technologies, recruitment, dilemmas and much more - designed to make your experience more immersive and more meaningful.

Playable factions, cultures and kings:



Thrones of Britannia will include ten playable factions, from five cultures, with a summary below.

The Anglo Saxons – West Seaxe and Mierce

When Roman rule in England concluded, new kingdoms of Germanic stock coalesced in the counties now known as Northumbria, Mercia, Wessex, Essex, Sussex, East Anglia and Kent. The peoples of these regions came collectively to be known as the Anglo Saxons.



West Seaxe
Faction Leader: King Alfred

As the dominant Anglo-Saxon kingdom of southern England, the forces of West Seaxe – or Wessex in modern English – provided the isle’s primary resistance against the incursions of the Great Heathen Army. From the capital city of Winchester, Wessex conquered lands in Surrey, Sussex, Kent, Essex and even Mercia. Alfred’s dogged defense of the Danish invasion laid the foundations for Wessex to unite England under one ruler for the first time in 927 AD.

Mierce
Faction Leader: Ceowulf

From its capital city of Tamworth, the kings of Mierce – known now as Merica - ruled the area now known as the Midlands. At its height, Mierce stretched from Northumbria in the north of England to Kent, Sussex and Wessex to the south. In 877 AD, the Great Heathen Army seized the eastern part of the kingdom to form the Danelaw, or East Engle.

The Gaels – Mide and Circenn

Gaelic culture initially developed in Ireland, their society built around a system of clans and chieftains. They raided and traded with Roman settlements, and by 878 AD had expanded from Ireland to inhabit much of Scotland.
With the influx of the Vikings, some raiders settled in Gaelic lands, becoming the Norse-Gaels. The Scottish Gaels would absorb the Picts to become the Kingdom of Alba – essentially setting the blueprint for modern Scotland.

Mide
Faction Leader: King Flann Sinna

Mide lies at the heart of Ireland. Not just geographically, but politically, intellectually and spiritually. Many High Kings have risen from Mide, and its current ruler, Flann Sinna, aspires to that title.

With many fellow Irish factions nearby, Mide is in a position to potentially bring the disparate clans together, and usher in an era of Irish prosperity. However, threats are never far away… the Vikings of Dyflin have settled to the east, and their power and influence are growing. Will Mide strive to keep the uneasy peace? Unite the clans in a war against these Norse settlers? Or find some other route to supremacy?

Circenn
Faction Leader: Áed mac Cináeda

Circenn was in origin Pictish, but became more heavily influenced by the Gaels and other peoples over time as they were driven away from the relentless Viking raids. 878 AD marked the end of the Viking invasions, but Circenn’s troubles were far from over. While she had a firm hold over the eastern coast of Scotland, many threats still exist – both within and without.

Scoan, the capital of Circenn, was once home to the legendary Stone of Destiny, said to bestow divine strength on her people. Where the stone now resides is a mystery, but if clues can be found, surely the Stone’s recovery would be an adventure worth undertaking…

The Welsh – Gwined and Strat Clut

The Welsh Kingdoms descended from the Celtic Britons who occupied much of the island of Britain from the Iron Age, into and beyond its Romanisation in the First Century.

Ironically, the term ‘Welsh’ derives from the Anglo-Saxon term for foreigner, ‘wealas’, which they applied to the native Britons. The Anglo-Saxons flourished and many of the old Brittonic kingdoms began to disappear.

Gwined
Faction Leader: King Anaraut

The people of Gwined have some claim to the title of 'true Britons', having been driven to the far west by invaders who now call themselves ‘English’. Renowned both for their bardic arts and their skill with the longbow, the Welsh of Gwined thrived under the leadership of Rhodri Mawr.

Rhodri kept Gwined largely free of Vikings and other invaders while expanding its borders. Now he is gone and his lands are divided.

Strat Clut
Faction Leader: Run

Strat Clut is a kingdom of the Old North that can be traced back to the Fifth Century and the Celtic Britons. The realm was formerly based at the fortress of Alt Clut but driven out by a Viking invasion in 870. The current King Artgal was taken captive and reportedly killed in mysterious circumstances. The kingdom reformed further into the valley of the River Clyde under the leadership of his only son Run.

The Great Viking Army – Northymbre and East Engle

In 865 AD, Ragnar’s sons led the Great Viking Army and made landfall in East Anglia. Over the next 15 years the Vikings ranged high and low, from Wessex to The Clyde, conquering towns, claiming victories and suffering their share of defeats until the Battle of Edington in 878 AD, where its leader Guthrum met his match in the young King Alfred and his West Saxon army. Bested in the field, his forces retreated in disarray to a nearby fortress. Flush with success, Alfred’s men gave chase and laid siege. After a fortnight of starvation, the invaders surrendered.

Under the terms of his capitulation, Guthrum was baptised into Christianity and he and his men were allowed to return to East Anglia and settle – provided they kept Alfred’s peace, of course.
Defeated, but never humbled, the Vikings seethe with an all-consuming rage. One does not cage the wolf without consequence…

Northymbre
Faction Leader: Guthfrid

When the Vikings arrived in Northumbria in 867 AD, they took the city of York – or Eoferwic, as was – for their stronghold. And what a bastion it was, with its formidable Roman walls still standing strong 700 years on. King Aelle of Northumbria attempted to wrest the city back from the Danes, but was captured during the attack. In retribution for Aelle’s execution of their father, the sons of Ragnar made an example of him with the horrifying Blood Eagle ritual.

Northumbria remained under Viking control and, after the battle of Edington and the subsequent treaty of Wedmore, a portion of the Great Viking Army marched back to Northumbria, to settle under Alfred’s peace.

East Engle
Faction Leader: Guthrum

Forming the bulk of Britannia’s south-easterly coast, East Engle was the staging-point of the Great Viking Army’s invasion, and the region where many of its warriors settled after the Battle of Edington. Under the rule of the Danish leader Guthrum (or Æthelstan, to use his adoptive name by Alfred) it would ultimately come to be known as the Danelaw.
Yet still, some fight remains in the Danes of East Engle. One does not shed the mantle of glory and become a landsman overnight.

The Viking Sea Kings – Dyflin and Sudreyar

After nearly a century of escalating raids, the Vikings left an indelible stamp on Britannia, altering the course of its history forever. Not least of all culturally, as many smaller bands of Vikings had settled around the isles prior to Alfred’s defeat of the Great Viking army.
These smaller factions traded an existence of ceaseless conflict for a new life in Britannia, establishing their own petty principalities, intermarrying and ultimately becoming part of the warp-and-woof of Britannic life. This mingling of cultures, so emblematic of British history, helped create the rich melting-pot of attitudes, beliefs and language that has made the isles and their people so unique.

Some Vikings never truly settled however; their designs were grander, their hunger for conquest and greatness unquenched. These Sea Kings would continue their bellicose work, heedless of any decree from England’s upstart ruler…

Dyflin
Faction Leader: Bardr

Dyflin was a major port town on the east coast of Ireland, and the site of Britannia’s largest slave market. It was a major site of Viking occupation, and was ruled until 873 by the Viking lord Imar, often associated with Ivar the Boneless, a son of the legendary Viking warlord Ragnar Lothbrok. Viking raiders had wintered there as early as 840 AD, so their association with the region had been a long one, and over time their customs began to take on a more Gaelic flavour as the slow process of integration took its course.

By 878 AD however, Imar’s son Bardr was firmly established on the throne. Would this ambitious Viking ruler seek to seal a lasting peace with the surrounding Gaelic factions? Or return to the ways of Ragnar, and pursue a path of bloodshed and domination? It is hard to ignore the calling of one’s warrior-blood…

Sudreyar
Faction Leader: Eirik

To the west of Alba lies Sudreyar, the Kingdom of the Southern Isles. Comprising the southern Hebrides, these scattered islands were sparsely populated and, bearing the full brunt of the Atlantic weather, were not lands suited to the less-hardy.

Like much of Britannia, these islands saw increasing Viking contact from the 8th Century. Prior to this period they formed part of the Gaelic kingdom of Dalriada, until they fell under Viking control. Over the next century, Scandinavian occupancy took on a distinctly Gaelic flavour (and vice-versa), particularly after 872 AD when Harald Fairhair became king of Norway, and his former opponents flocked to the area.

Materially poor, but offering an excellent base for those of a nautical bent, the isles of Sudreyar are a perfect staging-post for raiders and explorers.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


A játékról: 

A Total War™ Saga: Thrones of Britannia



The year is 878 AD, the embattled English king Alfred the Great has mounted a heroic defence at the battle of Edington, and blunted the Viking invasion. Chastened – but not yet broken – the Norse warlords have settled across Britain. For the first time in nearly 80 years, the land is in a fragile state of peace.



Throughout this sceptred isle, the kings of England, Scotland, Ireland and Wales sense a time of change approaching; a time of opportunity. There will be treaties. There will be war. There will be turns of fortune that become the stuff of legend, in a saga that charts the ascent of one of history’s greatest nations.

Kings will rise. One will rule.

Thrones of Britannia is a standalone Total War game which will challenge you to re-write a critical moment in history, one that will come to define the future of modern Britain. With ten playable factions, you must build and defend a kingdom to the glory of Anglo-Saxons, Gaelic clans, Welsh tribes or Viking settlers. Forge alliances, manage burgeoning settlements, raise armies and embark on campaigns of conquest across the most detailed Total War map to date.



Choose your strategy

The Grand Campaign offers multiple routes to a glorious Victory; aggressively expand your territory through force of arms, acquire renown through construction, advanced technology and influence, or complete a series of unique objectives based on your chosen faction’s history. Once completed, steady yourself for a significant late-game challenge and the final, Ultimate victory condition.

Explore and conquer the British Isles

From the snowy highlands of Scotland to the orchards and meadows of Kent, push back the fog-of-war and unveil the extent of Anglo-Saxon Britain. Varied towns, cities and rural settings inspire a host of different battlefield environments. Experiment with the strategic opportunities afforded by newly capturable minor settlements. Throttle your enemies’ trade routes and coax them out of strong, defensible positions.

Viking warlord or Anglo-Saxon king, define their legend

Each faction will face a series of unique events and branching dilemmas, often based on authentic historical events and issues of the time. Embark on Viking expeditions, manage the Anglo-Saxon peasant economy, each faction feels and plays differently. Carve out unique roles for your King and Nobles, customise their impact by making meaningful choices about their development and determine how their story will unfold.

‘Classic’ Total War gameplay refined

Includes many updates to core Total War mechanics - such as provinces, politics, technologies, recruitment, dilemmas and much more - designed to make your experience more immersive and more meaningful.

Playable factions, cultures and kings:



Thrones of Britannia will include ten playable factions, from five cultures, with a summary below.

The Anglo Saxons – West Seaxe and Mierce

When Roman rule in England concluded, new kingdoms of Germanic stock coalesced in the counties now known as Northumbria, Mercia, Wessex, Essex, Sussex, East Anglia and Kent. The peoples of these regions came collectively to be known as the Anglo Saxons.



West Seaxe
Faction Leader: King Alfred

As the dominant Anglo-Saxon kingdom of southern England, the forces of West Seaxe – or Wessex in modern English – provided the isle’s primary resistance against the incursions of the Great Heathen Army. From the capital city of Winchester, Wessex conquered lands in Surrey, Sussex, Kent, Essex and even Mercia. Alfred’s dogged defense of the Danish invasion laid the foundations for Wessex to unite England under one ruler for the first time in 927 AD.

Mierce
Faction Leader: Ceowulf

From its capital city of Tamworth, the kings of Mierce – known now as Merica - ruled the area now known as the Midlands. At its height, Mierce stretched from Northumbria in the north of England to Kent, Sussex and Wessex to the south. In 877 AD, the Great Heathen Army seized the eastern part of the kingdom to form the Danelaw, or East Engle.

The Gaels – Mide and Circenn

Gaelic culture initially developed in Ireland, their society built around a system of clans and chieftains. They raided and traded with Roman settlements, and by 878 AD had expanded from Ireland to inhabit much of Scotland.
With the influx of the Vikings, some raiders settled in Gaelic lands, becoming the Norse-Gaels. The Scottish Gaels would absorb the Picts to become the Kingdom of Alba – essentially setting the blueprint for modern Scotland.

Mide
Faction Leader: King Flann Sinna

Mide lies at the heart of Ireland. Not just geographically, but politically, intellectually and spiritually. Many High Kings have risen from Mide, and its current ruler, Flann Sinna, aspires to that title.

With many fellow Irish factions nearby, Mide is in a position to potentially bring the disparate clans together, and usher in an era of Irish prosperity. However, threats are never far away… the Vikings of Dyflin have settled to the east, and their power and influence are growing. Will Mide strive to keep the uneasy peace? Unite the clans in a war against these Norse settlers? Or find some other route to supremacy?

Circenn
Faction Leader: Áed mac Cináeda

Circenn was in origin Pictish, but became more heavily influenced by the Gaels and other peoples over time as they were driven away from the relentless Viking raids. 878 AD marked the end of the Viking invasions, but Circenn’s troubles were far from over. While she had a firm hold over the eastern coast of Scotland, many threats still exist – both within and without.

Scoan, the capital of Circenn, was once home to the legendary Stone of Destiny, said to bestow divine strength on her people. Where the stone now resides is a mystery, but if clues can be found, surely the Stone’s recovery would be an adventure worth undertaking…

The Welsh – Gwined and Strat Clut

The Welsh Kingdoms descended from the Celtic Britons who occupied much of the island of Britain from the Iron Age, into and beyond its Romanisation in the First Century.

Ironically, the term ‘Welsh’ derives from the Anglo-Saxon term for foreigner, ‘wealas’, which they applied to the native Britons. The Anglo-Saxons flourished and many of the old Brittonic kingdoms began to disappear.

Gwined
Faction Leader: King Anaraut

The people of Gwined have some claim to the title of 'true Britons', having been driven to the far west by invaders who now call themselves ‘English’. Renowned both for their bardic arts and their skill with the longbow, the Welsh of Gwined thrived under the leadership of Rhodri Mawr.

Rhodri kept Gwined largely free of Vikings and other invaders while expanding its borders. Now he is gone and his lands are divided.

Strat Clut
Faction Leader: Run

Strat Clut is a kingdom of the Old North that can be traced back to the Fifth Century and the Celtic Britons. The realm was formerly based at the fortress of Alt Clut but driven out by a Viking invasion in 870. The current King Artgal was taken captive and reportedly killed in mysterious circumstances. The kingdom reformed further into the valley of the River Clyde under the leadership of his only son Run.

The Great Viking Army – Northymbre and East Engle

In 865 AD, Ragnar’s sons led the Great Viking Army and made landfall in East Anglia. Over the next 15 years the Vikings ranged high and low, from Wessex to The Clyde, conquering towns, claiming victories and suffering their share of defeats until the Battle of Edington in 878 AD, where its leader Guthrum met his match in the young King Alfred and his West Saxon army. Bested in the field, his forces retreated in disarray to a nearby fortress. Flush with success, Alfred’s men gave chase and laid siege. After a fortnight of starvation, the invaders surrendered.

Under the terms of his capitulation, Guthrum was baptised into Christianity and he and his men were allowed to return to East Anglia and settle – provided they kept Alfred’s peace, of course.
Defeated, but never humbled, the Vikings seethe with an all-consuming rage. One does not cage the wolf without consequence…

Northymbre
Faction Leader: Guthfrid

When the Vikings arrived in Northumbria in 867 AD, they took the city of York – or Eoferwic, as was – for their stronghold. And what a bastion it was, with its formidable Roman walls still standing strong 700 years on. King Aelle of Northumbria attempted to wrest the city back from the Danes, but was captured during the attack. In retribution for Aelle’s execution of their father, the sons of Ragnar made an example of him with the horrifying Blood Eagle ritual.

Northumbria remained under Viking control and, after the battle of Edington and the subsequent treaty of Wedmore, a portion of the Great Viking Army marched back to Northumbria, to settle under Alfred’s peace.

East Engle
Faction Leader: Guthrum

Forming the bulk of Britannia’s south-easterly coast, East Engle was the staging-point of the Great Viking Army’s invasion, and the region where many of its warriors settled after the Battle of Edington. Under the rule of the Danish leader Guthrum (or Æthelstan, to use his adoptive name by Alfred) it would ultimately come to be known as the Danelaw.
Yet still, some fight remains in the Danes of East Engle. One does not shed the mantle of glory and become a landsman overnight.

The Viking Sea Kings – Dyflin and Sudreyar

After nearly a century of escalating raids, the Vikings left an indelible stamp on Britannia, altering the course of its history forever. Not least of all culturally, as many smaller bands of Vikings had settled around the isles prior to Alfred’s defeat of the Great Viking army.
These smaller factions traded an existence of ceaseless conflict for a new life in Britannia, establishing their own petty principalities, intermarrying and ultimately becoming part of the warp-and-woof of Britannic life. This mingling of cultures, so emblematic of British history, helped create the rich melting-pot of attitudes, beliefs and language that has made the isles and their people so unique.

Some Vikings never truly settled however; their designs were grander, their hunger for conquest and greatness unquenched. These Sea Kings would continue their bellicose work, heedless of any decree from England’s upstart ruler…

Dyflin
Faction Leader: Bardr

Dyflin was a major port town on the east coast of Ireland, and the site of Britannia’s largest slave market. It was a major site of Viking occupation, and was ruled until 873 by the Viking lord Imar, often associated with Ivar the Boneless, a son of the legendary Viking warlord Ragnar Lothbrok. Viking raiders had wintered there as early as 840 AD, so their association with the region had been a long one, and over time their customs began to take on a more Gaelic flavour as the slow process of integration took its course.

By 878 AD however, Imar’s son Bardr was firmly established on the throne. Would this ambitious Viking ruler seek to seal a lasting peace with the surrounding Gaelic factions? Or return to the ways of Ragnar, and pursue a path of bloodshed and domination? It is hard to ignore the calling of one’s warrior-blood…

Sudreyar
Faction Leader: Eirik

To the west of Alba lies Sudreyar, the Kingdom of the Southern Isles. Comprising the southern Hebrides, these scattered islands were sparsely populated and, bearing the full brunt of the Atlantic weather, were not lands suited to the less-hardy.

Like much of Britannia, these islands saw increasing Viking contact from the 8th Century. Prior to this period they formed part of the Gaelic kingdom of Dalriada, until they fell under Viking control. Over the next century, Scandinavian occupancy took on a distinctly Gaelic flavour (and vice-versa), particularly after 872 AD when Harald Fairhair became king of Norway, and his former opponents flocked to the area.

Materially poor, but offering an excellent base for those of a nautical bent, the isles of Sudreyar are a perfect staging-post for raiders and explorers.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


Informazioni sul gioco

A Total War™ Saga: Thrones of Britannia



Corre l'anno 878 d.C. e il re inglese Alfredo il Grande, essendo sotto attacco, ha guidato un'eroica difesa nella battaglia di Edington, riuscendo a respingere l'invasione vichinga. Umiliati, ma non domi, i signori della guerra norreni hanno messo piede in Britannia. Per la prima volta in quasi ottant'anni, la pace nel territorio è in pericolo.



n tutta l'isola i re di Inghilterra, Scozia e Irlanda avvertono l'avvicinarsi di un periodo di grandi cambiamenti e di preziose opportunità. Ma ci saranno anche delle minacce da affrontare. Di certo ci sarà la guerra. Questi grandi sconvolgimenti diventeranno l'oggetto di numerose leggende, in una saga che narrerà l'ascesa di una delle più grandi nazioni della storia.

I re scendono in guerra. Solo uno di loro prevarrà.

Thrones of Britannia è il nuovo titolo stand-alone della serie Total War col quale potrai cimentarti nell'impresa di riscrivere un momento critico della storia, quello in cui si decise il futuro della moderna Gran Bretagna. Con dieci fazioni giocabili, dovrai costruire e difendere un regno, per la gloria degli anglosassoni, dei clan gaelici, delle tribù gallesi o dei coloni vichinghi. Stringi alleanze, amministra insediamenti in espansione, arruola eserciti e intraprendi campagne di conquista in quella che è la mappa di Total War più ricca di dettagli fino ad oggi.



Scegli la tua strategia

Nella Campagna imperiale sono vari i percorsi da poter fare per ottenere una gloriosa vittoria. Aggredisci i regni limitrofi con i tuoi eserciti per espandere i confini dei tuoi territori, accresci la tua reputazione erigendo edifici, ricercando tecnologie avanzate e allargando la tua sfera di influenza, oppure completa gli obiettivi specifici della fazione che hai scelto di rappresentare. Quando avrai fatto tutte queste cose, preparati per il gran finale, dove dovrai soddisfare l'ultima condizione di vittoria.

Esplora e conquista le Isole britanniche

Dalle innevate Highlands scozzesi ai frutteti e ai pascoli del Kent, dissolvi la nebbia di guerra e scopri la vastità della Britannia anglosassone, ricca di villaggi, città e centri rurali molto diversi l'uno dall'altro e che influiscono diversamente sulle condizioni ambientali del campo di battaglia. Approfitta delle opportunità strategiche rappresentate dai nuovi e conquistabili insediamenti minori. Soffoca le rotte commerciali dei tuoi nemici per costringerli ad abbandonare le loro posizioni protette.

Signore della guerra vichingo o re anglosassone: costruisci la loro leggenda

Ogni fazione dovrà affrontare una serie di eventi unici e dilemmi, spesso basati su eventi storici reali e problemi di quel tempo. Imbarcati con le spedizioni vichinghe oppure amministra l'economia agricola degli anglosassoni: ogni fazione ha una storia diversa. Ritaglia un posto speciale al tuo re e alla tua nobiltà e prendi le decisioni giuste in merito alla loro crescita, perché abbiano un impatto unico. Solo così potrai riscrivere la loro storia.

Perfezionamenti al sistema di gioco classico di Total War

Il nuovo titolo include molti aggiornamenti alle meccaniche principali di Total War, nell'ambito delle province, della politica, delle tecnologie, del reclutamento, dei dilemmi e molto altro ancora. Tutto ciò per rendere la tua esperienza di gioco più avvincente e significativa.

Fazioni, culture e re giocabili:



Thrones of Britannia include 10 fazioni giocabili, da 5 culture, che sono descritte di seguito.

Gli Anglosassoni - Wessex e Mercia

Quando i Romani dovettero rinunciare al controllo dell'Inghilterra, qui fiorirono dei nuovi regni germanici nelle odierne contee di Northumbria, Mercia, Wessex, Essex, Sussex, Anglia Orientale e Kent. I popoli di tutte queste regioni divennero poi noti collettivamente con il nome di Anglosassoni.



Wessex
Leader della fazione: Re Alfredo

Il West Seaxe, o Wessex in inglese moderno, era il regno anglosassone dominante in Inghilterra meridionale, e in quanto tale si trovò in prima linea a respingere le incursioni della Grande armata danese. Dalla capitale di Winchester, il Wessex conquistò terre in Surrey, Sussex, Kent, Essex e perfino Mercia. La strenua difesa di Alfredo contro gli invasori danesi gettò le basi per permettere al Wessex di unire l’Inghilterra sotto un unico sovrano per la prima volta nel 927 d.C.

Mercia
Leader della fazione: Ceowulf

Da Tamworth, la sua capitale, i re di Mercia governavano nell'odierna regione delle Midlands. Al suo apice, Mercia si estendeva dalla Northumbria, nel nord dell'Inghilterra, fino al Kent, al Sussex e al Wessex, a sud. Nell'877 d.C. la Grande armata danese conquistò la parte orientale del regno, dove venne fondato il Danelaw, o Anglia Orientale.

I Gaelici – Mide e Circenn

La cultura gaelica si sviluppò inizialmente in Irlanda, con una società basata su un sistema di clan e capotribù. Razziavano e commerciavano con gli insediamenti romani, e nel 878 d.C. si erano espansi oltre l’Irlanda e abitavano in gran parte della Scozia.

Con l’arrivo dei Vichinghi, alcuni razziatori si insediarono nelle terre gaeliche, divenendo i Vichingo-gaelici. I Gaelici scozzesi poi assorbirono i Pitti per trasformarsi nel regno di Alba, essenzialmente gettando le fondamenta della Scozia odierna.

Mide
Leader della fazione: Re Flann Sinna

Mide si trova nel cuore dell'Irlanda, non solo dal punto di vista geografico, ma anche da quello politico, intellettuale e spirituale: molti re supremi provengono infatti da Mide e il sovrano attuale, Flann Sinna, aspira a ottenere quel titolo.

Confinando con molte altre fazioni irlandesi, Mide è potenzialmente nella posizione di unire i vari clan e dare inizio a un’era di prosperità per l’Irlanda. Tuttavia, le minacce non sono mai troppo lontane, i Vichinghi di Dublino si sono insediati a est, e il loro potere e influenza stanno crescendo. Riuscirà Mide a mantenere la fragile pace? Unirà i clan in una guerra contro i coloni norreni? O troverà un’altra strada per la supremazia?

Circenn
Leader della fazione: Áed mac Cináeda

Circenn apparteneva originariamente ai Pitti, ma col tempo subì le influenze dei Gaelici e degli altri popoli respinti dalle incessanti razzie vichinghe. L’anno 878 d.C. segnò la fine delle invasioni vichinghe, ma i problemi di Circenn erano tutt’altro che finiti. Nonostante avesse un saldo controllo della costa orientale della Scozia, erano presenti ancora molte minacce, sia al suo interno, che al suo esterno.

Scone, la capitale di Circenn, era un tempo la sede della leggendaria Pietra del Destino, che si diceva fornisse una forza divina al suo popolo. Dove si trovi ora la pietra è un mistero, ma se fossero trovati degli indizi il recupero della pietra sarebbe un’avventura irrinunciabile...

I Gallesi – Gwynedd e Strathclyde

I regni gallesi discendono dai Britanni celtici che avevano occupato gran parte dell’isola dall’Età del ferro, fino e oltre la sua romanizzazione nel primo secolo.
Ironicamente, il termine "gallese" deriva dalla parola anglosassone per straniero, "wealas", che si usava per gli autoctoni britanni. Gli Anglosassoni prosperarono e molti dei vecchi regni brittonici iniziarono a scomparire.

Gwynedd
Leader della fazione: Re Anaraut

Il popolo di Gwynedd rivendica il titolo di "veri Britanni", dato che sono stati scacciati nel lontano occidente da degli invasori che ora si fanno chiamare "Inglesi". Famosi sia per le arti bardiche che per l'abilità con l'arco lungo, i Gallesi di Gwynedd prosperarono sotto la guida di Rhodri Mawr.

Rhodri riuscì a tenere i Vichinghi e altri invasori lontani da gran parte dei territori di Gwynedd e, nel mentre, a espanderne i confini. Ora lui non c'è più e le sue terre sono divise.

Strathclyde
Leader della fazione: Run

Strathclyde è un regno del vecchio nord che risale al V sec. e ai Britanni celtici. La sede del regno si trovava un tempo nella fortezza di Alt Clut, fino a un’invasione vichinga nell’870. Il re in carica Artgal fu preso prigioniero e, a quanto pare, ucciso in circostanze misteriose. Il regno si riformò successivamente nella valle del fiume Clyde sotto la guida del suo unico figlio Run.

Il Grande esercito vichingo - Northumbria e Anglia Orientale

Nell’865 d.C. i figli di Ragnar approdarono in Anglia Orientale alla testa del Grande esercito vichingo. Nei successivi 15 anni, i Vichinghi vagarono in lungo e in largo, dal Wessex al Clyde, conquistando villaggi, ottenendo vittorie e subendo la loro parte di sconfitte fino alla battaglia di Edington nell’878 d.C., in cui il loro leader Guthrum trovò un suo pari nel giovane re Alfredo e il suo esercito di sassoni dall’occidente. Battute sul campo, le sue forze si ritirarono disordinatamente a una fortezza vicina. Inebriati dal successo, gli uomini di Alfredo li inseguirono e iniziarono un assedio. Dopo due settimane passate a soffrire la fame, gli invasori si arresero.

Secondo i termini della resa, Guthrum ricevette il battesimo cristiano e ottenne il permesso di tornare coi suoi uomini in Anglia Orientale e insediarvisi, naturalmente con l’obbligo di mantenere la pace con Alfredo.

Sconfitti, ma mai umiliati, i Vichinghi fremono di furia incontrollabile. Non si può ingabbiare il lupo senza pagarne le conseguenze…

Northumbria
Leader della fazione: Guthfrid

Quando i Vichinghi arrivarono in Northumbria nell’anno 867 d.C., presero la città di York, allora chiamata Eoferwic, e ne fecero una loro roccaforte. Era in effetti una fortezza formidabile, con le imponenti mura romane che ancora la proteggevano dopo 700 anni. Re Aelle di Northumbria cercò di riprendere la città dal controllo dei Dani, ma fu catturato durante l'attacco. Per vendicarsi dell’esecuzione del padre da parte di Aelle, i figli di Ragnar ne fecero un esempio sottoponendolo all’orribile rituale dell’aquila di sangue.

La Northumbria rimase sotto il controllo vichingo e, dopo la battaglia di Edington e il successivo trattato di Edmore, una parte del Grande esercito vichingo vi tornò per insediarvisi secondo la pace di Alfredo.

Anglia Orientale
Leader della fazione: Guthrum

Dal momento che comprendeva la maggior parte della costa sudorientale dell’isola, l’Anglia Orientale era il punto di raccolta per l’invasione del Grande esercito vichingo, e la regione in cui molti dei suoi guerrieri si insediarono dopo la battaglia di Edington. Sotto il comando del leader dei Dani Guthrum (o Æthelstan, il suo nome adottivo datogli da Alfredo), avrebbe alla fine preso il nome di Danelaw.

Tuttavia, il desiderio di combattere aleggia ancora tra i Dani dell’Anglia Orientale. Non si abbandonano i desideri di gloria per darsi all’agricoltura da un giorno all’altro.

I Re del mare Vichinghi - Dublino e le Isole del sud

Dopo quasi un secolo di razzie sempre più feroci, i Vichinghi lasciarono un marchio indelebile su Britannia, alterando per sempre il corso della sua storia, anche culturalmente. Infatti, molte piccole bande di Vichinghi si erano insediate nelle isole prima della sconfitta del Grande esercito vichingo da parte di Alfredo.

Queste piccole fazioni avevano abbandonato un’esistenza di continuo conflitto per una nuova vita in Britannia, creando i loro piccoli principati, sposandosi coi locali e divenendo parte integrante della vita britannica. Questo mischiarsi di culture, così emblematico della storia britannica, ha contribuito a creare il calderone di mentalità, credenze e linguaggi che ha reso le isole e il loro popolo così uniche.

Tuttavia, alcuni Vichinghi non si sono mai adattati: i loro progetti erano più grandiosi, la loro sete di gloria e conquista non placata. Questi re del mare proseguirono in maniera bellicosa, ignorando ogni decreto dell’ultimo regnante d’Inghilterra...

Dublino
Leader della fazione: Bardr

Dublino era una importante città portuale sulla costa orientale dell’Irlanda, e la sede del più grande mercato di schiavi di Britannia. Era uno dei maggiori centri occupati dai Vichinghi, e fu governata fino all’873 dal lord vichingo Imar, spesso associato a Ivarr il Disossato, uno dei figli del leggendario signore della guerra Ragnar Lodbrok. I predoni vichinghi avevano iniziato a svernare qui già dall’840, quindi la loro presenza nella regione è durata a lungo, e col tempo le loro usanze furono contaminate dalla cultura gaelica, seguendo il lungo processo dell’integrazione.

Nell’878 il figlio di Imar, Bardr, teneva saldo il trono. Questo ambizioso Vichingo voleva cercare di ottenere una pace duratura con le fazioni gaeliche circostanti? O voleva tornare alle abitudini di Ragnar, seguendo la via del massacro e del dominio? È difficile ignorare il richiamo del sangue di un guerriero…

Isole del sud
Leader della fazione: Eirik

A ovest di Alba si trova Sudreyar, il regno delle Isole del sud. Includendo le Ebridi meridionali, queste isole sparse erano scarsamente popolate e soggette a tutta la forza del clima atlantico, il che non le rendeva terre adatte ai meno resistenti.

Come la maggior parte di Britannia, queste isole ebbero sempre più contatti coi Vichinghi a partire dal XIII sec. Prima di questo periodo facevano parte del regno gaelico di Dalriada, finché non caddero in mano vichinga. Nel corso del secolo successivo, l’occupazione scandinava fu sempre più contaminata dalla cultura gaelica (e viceversa), in particolare dopo l’872 d.C., quando Harald il Chiaro divenne re di Norvegia e i suoi avversari si ritirarono nella zona.

Dalle scarse ricchezze materiali, queste isole erano tuttavia una base eccellente per chi avesse un’inclinazione marittima, rendendole quindi un punto di partenza perfetto per predoni ed esploratori.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


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A Total War™ Saga: Thrones of Britannia



The year is 878 AD, the embattled English king Alfred the Great has mounted a heroic defence at the battle of Edington, and blunted the Viking invasion. Chastened – but not yet broken – the Norse warlords have settled across Britain. For the first time in nearly 80 years, the land is in a fragile state of peace.



Throughout this sceptred isle, the kings of England, Scotland, Ireland and Wales sense a time of change approaching; a time of opportunity. There will be treaties. There will be war. There will be turns of fortune that become the stuff of legend, in a saga that charts the ascent of one of history’s greatest nations.

Kings will rise. One will rule.

Thrones of Britannia is a standalone Total War game which will challenge you to re-write a critical moment in history, one that will come to define the future of modern Britain. With ten playable factions, you must build and defend a kingdom to the glory of Anglo-Saxons, Gaelic clans, Welsh tribes or Viking settlers. Forge alliances, manage burgeoning settlements, raise armies and embark on campaigns of conquest across the most detailed Total War map to date.



Choose your strategy

The Grand Campaign offers multiple routes to a glorious Victory; aggressively expand your territory through force of arms, acquire renown through construction, advanced technology and influence, or complete a series of unique objectives based on your chosen faction’s history. Once completed, steady yourself for a significant late-game challenge and the final, Ultimate victory condition.

Explore and conquer the British Isles

From the snowy highlands of Scotland to the orchards and meadows of Kent, push back the fog-of-war and unveil the extent of Anglo-Saxon Britain. Varied towns, cities and rural settings inspire a host of different battlefield environments. Experiment with the strategic opportunities afforded by newly capturable minor settlements. Throttle your enemies’ trade routes and coax them out of strong, defensible positions.

Viking warlord or Anglo-Saxon king, define their legend

Each faction will face a series of unique events and branching dilemmas, often based on authentic historical events and issues of the time. Embark on Viking expeditions, manage the Anglo-Saxon peasant economy, each faction feels and plays differently. Carve out unique roles for your King and Nobles, customise their impact by making meaningful choices about their development and determine how their story will unfold.

‘Classic’ Total War gameplay refined

Includes many updates to core Total War mechanics - such as provinces, politics, technologies, recruitment, dilemmas and much more - designed to make your experience more immersive and more meaningful.

Playable factions, cultures and kings:



Thrones of Britannia will include ten playable factions, from five cultures, with a summary below.

The Anglo Saxons – West Seaxe and Mierce

When Roman rule in England concluded, new kingdoms of Germanic stock coalesced in the counties now known as Northumbria, Mercia, Wessex, Essex, Sussex, East Anglia and Kent. The peoples of these regions came collectively to be known as the Anglo Saxons.



West Seaxe
Faction Leader: King Alfred

As the dominant Anglo-Saxon kingdom of southern England, the forces of West Seaxe – or Wessex in modern English – provided the isle’s primary resistance against the incursions of the Great Heathen Army. From the capital city of Winchester, Wessex conquered lands in Surrey, Sussex, Kent, Essex and even Mercia. Alfred’s dogged defense of the Danish invasion laid the foundations for Wessex to unite England under one ruler for the first time in 927 AD.

Mierce
Faction Leader: Ceowulf

From its capital city of Tamworth, the kings of Mierce – known now as Merica - ruled the area now known as the Midlands. At its height, Mierce stretched from Northumbria in the north of England to Kent, Sussex and Wessex to the south. In 877 AD, the Great Heathen Army seized the eastern part of the kingdom to form the Danelaw, or East Engle.

The Gaels – Mide and Circenn

Gaelic culture initially developed in Ireland, their society built around a system of clans and chieftains. They raided and traded with Roman settlements, and by 878 AD had expanded from Ireland to inhabit much of Scotland.
With the influx of the Vikings, some raiders settled in Gaelic lands, becoming the Norse-Gaels. The Scottish Gaels would absorb the Picts to become the Kingdom of Alba – essentially setting the blueprint for modern Scotland.

Mide
Faction Leader: King Flann Sinna

Mide lies at the heart of Ireland. Not just geographically, but politically, intellectually and spiritually. Many High Kings have risen from Mide, and its current ruler, Flann Sinna, aspires to that title.

With many fellow Irish factions nearby, Mide is in a position to potentially bring the disparate clans together, and usher in an era of Irish prosperity. However, threats are never far away… the Vikings of Dyflin have settled to the east, and their power and influence are growing. Will Mide strive to keep the uneasy peace? Unite the clans in a war against these Norse settlers? Or find some other route to supremacy?

Circenn
Faction Leader: Áed mac Cináeda

Circenn was in origin Pictish, but became more heavily influenced by the Gaels and other peoples over time as they were driven away from the relentless Viking raids. 878 AD marked the end of the Viking invasions, but Circenn’s troubles were far from over. While she had a firm hold over the eastern coast of Scotland, many threats still exist – both within and without.

Scoan, the capital of Circenn, was once home to the legendary Stone of Destiny, said to bestow divine strength on her people. Where the stone now resides is a mystery, but if clues can be found, surely the Stone’s recovery would be an adventure worth undertaking…

The Welsh – Gwined and Strat Clut

The Welsh Kingdoms descended from the Celtic Britons who occupied much of the island of Britain from the Iron Age, into and beyond its Romanisation in the First Century.

Ironically, the term ‘Welsh’ derives from the Anglo-Saxon term for foreigner, ‘wealas’, which they applied to the native Britons. The Anglo-Saxons flourished and many of the old Brittonic kingdoms began to disappear.

Gwined
Faction Leader: King Anaraut

The people of Gwined have some claim to the title of 'true Britons', having been driven to the far west by invaders who now call themselves ‘English’. Renowned both for their bardic arts and their skill with the longbow, the Welsh of Gwined thrived under the leadership of Rhodri Mawr.

Rhodri kept Gwined largely free of Vikings and other invaders while expanding its borders. Now he is gone and his lands are divided.

Strat Clut
Faction Leader: Run

Strat Clut is a kingdom of the Old North that can be traced back to the Fifth Century and the Celtic Britons. The realm was formerly based at the fortress of Alt Clut but driven out by a Viking invasion in 870. The current King Artgal was taken captive and reportedly killed in mysterious circumstances. The kingdom reformed further into the valley of the River Clyde under the leadership of his only son Run.

The Great Viking Army – Northymbre and East Engle

In 865 AD, Ragnar’s sons led the Great Viking Army and made landfall in East Anglia. Over the next 15 years the Vikings ranged high and low, from Wessex to The Clyde, conquering towns, claiming victories and suffering their share of defeats until the Battle of Edington in 878 AD, where its leader Guthrum met his match in the young King Alfred and his West Saxon army. Bested in the field, his forces retreated in disarray to a nearby fortress. Flush with success, Alfred’s men gave chase and laid siege. After a fortnight of starvation, the invaders surrendered.

Under the terms of his capitulation, Guthrum was baptised into Christianity and he and his men were allowed to return to East Anglia and settle – provided they kept Alfred’s peace, of course.
Defeated, but never humbled, the Vikings seethe with an all-consuming rage. One does not cage the wolf without consequence…

Northymbre
Faction Leader: Guthfrid

When the Vikings arrived in Northumbria in 867 AD, they took the city of York – or Eoferwic, as was – for their stronghold. And what a bastion it was, with its formidable Roman walls still standing strong 700 years on. King Aelle of Northumbria attempted to wrest the city back from the Danes, but was captured during the attack. In retribution for Aelle’s execution of their father, the sons of Ragnar made an example of him with the horrifying Blood Eagle ritual.

Northumbria remained under Viking control and, after the battle of Edington and the subsequent treaty of Wedmore, a portion of the Great Viking Army marched back to Northumbria, to settle under Alfred’s peace.

East Engle
Faction Leader: Guthrum

Forming the bulk of Britannia’s south-easterly coast, East Engle was the staging-point of the Great Viking Army’s invasion, and the region where many of its warriors settled after the Battle of Edington. Under the rule of the Danish leader Guthrum (or Æthelstan, to use his adoptive name by Alfred) it would ultimately come to be known as the Danelaw.
Yet still, some fight remains in the Danes of East Engle. One does not shed the mantle of glory and become a landsman overnight.

The Viking Sea Kings – Dyflin and Sudreyar

After nearly a century of escalating raids, the Vikings left an indelible stamp on Britannia, altering the course of its history forever. Not least of all culturally, as many smaller bands of Vikings had settled around the isles prior to Alfred’s defeat of the Great Viking army.
These smaller factions traded an existence of ceaseless conflict for a new life in Britannia, establishing their own petty principalities, intermarrying and ultimately becoming part of the warp-and-woof of Britannic life. This mingling of cultures, so emblematic of British history, helped create the rich melting-pot of attitudes, beliefs and language that has made the isles and their people so unique.

Some Vikings never truly settled however; their designs were grander, their hunger for conquest and greatness unquenched. These Sea Kings would continue their bellicose work, heedless of any decree from England’s upstart ruler…

Dyflin
Faction Leader: Bardr

Dyflin was a major port town on the east coast of Ireland, and the site of Britannia’s largest slave market. It was a major site of Viking occupation, and was ruled until 873 by the Viking lord Imar, often associated with Ivar the Boneless, a son of the legendary Viking warlord Ragnar Lothbrok. Viking raiders had wintered there as early as 840 AD, so their association with the region had been a long one, and over time their customs began to take on a more Gaelic flavour as the slow process of integration took its course.

By 878 AD however, Imar’s son Bardr was firmly established on the throne. Would this ambitious Viking ruler seek to seal a lasting peace with the surrounding Gaelic factions? Or return to the ways of Ragnar, and pursue a path of bloodshed and domination? It is hard to ignore the calling of one’s warrior-blood…

Sudreyar
Faction Leader: Eirik

To the west of Alba lies Sudreyar, the Kingdom of the Southern Isles. Comprising the southern Hebrides, these scattered islands were sparsely populated and, bearing the full brunt of the Atlantic weather, were not lands suited to the less-hardy.

Like much of Britannia, these islands saw increasing Viking contact from the 8th Century. Prior to this period they formed part of the Gaelic kingdom of Dalriada, until they fell under Viking control. Over the next century, Scandinavian occupancy took on a distinctly Gaelic flavour (and vice-versa), particularly after 872 AD when Harald Fairhair became king of Norway, and his former opponents flocked to the area.

Materially poor, but offering an excellent base for those of a nautical bent, the isles of Sudreyar are a perfect staging-post for raiders and explorers.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


게임 정보

Total War™ Saga: Thrones of Britannia



서기 878년, 공세에 시달리던 잉글랜드의 알프레드 대왕은 에딩턴 전투에서 영웅적인 승리를 이끌고, 바이킹의 침략을 둔화시킵니다. 노스 군벌들의 기세는 누그러지기는 했으나 완전히 격파된 것은 아니었으며, 이들은 브리튼 곳곳에 정착하게 됩니다. 거의 80년 만에 처음으로, 이 땅에는 아슬아슬한 평화가 찾아왔습니다.



이 왕의 섬에서, 잉글랜드, 스코틀랜드, 아일랜드와 웨일스의 왕들은 이제 변화의 시기, 곧 기회의 시기가 다가온다는 것을 느끼고 있습니다. 조약이 맺어질 것입니다. 전쟁이 일어날 것입니다. 전설로 남을 만한 수많은 행운이 생길 것입니다. 그리고 역사 속에서 가장 위대한 국가 중 하나가 출현하는 일대기, 사가가 기록될 것입니다.

왕이 출현할 것입니다. 한 명의 왕이 다스릴 것입니다.

브리타니아의 왕좌는 스탠드얼론형 Total War 게임으로, 여러분에게 현대 영국의 모습을 정의하게 될 역사 속의 중요한 순간을 다시 쓸 수 있는 도전을 제시합니다. 여러분은 총 10개의 플레이 가능 세력을 가지고 앵글로 색슨인, 게일 클랜, 웨일스 부족이나 바이킹 정착민 등의 영광을 위해 왕국을 건설하고 지켜내야만 합니다. 동맹을 형성하고, 성장하는 정착지를 관리하고, 부대를 모집하여, Total War 역사상 가장 세세하게 구분된 지도상에서 정복 전쟁에 나서 보시기 바랍니다.



당신의 전략을 선택하십시오

그랜드 캠페인에서는 영광스러운 승리를 차지할 수 있는 다양한 방법들을 제시합니다. 병력을 통해 공격적으로 영토를 확장할 수도 있고, 건설과 진보된 기술, 그리고 영향력을 통해 명성을 얻을 수도 있으며, 아니면 선택한 세력의 역사를 기반으로 한 일련의 독특한 목표들을 완료하시면 됩니다. 일단 이 목표를 완수했다면, 게임 후반에 주어지는 중요한 최종 과제인 궁극적 승리 조건에 대비하시기 바랍니다.

브리튼 섬을 탐험하고 정복하십시오

스코틀랜드의 눈 덮인 고산지대부터 켄트의 과수원과 목초지까지, 전장의 안개를 헤치고 앵글로 색슨 브리튼의 영토를 드러내십시오. 다양한 마을과 도시, 그리고 농촌의 설정이 수많은 전장의 배경이 되어줍니다. 새롭게 등장한 점령 가능 소규모 거주지들을 가지고 전략적 기회들을 시험해 보십시오. 적들의 교역로를 옭아매어 놈들이 방어에서 유리한 위치로부터 뛰쳐나오도록 유인하십시오.

바이킹 군벌이나 앵글로 색슨의 왕이 되어 그들의 전설을 직접 써내려 보십시오

각 세력은 실제 일어났던 역사와 사건들을 기반으로 한 고유 이벤트와 꼬리를 물며 일어나는 딜레마를 마주하게 됩니다. 바이킹 원정을 떠나거나 앵글로 색슨의 농업 경제를 관리하는 등, 각 세력은 느낌도 플레이 방식도 제각기 다른 모습을 보여줍니다. 여러분의 왕과 귀족들에게 독특한 역할을 맡기고, 이들의 성장과 관련되어 의미 있는 결정을 내려 각자가 발휘할 수 있는 영향력을 자유롭게 정의하고, 또 각자의 이야기가 어떻게 펼쳐질지도 결정해보시기 바랍니다.

‘전통적인’ Total War의 게임 플레이가 재구성되었습니다

지방, 정치, 기술, 고용, 딜레마 등을 비롯한 Total War의 핵심 메커니즘에 많은 업데이트가 이루어져, 보다 몰입감 넘치고 의미 있는 경험이 설계되었습니다.

플레이 가능한 세력, 문화 및 왕들



브리타니아의 왕좌에서는 총 열 개의 플레이 가능 세력, 다섯 개의 문화권이 있으며 아래는 그 요약입니다.

앵글로 색슨 – 웨섹스와 머시아

로마의 잉글랜드 통치 시대가 막을 내리자, 게르만인들이 새롭게 건국한 왕국들은 현재 노섬브리아, 머시아, 웨섹스, 에섹스, 서섹스, 이스트 앵글리아, 그리고 켄트 등으로 알려진 자치주로 각각 병합됩니다. 이 지역의 주민들은 통칭 앵글로 색슨이라고 불리게 됩니다.



웨섹스
세력 지도자: 알프레드 왕

서부 색스, 즉 중세 영어로 웨섹스라 불린 이 세력은 남부 잉글랜드를 지배하는 앵글로 색슨 왕국으로 군림하였으며, 이교도 대군세의 침공에 주로 맞선 저항 세력이었습니다. 웨섹스는 윈체스터에 수도를 두고 서리, 서섹스, 켄트, 에섹스, 심지어 머시아까지 이르는 영토를 정복하였습니다. 데인 침공에 맞서서 알프레드 왕이 보여주었던 완강한 방어는, 서기 927년 잉글랜드 전체가 웨섹스를 중심으로 한 명의 지도자 아래에 처음으로 뭉칠 수 있는 기반이 되어 주었습니다.

머시아
세력 지도자: 체올울프

현재 머시아라 알려진 왕국, 미어스의 국왕들은 탐워스에 수도를 두고 현재 미들랜드라 알려진 지방을 통치하였습니다. 머시아는 절정기 당시 잉글랜드 북쪽으로는 노섬브리아에서 켄트까지, 남쪽으로는 서섹스와 웨섹스까지 그 영토를 넓혔습니다. 서기 822년, 이교도 대군세가 왕국 동부를 점령하면서 이곳에는 데인로 지방, 혹은 이스트 앵글리아가 형성됩니다.

게일 – 미데와 키르켄

게일 문화는 아일랜드에서 시작되어 발달하였으며, 그 사회는 혈족과 부족 체계를 중심으로 구성되었습니다. 게일인들은 로마 정착지를 습격하거나 교역을 하였으며, 서기 878년에 이르면 아일랜드에서 그 세력을 확장하여 스코틀랜드에서도 상당수가 살아가게 됩니다.
이후 바이킹들이 침공하면서, 침략 세력 중 일부는 게일 영토에 정착하여 노스 게일인이 됩니다. 스코틀랜드계 게일인들은 픽트족을 흡수하여 알바 왕국으로 거듭나면서, 중세 스코틀랜드의 근본적인 기반을 닦게 됩니다.

미데
세력 지도자: 플란 신나

미데는 아일랜드의 심장부입니다. 단순한 지리적 위치뿐만 아니라 정치적, 학문적, 그리고 정신적으로도 그렇습니다. 수많은 하이 킹들이 미데에서 출현하였으며, 현재의 통치자 플란 신나 역시 그 왕위를 노리고 있습니다.

미데는 인근에 수많은 아일랜드계 세력들을 거느리고 있으며, 제각기 개성을 자랑하는 혈족들을 하나로 모아 아일랜드의 부흥 시대를 열 수도 있는 위치에 있습니다. 하지만 위협은 멀리 있지 않습니다… 더블린의 바이킹들은 동쪽에 정착하였으며, 그들의 힘과 영향력은 나날이 성장하고 있습니다. 미데는 과연 이 불편한 평화를 지키기 위한 분투를 이어갈까요? 혈족들을 연합하여 이 노스인 정착자들과 전쟁을 벌일까요? 아니면 패권을 쥐기 위한 다른 방법을 찾아낼까요?

키르켄
세력 지도자: 애드 막 키내다

키르켄은 본래 픽트족에 기원을 둔 세력이었으나, 이들이 바이킹의 무자비한 침공에 쫓겨난 이후 오랫동안 게일인들을 비롯한 다른 부족들로부터 깊은 영향을 받게 되었습니다. 서기 878년 바이킹의 침공은 종식되었지만, 키르켄에 평화가 찾아오려면 한참 멀었습니다. 키르켄은 스코틀랜드 동부 해안에 대한 견고한 통치권을 유지하고 있었지만, 여전히 세력 안팎으로 수많은 위협이 존재하고 있었습니다.

키르켄의 수도 스콘에는 한때 이곳의 백성들이 신성한 힘이 깃들었다고 숭배하던 전설 속의 유물, ‘운명의 돌’이 자리 잡고 있었습니다. 현재 이 돌은 행방불명인 상태이지만, 만약 행방의 실마리를 찾아낼 수만 있다면 이 유물을 되찾는 작업은 분명 감당할 가치가 있는 모험일 것입니다.

웨일스 – 귀네드와 스트랏 클럿

귀네드 왕국들은 로마 시대 이전, 1세기경의 철기 시대부터 브리튼 섬 대부분을 지배했던 켈트계 브리튼인들의 후손들입니다.
역설적이게도 ‘웨일스’라는 단어는 앵글로 색슨인들이 브리튼 원주민들을 외국인이라는 뜻으로 부르던 단어, ‘웨얼러스’에서 기인한 것입니다. 앵글로 색슨인들이 브리튼 섬에서 부흥하면서, 옛 브리튼 왕국들 대부분은 점점 사라지기 시작했습니다.

귀네드
세력 지도자: 아나라우트 왕

귀네드의 백성들은 ‘진정한 브리튼인’이라는 칭호를 주장할 권리가 있으나, 소위 ‘잉글랜드인’이라는 침략자들에게 먼 서쪽까지 밀려나고 말았습니다. 귀네드의 웨일스인들은 특유의 음유시 예술과 장궁술로 유명하며, 로드리 마우르의 통치 아래에서 융성이 발전해 왔습니다.

로드리는 바이킹과 다른 침략자들의 손아귀로부터 귀네드를 지켜내면서도 그 영토를 확장했습니다. 하지만 로드리는 이제 승하하였으며, 그 영토는 분리되고 말았습니다.

스트랏 클럿
세력 지도자: 륀

스트랏 클럿은 올드 노스에 위치한 왕국으로, 그 역사는 5세기경 켈트계 브리튼 왕국까지도 거슬러 올라갑니다. 이 왕국은 본래 알트 클럿의 요새에 자리 잡고 있었으나, 서기 870년 바이킹 침공으로 인해 입지를 잃고 맙니다. 현재의 국왕 아르트갈은 포로로 잡혀 의문사했다고 기록되었습니다. 왕국은 클라이드 강이 흐르는 계곡 안쪽에서, 아르트갈 국왕의 유일한 아들 륀을 중심으로 다시 뭉쳤습니다.

바이킹 대군세 – 노섬브리아와 이스트 앵글리아

서기 865년, 라그나의 아들들은 바이킹 대군세를 이끌고 이스트 앵글리아의 땅을 밟습니다. 이후 15년 동안 바이킹들은 고산지대부터 저지대까지, 웨섹스부터 클라이드까지 휩쓸면서 마을들을 정복하고, 승리를 거두었습니다. 하지만 서기 878년, 바이킹의 지도자 구스룸은 젊은 알프레드 왕과 웨섹스 군대를 상대로 한 에딩턴 전투에서 패배를 맛보게 됩니다. 야전에서 패배한 바이킹 군세는 혼란 속에서 인근의 요새로 후퇴합니다. 기세등등해진 알프레드의 부하들은 이들을 추적해 공성전을 감행합니다. 2주일간 굶주림에 시달린 침략자들은 결국 항복하게 됩니다.

구스룸은 항복 조건대로 기독교식 세례를 받고 다시 이스트 앵글리아로 돌아와 정착을 할 수 있었습니다. 물론 알프레드 왕의 묵인이 있었기에 가능했던 일이죠.
바이킹들은 패배했지만, 그 자존심만큼은 잃지 않은 채, 모든 것을 불태울 분노를 묵묵히 삭이고 있습니다. 늑대를 우리에 가둔 자는 그 대가를 치러야 할 것입니다…

노섬브리아
세력 지도자: 구트프리드

867년 노섬브리아에 도래한 바이킹들은 요크의 도시, 에오페르윅을 점령하여 자신들의 거점으로 삼습니다. 이곳은 로마인들이 세웠던 성벽이 장장 700년이 넘는 세월을 버텨내면서 난공불락의 요새를 자랑하는 곳이었습니다. 노섬브리아의 앨래 국왕은 데인들로부터 이 도시를 다시 탈환하려 했지만, 공격을 감행하던 와중에 사로잡히고 맙니다. 라그나의 아들들은 아버지에게 사형을 선고한 원수 앨래에게 끔찍한 블로도른 형을 내리는 것으로 복수합니다.

노섬브리아는 아직도 바이킹의 통치 아래에 있으며, 에딩턴 전투와 웨드모어 조약 이후에는 바이킹 대군세의 일부가 알프레드 왕의 묵인 아래 노섬브리아로 돌아와 재정착하였습니다.

이스트 앵글리아
세력 지도자: 구스룸

브리타니아 남동부의 거대한 지역을 차지하고 있는 이스트 앵글리아는 바이킹 대군세 침공의 교두보였으며, 에딩턴 전투 이후 많은 전사가 정착한 지역이기도 합니다. 데인의 지도자 구스룸(혹은 알프레드 왕이 내린 세례명 애설스탠)의 통치 아래, 이 지역은 결국 데인로라고 알려지게 됩니다.

하지만 이스트 앵글리아의 데인인들 사이에는 아직도 투쟁심이 남아있습니다. 사람이 하루아침에 영광스러운 검을 내려놓고 쟁기를 들기는 힘든 일이니까요.

바이킹 해양왕 – 더블린과 수드레야르

바이킹은 1세기에 걸쳐 점점 정도가 심해져 온 해적질을 통해 브리타니아에 지울 수 없는 발자취를 남기면서, 그 역사를 영원히 바꿔놓게 됩니다. 특히 문화적으로 보면, 알프레드가 바이킹 대군세를 격퇴하기도 전에 이미 수많은 소규모 바이킹 해적들은 섬을 중심으로 정착을 시작했기 때문입니다.

이런 소규모 세력들은 브리타니아에서 새 삶을 시작하면서 결코 끊이지 않는 크고 작은 갈등들을 벌였고, 자신들만의 작은 독립국들을 세웠으며, 서로 영합하다가 결국 브리타니아의 구성요소로 흡수되었습니다. 이런 문화적 융합은 실로 브리튼의 역사를 상징하는 것으로, 수많은 문화적 태도와 신앙, 그리고 언어들이 용광로처럼 한데 섞여 정말 독특한 섬의 모습과 부족의 양상을 형성하였습니다.

하지만 일부 바이킹들은 결코 정착하지 않았습니다. 이들의 야심은 더욱 웅대하였으며, 정복과 위대함을 향한 갈망은 절대 채울 수 없는 것이었습니다. 이런 해양왕들은 잉글랜드의 건방진 통치자 따위가 선포한 칙령에는 전혀 신경 쓰지 않은 채 자신들의 호전적인 사업을 계속 이어갔습니다…

더블린
세력 지도자: 바드르

더블린은 아일랜드 동부 해안에 있는 주요 항구 마을이며, 브리타니아에서 가장 큰 노예 시장이 위치한 곳이기도 합니다. 이곳은 바이킹이 지배한 주요 거점이었으며, 서기 873년까지는 바이킹 군주 이마르, 일명 이바르 더 본리스이자 전설적인 바이킹 군주 라그나 로스브로크의 아들의 통치를 받았습니다. 바이킹 습격자들이 840년부터 이곳에서 겨울을 나면서 이 지역은 바이킹들과 기나긴 관계를 형성하였고, 시간이 지날수록 바이킹의 전통은 점점 더 게일 풍으로 변해가는 등 문화의 융합 현상이 느리게나마 진행되는 모습을 보여주었습니다.

그러나 서기 878년, 이마르의 아들 바드르가 순조롭게 왕위에 오릅니다. 과연 이 야심 찬 바이킹 지도자는 인근의 게일계 세력들과 지속된 평화를 깨지 않으려 할까요? 아니면 라그나의 방식으로 돌아가, 피바다와 정복을 휘두르려 할까요? 전사의 피가 끓는 것을 무시하는 일이란 힘든 일입니다…

수드레야르
세력 지도자: 에릭

알바의 서부에는 남방 군도의 왕국, 수드레야르가 있습니다. 헤브리디스 제도의 남쪽 지역을 포함한 이 군도는 섬이 드문드문 자리 잡은 모습을 하고 있으며, 대서양 기후를 한껏 받아들이고 있어 어지간히 억센 사람이 아니라면 살기 힘든 땅입니다.

대부분의 브리타니아와 마찬가지로, 이 군도 역시 8세기 무렵부터 바이킹과의 접촉이 점점 증가해 왔습니다. 그 이전에 이들은 달 리어타라는 게일계 왕국을 세우기도 했지만, 결국 바이킹의 통치에 떨어지고 말았습니다. 그다음 1세기 동안 스칸디나비아 정착민들에게서는 뚜렷한 게일계 문화가 나타나기 시작했고 그 반대의 경우도 성립하였으며, 특히 서기 872년 헤럴드 페어헤어가 노르웨이의 왕으로 등극한 이후에는 그의 옛 정적들이 이곳으로 몰려오기도 했습니다.

물질적으로는 빈곤할지 모르지만, 바다로 나가는 이들에게는 훌륭한 기반을 제공해주는 수드레야르 군도는, 습격자와 탐험가들에게 있어 완벽한 교두보가 되어 줄 것입니다.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


Om spillet

A Total War™ Saga: Thrones of Britannia



The year is 878 AD, the embattled English king Alfred the Great has mounted a heroic defence at the battle of Edington, and blunted the Viking invasion. Chastened – but not yet broken – the Norse warlords have settled across Britain. For the first time in nearly 80 years, the land is in a fragile state of peace.



Throughout this sceptred isle, the kings of England, Scotland, Ireland and Wales sense a time of change approaching; a time of opportunity. There will be treaties. There will be war. There will be turns of fortune that become the stuff of legend, in a saga that charts the ascent of one of history’s greatest nations.

Kings will rise. One will rule.

Thrones of Britannia is a standalone Total War game which will challenge you to re-write a critical moment in history, one that will come to define the future of modern Britain. With ten playable factions, you must build and defend a kingdom to the glory of Anglo-Saxons, Gaelic clans, Welsh tribes or Viking settlers. Forge alliances, manage burgeoning settlements, raise armies and embark on campaigns of conquest across the most detailed Total War map to date.



Choose your strategy

The Grand Campaign offers multiple routes to a glorious Victory; aggressively expand your territory through force of arms, acquire renown through construction, advanced technology and influence, or complete a series of unique objectives based on your chosen faction’s history. Once completed, steady yourself for a significant late-game challenge and the final, Ultimate victory condition.

Explore and conquer the British Isles

From the snowy highlands of Scotland to the orchards and meadows of Kent, push back the fog-of-war and unveil the extent of Anglo-Saxon Britain. Varied towns, cities and rural settings inspire a host of different battlefield environments. Experiment with the strategic opportunities afforded by newly capturable minor settlements. Throttle your enemies’ trade routes and coax them out of strong, defensible positions.

Viking warlord or Anglo-Saxon king, define their legend

Each faction will face a series of unique events and branching dilemmas, often based on authentic historical events and issues of the time. Embark on Viking expeditions, manage the Anglo-Saxon peasant economy, each faction feels and plays differently. Carve out unique roles for your King and Nobles, customise their impact by making meaningful choices about their development and determine how their story will unfold.

‘Classic’ Total War gameplay refined

Includes many updates to core Total War mechanics - such as provinces, politics, technologies, recruitment, dilemmas and much more - designed to make your experience more immersive and more meaningful.

Playable factions, cultures and kings:



Thrones of Britannia will include ten playable factions, from five cultures, with a summary below.

The Anglo Saxons – West Seaxe and Mierce

When Roman rule in England concluded, new kingdoms of Germanic stock coalesced in the counties now known as Northumbria, Mercia, Wessex, Essex, Sussex, East Anglia and Kent. The peoples of these regions came collectively to be known as the Anglo Saxons.



West Seaxe
Faction Leader: King Alfred

As the dominant Anglo-Saxon kingdom of southern England, the forces of West Seaxe – or Wessex in modern English – provided the isle’s primary resistance against the incursions of the Great Heathen Army. From the capital city of Winchester, Wessex conquered lands in Surrey, Sussex, Kent, Essex and even Mercia. Alfred’s dogged defense of the Danish invasion laid the foundations for Wessex to unite England under one ruler for the first time in 927 AD.

Mierce
Faction Leader: Ceowulf

From its capital city of Tamworth, the kings of Mierce – known now as Merica - ruled the area now known as the Midlands. At its height, Mierce stretched from Northumbria in the north of England to Kent, Sussex and Wessex to the south. In 877 AD, the Great Heathen Army seized the eastern part of the kingdom to form the Danelaw, or East Engle.

The Gaels – Mide and Circenn

Gaelic culture initially developed in Ireland, their society built around a system of clans and chieftains. They raided and traded with Roman settlements, and by 878 AD had expanded from Ireland to inhabit much of Scotland.
With the influx of the Vikings, some raiders settled in Gaelic lands, becoming the Norse-Gaels. The Scottish Gaels would absorb the Picts to become the Kingdom of Alba – essentially setting the blueprint for modern Scotland.

Mide
Faction Leader: King Flann Sinna

Mide lies at the heart of Ireland. Not just geographically, but politically, intellectually and spiritually. Many High Kings have risen from Mide, and its current ruler, Flann Sinna, aspires to that title.

With many fellow Irish factions nearby, Mide is in a position to potentially bring the disparate clans together, and usher in an era of Irish prosperity. However, threats are never far away… the Vikings of Dyflin have settled to the east, and their power and influence are growing. Will Mide strive to keep the uneasy peace? Unite the clans in a war against these Norse settlers? Or find some other route to supremacy?

Circenn
Faction Leader: Áed mac Cináeda

Circenn was in origin Pictish, but became more heavily influenced by the Gaels and other peoples over time as they were driven away from the relentless Viking raids. 878 AD marked the end of the Viking invasions, but Circenn’s troubles were far from over. While she had a firm hold over the eastern coast of Scotland, many threats still exist – both within and without.

Scoan, the capital of Circenn, was once home to the legendary Stone of Destiny, said to bestow divine strength on her people. Where the stone now resides is a mystery, but if clues can be found, surely the Stone’s recovery would be an adventure worth undertaking…

The Welsh – Gwined and Strat Clut

The Welsh Kingdoms descended from the Celtic Britons who occupied much of the island of Britain from the Iron Age, into and beyond its Romanisation in the First Century.

Ironically, the term ‘Welsh’ derives from the Anglo-Saxon term for foreigner, ‘wealas’, which they applied to the native Britons. The Anglo-Saxons flourished and many of the old Brittonic kingdoms began to disappear.

Gwined
Faction Leader: King Anaraut

The people of Gwined have some claim to the title of 'true Britons', having been driven to the far west by invaders who now call themselves ‘English’. Renowned both for their bardic arts and their skill with the longbow, the Welsh of Gwined thrived under the leadership of Rhodri Mawr.

Rhodri kept Gwined largely free of Vikings and other invaders while expanding its borders. Now he is gone and his lands are divided.

Strat Clut
Faction Leader: Run

Strat Clut is a kingdom of the Old North that can be traced back to the Fifth Century and the Celtic Britons. The realm was formerly based at the fortress of Alt Clut but driven out by a Viking invasion in 870. The current King Artgal was taken captive and reportedly killed in mysterious circumstances. The kingdom reformed further into the valley of the River Clyde under the leadership of his only son Run.

The Great Viking Army – Northymbre and East Engle

In 865 AD, Ragnar’s sons led the Great Viking Army and made landfall in East Anglia. Over the next 15 years the Vikings ranged high and low, from Wessex to The Clyde, conquering towns, claiming victories and suffering their share of defeats until the Battle of Edington in 878 AD, where its leader Guthrum met his match in the young King Alfred and his West Saxon army. Bested in the field, his forces retreated in disarray to a nearby fortress. Flush with success, Alfred’s men gave chase and laid siege. After a fortnight of starvation, the invaders surrendered.

Under the terms of his capitulation, Guthrum was baptised into Christianity and he and his men were allowed to return to East Anglia and settle – provided they kept Alfred’s peace, of course.
Defeated, but never humbled, the Vikings seethe with an all-consuming rage. One does not cage the wolf without consequence…

Northymbre
Faction Leader: Guthfrid

When the Vikings arrived in Northumbria in 867 AD, they took the city of York – or Eoferwic, as was – for their stronghold. And what a bastion it was, with its formidable Roman walls still standing strong 700 years on. King Aelle of Northumbria attempted to wrest the city back from the Danes, but was captured during the attack. In retribution for Aelle’s execution of their father, the sons of Ragnar made an example of him with the horrifying Blood Eagle ritual.

Northumbria remained under Viking control and, after the battle of Edington and the subsequent treaty of Wedmore, a portion of the Great Viking Army marched back to Northumbria, to settle under Alfred’s peace.

East Engle
Faction Leader: Guthrum

Forming the bulk of Britannia’s south-easterly coast, East Engle was the staging-point of the Great Viking Army’s invasion, and the region where many of its warriors settled after the Battle of Edington. Under the rule of the Danish leader Guthrum (or Æthelstan, to use his adoptive name by Alfred) it would ultimately come to be known as the Danelaw.
Yet still, some fight remains in the Danes of East Engle. One does not shed the mantle of glory and become a landsman overnight.

The Viking Sea Kings – Dyflin and Sudreyar

After nearly a century of escalating raids, the Vikings left an indelible stamp on Britannia, altering the course of its history forever. Not least of all culturally, as many smaller bands of Vikings had settled around the isles prior to Alfred’s defeat of the Great Viking army.
These smaller factions traded an existence of ceaseless conflict for a new life in Britannia, establishing their own petty principalities, intermarrying and ultimately becoming part of the warp-and-woof of Britannic life. This mingling of cultures, so emblematic of British history, helped create the rich melting-pot of attitudes, beliefs and language that has made the isles and their people so unique.

Some Vikings never truly settled however; their designs were grander, their hunger for conquest and greatness unquenched. These Sea Kings would continue their bellicose work, heedless of any decree from England’s upstart ruler…

Dyflin
Faction Leader: Bardr

Dyflin was a major port town on the east coast of Ireland, and the site of Britannia’s largest slave market. It was a major site of Viking occupation, and was ruled until 873 by the Viking lord Imar, often associated with Ivar the Boneless, a son of the legendary Viking warlord Ragnar Lothbrok. Viking raiders had wintered there as early as 840 AD, so their association with the region had been a long one, and over time their customs began to take on a more Gaelic flavour as the slow process of integration took its course.

By 878 AD however, Imar’s son Bardr was firmly established on the throne. Would this ambitious Viking ruler seek to seal a lasting peace with the surrounding Gaelic factions? Or return to the ways of Ragnar, and pursue a path of bloodshed and domination? It is hard to ignore the calling of one’s warrior-blood…

Sudreyar
Faction Leader: Eirik

To the west of Alba lies Sudreyar, the Kingdom of the Southern Isles. Comprising the southern Hebrides, these scattered islands were sparsely populated and, bearing the full brunt of the Atlantic weather, were not lands suited to the less-hardy.

Like much of Britannia, these islands saw increasing Viking contact from the 8th Century. Prior to this period they formed part of the Gaelic kingdom of Dalriada, until they fell under Viking control. Over the next century, Scandinavian occupancy took on a distinctly Gaelic flavour (and vice-versa), particularly after 872 AD when Harald Fairhair became king of Norway, and his former opponents flocked to the area.

Materially poor, but offering an excellent base for those of a nautical bent, the isles of Sudreyar are a perfect staging-post for raiders and explorers.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


Informacje o grze

Total War™ Saga: Thrones of Britannia



Rok 878 naszej ery. Otoczony wrogami angielski król Alfred Wielki heroicznie bronił się pod Edington i zatrzymał inwazję wikingów. Skarceni, ale wciąż niezłomni nordyccy wojownicy zaczęli się osiedlać w Brytanii. Po raz pierwszy od niemal 80 lat na wyspie zapanował kruchy pokój.



Wyspiarscy królowie Anglii, Szkocji, Irlandii i Walii czują nadchodzące zmiany – zwiastują one nowe możliwości. Nadciąga pora traktatów. Zbliża się wojna. Dary fortuny przejdą do legendy w opowieści o historii jednego z największych narodów świata.

Królowie urosną w siłę. A jeden z nich zdobędzie władzę.

„Thrones of Britannia” to samodzielna gra z serii Total War. Gracze napiszą w niej od nowa kluczowy rozdział w historii, od którego zależeć będzie przyszłość Wysp Brytyjskich. Mając do wyboru dziesięć grywalnych frakcji, gracz będzie musiał zbudować i utrzymać królestwo na chwałę Anglosasów, gaelickich klanów, walijskich plemion lub wikińskich osadników. Wykuwaj sojusze, kieruj rozwojem osad, powołuj pod broń całe armie i prowadź zbrojne kampanie na mapie, która w porównaniu z wcześniejszymi grami z serii Total War zadziwia szczegółowością.



Wybierz swą strategię

Wielka kampania zaoferuje wiele dróg do osiągnięcia zwycięstwa: podbijaj nowe tereny ogniem i stalą, zdobywaj sławę i prestiż, wznosząc wielkie budowle, odkrywając nowe technologie i gromadząc sojuszników, lub ukończ łańcuch wyjątkowych zadań opartych na historii wybranego przez ciebie ludu. Po ukończeniu głównego wątku przygotuj się na poważne wyzwanie w późniejszym etapie gry i utorowanie sobie drogi do ostatecznego zwycięstwa.

Odkryj i zdobądź najdalsze zakątki Brytanii

Od zaśnieżonych wyżyn Szkocji do sadów i łąk Kentu – przemierzaj połacie lądu, odkrywaj to, co spowija mgła wojny, i zobacz Brytanię w jej pełnej krasie. Zróżnicowane miasta, wioski i regiony zagwarantują różnorodność pól bitewnych. Wykorzystuj nowe możliwości ekspansji – czekają na ciebie pomniejsze osady do zdobycia. Przerwij szlaki zaopatrzeniowe nieprzyjaciół i zmuś ich do opuszczenia dogodnych pozycji obronnych.

Zbuduj swą legendę – czy to jako wódz wikingów, czy anglosaski król

Każda z frakcji stawi czoła serii wyjątkowych wyzwań i decyzji bazujących na prawdziwych wydarzeniach z kart historii oraz ówczesnych warunkach geopolitycznych. Prowadź wyprawy wikingów lub zarządzaj gospodarką rolną Anglosasów – każda z frakcji posiada swój własny charakter i model rozgrywki. Pokieruj poczynaniami króla i arystokracji, spraw, by poprzez dokonywanie unikalnych wyborów wywierali oni określony wpływ na otaczający ich świat, i zdecyduj, jak potoczy się ich historia.

Dopracowana „klasyczna” rozgrywka serii Total War

Gra zawiera wiele zmian i poprawek kluczowych aspektów mechaniki Total War – takich jak zarządzanie prowincjami, polityka, rozwój technologii, rekrutacja jednostek, podejmowanie decyzji w obliczu ważnych wydarzeń i wiele, wiele więcej. Wszystkie zmiany zaprojektowano z myślą o bardziej wciągającej rozgrywce i położeniu większego nacisku na wybory gracza.

Grywalne frakcje, ludy i królowie:



Gra „Thrones of Britannia” zawierać będzie dziesięć grywalnych frakcji z pięciu kręgów kulturowych. Ich krótki opis znajdziecie poniżej.

Anglosasi – Wessex i Mercja

Gdy na terenie Anglii dobiegło końca panowanie Rzymian, w miejscu zamorskiej prowincji dawnego imperium wyrosły regionalne potęgi stworzone przez napływające ludy germańskie. Dziś ich niegdysiejsze włości znane są jako hrabstwa: Northumbria, Mercja, Wessex, Essex, Sussex, Anglia Wschodnia oraz Kent. Ludy tych regionów określa się zbiorczo jako Anglosasów.



Wessex
Przywódca: Król Alfred

Wessex jest dominującym królestwem anglosaskim i stanowi główną linię obrony wyspy przed najazdami Wielkiej Armii Pogan. Wessex, królestwo mające siedzibę w Winchester, podbiło krainy: Surrey, Sussex, Kent, Essex, a nawet Mercję. Bohaterska obrona Alfreda przed inwazją Duńczyków umożliwiła pierwsze zjednoczenie Anglii pod sztandarami Wessexu w 927 roku.

Mercja
Przywódca: Ceowulf

Ze stolicy w Tamworth królowie Mercji rządzili terenami znanymi dziś jako Midlandy. U szczytu potęgi granice Mercji rozciągały się od Northumbrii na północy Anglii do Kentu, Sussexu i Wessexu na południu. W roku 877 Wielka Armia Pogan zajęła wschodnią część królestwa i włączyła ją do Danelaw jako Anglię Wschodnią.

Gaelowie – Mide i Circenn

Kultura Gaelów narodziła się w Irlandii. Ich społeczność opierała się na systemie klanów, na czele których stali wodzowie. Organizowali najazdy, handlowali z osadami rzymskimi i do 878 roku udało im się powiększyć swoje terytorium o znaczną część Szkocji.

W czasie najazdów część Wikingów osiedliła się na ziemiach Gaelów, łącząc lokalne tradycje ze skandynawskimi. Szkoccy Gaelowie wchłonęli plemiona Piktów i stworzyli królestwo Alby. Tak narodził się pierwowzór dzisiejszej Szkocji.

Mide
Przywódca: Król Flann Sinna

Mide leży w samym sercu Irlandii. Nie tylko geograficznie, ale także w kontekście polityki, ideologii i religii. Wielu z najwyższych królów pochodziło z Mide, a jej obecny władca, Flann Sinna, również pretenduje do tego miana.

Wiele irlandzkich frakcji mieści się wokół Mide, dlatego królestwo ma szansę połączyć rozproszone klany i wprowadzić Irlandię w złotą erę. Na Mide czyha jednak wiele niebezpieczeństw... Wikingowie z Dyflinu osiedlili się na wschód i zaczęli budować silną pozycję. Czy królestwu uda się zachować niestabilny pokój? Czy zjednoczy klany w walce przeciw najeźdźcom z północy? A może znajdzie inną drogę do zwycięstwa?

Circenn
Przywódca: Áed mac Cináeda

Circenn było pierwotnie kulturą Piktów, jednak przez bezlitosne ataki Wikingów wpływ na królestwo zaczęli mieć Gaelowie i inne ludy. Najazdy zakończyły się w roku 878, jednak nie był to koniec problemów Circenn. Pomimo silnej pozycji na wschodnim wybrzeżu Szkocji, wciąż istnieje wiele niebezpieczeństw – zarówno wewnątrz kraju, jak i poza nim.

W Scoan, stolicy Circenn, znajdował się niegdyś legendarny Kamień Przeznaczenia. Podobno dawał ludziom boską moc. Obecne miejsce spoczywania kamienia jest nieznane, jednak gdyby udało się znaleźć jakieś wskazówki, jego poszukiwania mogłyby okazać się warte zachodu…

Walijczycy – Gwined i Strat Clut

Królestwa Walii wywodzą się z plemion brytyjskich Celtów, którzy zajmowali znaczną część wyspy od czasów epoki żelaza i pozostali tam w trakcie najazdów Rzymian.
Co ciekawe, termin „walijski” pochodzi z anglosaskiego określenia „wealas”, którym nazywali rdzennych Brytów. Anglosasi rośli w siłę i wiele starych brytońskich królestw zaczęło upadać.

Gwynedd
Przywódca: Król Anaraut

Lud Gwined ma podstawy określać się mianem „prawdziwych Brytonów”. Zostali wypędzeni na daleki zachód przez najeźdźców, którzy zwą się „Anglikami”. Znani zarówno ze swej sztuki, jak i umiejętności władania łukiem, Walijczycy z Gwined prosperowali pod władaniem Rhodriego Mawra.

Rhodri przez długi czas chronił Gwined przed Wikingami i innymi siłami zwiększającymi swe wpływy. Teraz go zabrakło, a ziemie podzielono.

Strat Clut
Przywódca: Run

Strat Clut jest królestwem w Hen Ogledd, które sięga swą historią do piątego wieku i brytyjskich Celtów. Kraina niegdyś miała swą siedzibę w twierdzy Alt Clut, jednak zdobyli ją wikingowie w 870 roku. Obecny król Artgal został pojmany. Krążą pogłoski, że zamordowano go w tajemniczych okolicznościach. Królestwo zaczęto odbudowywać w dolinie rzeki Clyde pod przywództwem jedynego syna króla – Runa.

Wielka Armia Wikingów – Northumbria i Anglia Wschodnia

W roku 865 syn Ragnara poprowadził wikińską armię i wylądował ze swą flotą w Anglii Wschodniej. Przez następne 15 lat wikingowie działali na terenach od Wessex aż po Clyde, plądrując miasta, zwyciężając w bitwach, ale i ponosząc klęski aż do bitwy pod Edington w 878. Wówczas ich dowódca, Guthrum, stanął naprzeciw króla Alfreda i jego saksońskiej armii. Jego wojska zostały pokonane i uciekły w popłochu do pobliskiej warowni. Chcąc kuć żelazo, póki gorące, wojska Alfreda ruszyły w pościg. Po dwóch tygodniach głodówki broniący się musieli ustąpić.

W ramach kapitulacji Guthrum musiał zostać ochrzczony i pozwolono mu wraz z jego ludźmi powrócić do Anglii Wschodniej. Jedynym warunkiem było utrzymanie pokojowych stosunków z Alfredem.

Chociaż pokonani, wikingowie nigdy nie przestali pałać nienawiścią do króla. Nie można bezkarnie przywiązać wilka do łańcucha…

Northumbria
Przywódca: Guthfrid

Gdy wikingowie przybyli do Northumbrii w 867 roku, opanowali miasto York, wcześniej znane jako Eoferwic, i uczynili z niego twierdzę – twierdzę nie do zdobycia. Jej rzymskie mury przetrwają nieruszone przeszło 700 lat. Aelle, król Northumbrii, próbował odbić miasto z rąk Duńczyków, ale pojmano go w czasie oblężenia. W odwecie za egzekucję ojca synowie Ragnara ukarali króla Aelle, wykonując okrutny rytuał krwawego orła.

Northumbria pozostała pod władaniem wikingów. Po bitwie pod Edington i podpisaniu traktatu w Wedmore, częć Wielkiej Armii Wikingów ruszyła do Northumbrii, aby żyć pod władaniem Alfreda.

Anglia Wschodnia
Przywódca: Guthrum

Anglia Wschodnia tworzy większą część południowo-wschodniego wybrzeża Brytanii. Był to kluczowy punkt w czasie inwazji Wielkiej Armii Wikingów i wielu wojowników osiedliło się tu po bitwie pod Edington. Pod rządami duńskiego władcy Guthruma (lub Æthelstana, jak nazywał go Alfred), kraina otrzymała nazwę Danelaw.
W niektórych Duńczykach z Anglii Wschodniej wciąż jednak tli się ogień bitwy. Nie tak łatwo porzucić chwałę i wieść życie zwykłego rolnika.

Wikińscy morscy królowie – Dyflin i Sudreyar

Po niemal stu latach najazdów wikingowie odcisnęli piętno na Brytanii, zmieniając jej historię na zawsze. Mieli też duży wpływ na kulturę. Niewielkie grupy osiedliły się na wyspach jeszcze przed zwycięstwem Alfreda nad Wielką Armią Wikingów.

Ci nieliczni zamienili życie awanturnika na spokojniejszy byt w Brytanii, tworząc małe księstwa, zawierając małżeństwa i stając się jednym z fundamentów życia na tych terenach. Ta charakterystyczna dla Brytanii mieszanka kulturowa pozwoliła stworzyć bogactwo różnych wierzeń i języków, które sprawia, że mieszkańcy wysp są tak wyjątkowi.

Niektórzy wikingowie nigdy jednak się nie osiedlili. Ich ambicje były znacznie większe, a żądza podbojów i chwały nigdy niezaspokojona. Ci wikińscy królowie za nic mieli sobie rozkazy pochodzące od angielskich władców…

Dyflin
Przywódca: Bardr

Dyflin stanowił ważne miasto portowe na wschodnim wybrzeżu Irlandii i największe targowisko niewolników w Brytanii. Miały tu miejsce wielkie podboje wikingów, którymi aż do roku 873 rządził tu lord Imar. Często utożsamiano go z Ivarem Bez Kości, synem legendarnego bohatera Ragnara Lothbroka. Wikińscy najeźdźcy przeczekiwali tu zimy już w 840 roku, więc mają długą historię związaną z tym miejscem. Z czasem coraz większy wpływ na ich zwyczaje miała kultura Gaelów i wikingowie zaczęli się asymilować.

Jednak już w roku 878 Bardr, syn Imara, dumnie zasiadł na tronie. Czy ten ambitny wikiński władca zapewni trwały pokój z pobliskimi ludami Gaelów? A może będzie chciał kontynuować dzieło Ragnara i przywróci rządy topora i miecza? Trudno jest lekceważyć dziedzictwo wojownika...

Sudreyar
Przywódca: Eirik

Na zachód od Alby leży Sudreyar, królestwo Południowych Wysp. Wyspy tworzące archipelag Hebryd były mało zaludnione ze względu na atlantycką pogodę, stanowiły dom jedynie dla najwytrwalszych.

Podobnie jak reszta Brytanii, wyspy te doświadczały obecności wikingów już od VIII w. Przed wikińską okupacją tworzyły część gaelickiego królestwa Dalriady. Przez następne sto lat skandynawscy najeźdźcy przejęli wiele cech kultury Gaelów (i vice versa), szczególnie po roku 872, gdy Harald Pięknowłosy został królem Norwegii, a jego byli wrogowie uciekli w owe tereny.

Wyspy te nie oferowały wielu surowców, jednak stanowiły świetne miejsce dla żeglarzy. Sudreyar to wspaniała baza wypadowa dla piratów i badaczy.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


Acerca do Jogo

A Total War™ Saga: Thrones of Britannia



The year is 878 AD, the embattled English king Alfred the Great has mounted a heroic defence at the battle of Edington, and blunted the Viking invasion. Chastened – but not yet broken – the Norse warlords have settled across Britain. For the first time in nearly 80 years, the land is in a fragile state of peace.



Throughout this sceptred isle, the kings of England, Scotland, Ireland and Wales sense a time of change approaching; a time of opportunity. There will be treaties. There will be war. There will be turns of fortune that become the stuff of legend, in a saga that charts the ascent of one of history’s greatest nations.

Kings will rise. One will rule.

Thrones of Britannia is a standalone Total War game which will challenge you to re-write a critical moment in history, one that will come to define the future of modern Britain. With ten playable factions, you must build and defend a kingdom to the glory of Anglo-Saxons, Gaelic clans, Welsh tribes or Viking settlers. Forge alliances, manage burgeoning settlements, raise armies and embark on campaigns of conquest across the most detailed Total War map to date.



Choose your strategy

The Grand Campaign offers multiple routes to a glorious Victory; aggressively expand your territory through force of arms, acquire renown through construction, advanced technology and influence, or complete a series of unique objectives based on your chosen faction’s history. Once completed, steady yourself for a significant late-game challenge and the final, Ultimate victory condition.

Explore and conquer the British Isles

From the snowy highlands of Scotland to the orchards and meadows of Kent, push back the fog-of-war and unveil the extent of Anglo-Saxon Britain. Varied towns, cities and rural settings inspire a host of different battlefield environments. Experiment with the strategic opportunities afforded by newly capturable minor settlements. Throttle your enemies’ trade routes and coax them out of strong, defensible positions.

Viking warlord or Anglo-Saxon king, define their legend

Each faction will face a series of unique events and branching dilemmas, often based on authentic historical events and issues of the time. Embark on Viking expeditions, manage the Anglo-Saxon peasant economy, each faction feels and plays differently. Carve out unique roles for your King and Nobles, customise their impact by making meaningful choices about their development and determine how their story will unfold.

‘Classic’ Total War gameplay refined

Includes many updates to core Total War mechanics - such as provinces, politics, technologies, recruitment, dilemmas and much more - designed to make your experience more immersive and more meaningful.

Playable factions, cultures and kings:



Thrones of Britannia will include ten playable factions, from five cultures, with a summary below.

The Anglo Saxons – West Seaxe and Mierce

When Roman rule in England concluded, new kingdoms of Germanic stock coalesced in the counties now known as Northumbria, Mercia, Wessex, Essex, Sussex, East Anglia and Kent. The peoples of these regions came collectively to be known as the Anglo Saxons.



West Seaxe
Faction Leader: King Alfred

As the dominant Anglo-Saxon kingdom of southern England, the forces of West Seaxe – or Wessex in modern English – provided the isle’s primary resistance against the incursions of the Great Heathen Army. From the capital city of Winchester, Wessex conquered lands in Surrey, Sussex, Kent, Essex and even Mercia. Alfred’s dogged defense of the Danish invasion laid the foundations for Wessex to unite England under one ruler for the first time in 927 AD.

Mierce
Faction Leader: Ceowulf

From its capital city of Tamworth, the kings of Mierce – known now as Merica - ruled the area now known as the Midlands. At its height, Mierce stretched from Northumbria in the north of England to Kent, Sussex and Wessex to the south. In 877 AD, the Great Heathen Army seized the eastern part of the kingdom to form the Danelaw, or East Engle.

The Gaels – Mide and Circenn

Gaelic culture initially developed in Ireland, their society built around a system of clans and chieftains. They raided and traded with Roman settlements, and by 878 AD had expanded from Ireland to inhabit much of Scotland.
With the influx of the Vikings, some raiders settled in Gaelic lands, becoming the Norse-Gaels. The Scottish Gaels would absorb the Picts to become the Kingdom of Alba – essentially setting the blueprint for modern Scotland.

Mide
Faction Leader: King Flann Sinna

Mide lies at the heart of Ireland. Not just geographically, but politically, intellectually and spiritually. Many High Kings have risen from Mide, and its current ruler, Flann Sinna, aspires to that title.

With many fellow Irish factions nearby, Mide is in a position to potentially bring the disparate clans together, and usher in an era of Irish prosperity. However, threats are never far away… the Vikings of Dyflin have settled to the east, and their power and influence are growing. Will Mide strive to keep the uneasy peace? Unite the clans in a war against these Norse settlers? Or find some other route to supremacy?

Circenn
Faction Leader: Áed mac Cináeda

Circenn was in origin Pictish, but became more heavily influenced by the Gaels and other peoples over time as they were driven away from the relentless Viking raids. 878 AD marked the end of the Viking invasions, but Circenn’s troubles were far from over. While she had a firm hold over the eastern coast of Scotland, many threats still exist – both within and without.

Scoan, the capital of Circenn, was once home to the legendary Stone of Destiny, said to bestow divine strength on her people. Where the stone now resides is a mystery, but if clues can be found, surely the Stone’s recovery would be an adventure worth undertaking…

The Welsh – Gwined and Strat Clut

The Welsh Kingdoms descended from the Celtic Britons who occupied much of the island of Britain from the Iron Age, into and beyond its Romanisation in the First Century.

Ironically, the term ‘Welsh’ derives from the Anglo-Saxon term for foreigner, ‘wealas’, which they applied to the native Britons. The Anglo-Saxons flourished and many of the old Brittonic kingdoms began to disappear.

Gwined
Faction Leader: King Anaraut

The people of Gwined have some claim to the title of 'true Britons', having been driven to the far west by invaders who now call themselves ‘English’. Renowned both for their bardic arts and their skill with the longbow, the Welsh of Gwined thrived under the leadership of Rhodri Mawr.

Rhodri kept Gwined largely free of Vikings and other invaders while expanding its borders. Now he is gone and his lands are divided.

Strat Clut
Faction Leader: Run

Strat Clut is a kingdom of the Old North that can be traced back to the Fifth Century and the Celtic Britons. The realm was formerly based at the fortress of Alt Clut but driven out by a Viking invasion in 870. The current King Artgal was taken captive and reportedly killed in mysterious circumstances. The kingdom reformed further into the valley of the River Clyde under the leadership of his only son Run.

The Great Viking Army – Northymbre and East Engle

In 865 AD, Ragnar’s sons led the Great Viking Army and made landfall in East Anglia. Over the next 15 years the Vikings ranged high and low, from Wessex to The Clyde, conquering towns, claiming victories and suffering their share of defeats until the Battle of Edington in 878 AD, where its leader Guthrum met his match in the young King Alfred and his West Saxon army. Bested in the field, his forces retreated in disarray to a nearby fortress. Flush with success, Alfred’s men gave chase and laid siege. After a fortnight of starvation, the invaders surrendered.

Under the terms of his capitulation, Guthrum was baptised into Christianity and he and his men were allowed to return to East Anglia and settle – provided they kept Alfred’s peace, of course.
Defeated, but never humbled, the Vikings seethe with an all-consuming rage. One does not cage the wolf without consequence…

Northymbre
Faction Leader: Guthfrid

When the Vikings arrived in Northumbria in 867 AD, they took the city of York – or Eoferwic, as was – for their stronghold. And what a bastion it was, with its formidable Roman walls still standing strong 700 years on. King Aelle of Northumbria attempted to wrest the city back from the Danes, but was captured during the attack. In retribution for Aelle’s execution of their father, the sons of Ragnar made an example of him with the horrifying Blood Eagle ritual.

Northumbria remained under Viking control and, after the battle of Edington and the subsequent treaty of Wedmore, a portion of the Great Viking Army marched back to Northumbria, to settle under Alfred’s peace.

East Engle
Faction Leader: Guthrum

Forming the bulk of Britannia’s south-easterly coast, East Engle was the staging-point of the Great Viking Army’s invasion, and the region where many of its warriors settled after the Battle of Edington. Under the rule of the Danish leader Guthrum (or Æthelstan, to use his adoptive name by Alfred) it would ultimately come to be known as the Danelaw.
Yet still, some fight remains in the Danes of East Engle. One does not shed the mantle of glory and become a landsman overnight.

The Viking Sea Kings – Dyflin and Sudreyar

After nearly a century of escalating raids, the Vikings left an indelible stamp on Britannia, altering the course of its history forever. Not least of all culturally, as many smaller bands of Vikings had settled around the isles prior to Alfred’s defeat of the Great Viking army.
These smaller factions traded an existence of ceaseless conflict for a new life in Britannia, establishing their own petty principalities, intermarrying and ultimately becoming part of the warp-and-woof of Britannic life. This mingling of cultures, so emblematic of British history, helped create the rich melting-pot of attitudes, beliefs and language that has made the isles and their people so unique.

Some Vikings never truly settled however; their designs were grander, their hunger for conquest and greatness unquenched. These Sea Kings would continue their bellicose work, heedless of any decree from England’s upstart ruler…

Dyflin
Faction Leader: Bardr

Dyflin was a major port town on the east coast of Ireland, and the site of Britannia’s largest slave market. It was a major site of Viking occupation, and was ruled until 873 by the Viking lord Imar, often associated with Ivar the Boneless, a son of the legendary Viking warlord Ragnar Lothbrok. Viking raiders had wintered there as early as 840 AD, so their association with the region had been a long one, and over time their customs began to take on a more Gaelic flavour as the slow process of integration took its course.

By 878 AD however, Imar’s son Bardr was firmly established on the throne. Would this ambitious Viking ruler seek to seal a lasting peace with the surrounding Gaelic factions? Or return to the ways of Ragnar, and pursue a path of bloodshed and domination? It is hard to ignore the calling of one’s warrior-blood…

Sudreyar
Faction Leader: Eirik

To the west of Alba lies Sudreyar, the Kingdom of the Southern Isles. Comprising the southern Hebrides, these scattered islands were sparsely populated and, bearing the full brunt of the Atlantic weather, were not lands suited to the less-hardy.

Like much of Britannia, these islands saw increasing Viking contact from the 8th Century. Prior to this period they formed part of the Gaelic kingdom of Dalriada, until they fell under Viking control. Over the next century, Scandinavian occupancy took on a distinctly Gaelic flavour (and vice-versa), particularly after 872 AD when Harald Fairhair became king of Norway, and his former opponents flocked to the area.

Materially poor, but offering an excellent base for those of a nautical bent, the isles of Sudreyar are a perfect staging-post for raiders and explorers.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


Despre joc

A Total War™ Saga: Thrones of Britannia



The year is 878 AD, the embattled English king Alfred the Great has mounted a heroic defence at the battle of Edington, and blunted the Viking invasion. Chastened – but not yet broken – the Norse warlords have settled across Britain. For the first time in nearly 80 years, the land is in a fragile state of peace.



Throughout this sceptred isle, the kings of England, Scotland, Ireland and Wales sense a time of change approaching; a time of opportunity. There will be treaties. There will be war. There will be turns of fortune that become the stuff of legend, in a saga that charts the ascent of one of history’s greatest nations.

Kings will rise. One will rule.

Thrones of Britannia is a standalone Total War game which will challenge you to re-write a critical moment in history, one that will come to define the future of modern Britain. With ten playable factions, you must build and defend a kingdom to the glory of Anglo-Saxons, Gaelic clans, Welsh tribes or Viking settlers. Forge alliances, manage burgeoning settlements, raise armies and embark on campaigns of conquest across the most detailed Total War map to date.



Choose your strategy

The Grand Campaign offers multiple routes to a glorious Victory; aggressively expand your territory through force of arms, acquire renown through construction, advanced technology and influence, or complete a series of unique objectives based on your chosen faction’s history. Once completed, steady yourself for a significant late-game challenge and the final, Ultimate victory condition.

Explore and conquer the British Isles

From the snowy highlands of Scotland to the orchards and meadows of Kent, push back the fog-of-war and unveil the extent of Anglo-Saxon Britain. Varied towns, cities and rural settings inspire a host of different battlefield environments. Experiment with the strategic opportunities afforded by newly capturable minor settlements. Throttle your enemies’ trade routes and coax them out of strong, defensible positions.

Viking warlord or Anglo-Saxon king, define their legend

Each faction will face a series of unique events and branching dilemmas, often based on authentic historical events and issues of the time. Embark on Viking expeditions, manage the Anglo-Saxon peasant economy, each faction feels and plays differently. Carve out unique roles for your King and Nobles, customise their impact by making meaningful choices about their development and determine how their story will unfold.

‘Classic’ Total War gameplay refined

Includes many updates to core Total War mechanics - such as provinces, politics, technologies, recruitment, dilemmas and much more - designed to make your experience more immersive and more meaningful.

Playable factions, cultures and kings:



Thrones of Britannia will include ten playable factions, from five cultures, with a summary below.

The Anglo Saxons – West Seaxe and Mierce

When Roman rule in England concluded, new kingdoms of Germanic stock coalesced in the counties now known as Northumbria, Mercia, Wessex, Essex, Sussex, East Anglia and Kent. The peoples of these regions came collectively to be known as the Anglo Saxons.



West Seaxe
Faction Leader: King Alfred

As the dominant Anglo-Saxon kingdom of southern England, the forces of West Seaxe – or Wessex in modern English – provided the isle’s primary resistance against the incursions of the Great Heathen Army. From the capital city of Winchester, Wessex conquered lands in Surrey, Sussex, Kent, Essex and even Mercia. Alfred’s dogged defense of the Danish invasion laid the foundations for Wessex to unite England under one ruler for the first time in 927 AD.

Mierce
Faction Leader: Ceowulf

From its capital city of Tamworth, the kings of Mierce – known now as Merica - ruled the area now known as the Midlands. At its height, Mierce stretched from Northumbria in the north of England to Kent, Sussex and Wessex to the south. In 877 AD, the Great Heathen Army seized the eastern part of the kingdom to form the Danelaw, or East Engle.

The Gaels – Mide and Circenn

Gaelic culture initially developed in Ireland, their society built around a system of clans and chieftains. They raided and traded with Roman settlements, and by 878 AD had expanded from Ireland to inhabit much of Scotland.
With the influx of the Vikings, some raiders settled in Gaelic lands, becoming the Norse-Gaels. The Scottish Gaels would absorb the Picts to become the Kingdom of Alba – essentially setting the blueprint for modern Scotland.

Mide
Faction Leader: King Flann Sinna

Mide lies at the heart of Ireland. Not just geographically, but politically, intellectually and spiritually. Many High Kings have risen from Mide, and its current ruler, Flann Sinna, aspires to that title.

With many fellow Irish factions nearby, Mide is in a position to potentially bring the disparate clans together, and usher in an era of Irish prosperity. However, threats are never far away… the Vikings of Dyflin have settled to the east, and their power and influence are growing. Will Mide strive to keep the uneasy peace? Unite the clans in a war against these Norse settlers? Or find some other route to supremacy?

Circenn
Faction Leader: Áed mac Cináeda

Circenn was in origin Pictish, but became more heavily influenced by the Gaels and other peoples over time as they were driven away from the relentless Viking raids. 878 AD marked the end of the Viking invasions, but Circenn’s troubles were far from over. While she had a firm hold over the eastern coast of Scotland, many threats still exist – both within and without.

Scoan, the capital of Circenn, was once home to the legendary Stone of Destiny, said to bestow divine strength on her people. Where the stone now resides is a mystery, but if clues can be found, surely the Stone’s recovery would be an adventure worth undertaking…

The Welsh – Gwined and Strat Clut

The Welsh Kingdoms descended from the Celtic Britons who occupied much of the island of Britain from the Iron Age, into and beyond its Romanisation in the First Century.

Ironically, the term ‘Welsh’ derives from the Anglo-Saxon term for foreigner, ‘wealas’, which they applied to the native Britons. The Anglo-Saxons flourished and many of the old Brittonic kingdoms began to disappear.

Gwined
Faction Leader: King Anaraut

The people of Gwined have some claim to the title of 'true Britons', having been driven to the far west by invaders who now call themselves ‘English’. Renowned both for their bardic arts and their skill with the longbow, the Welsh of Gwined thrived under the leadership of Rhodri Mawr.

Rhodri kept Gwined largely free of Vikings and other invaders while expanding its borders. Now he is gone and his lands are divided.

Strat Clut
Faction Leader: Run

Strat Clut is a kingdom of the Old North that can be traced back to the Fifth Century and the Celtic Britons. The realm was formerly based at the fortress of Alt Clut but driven out by a Viking invasion in 870. The current King Artgal was taken captive and reportedly killed in mysterious circumstances. The kingdom reformed further into the valley of the River Clyde under the leadership of his only son Run.

The Great Viking Army – Northymbre and East Engle

In 865 AD, Ragnar’s sons led the Great Viking Army and made landfall in East Anglia. Over the next 15 years the Vikings ranged high and low, from Wessex to The Clyde, conquering towns, claiming victories and suffering their share of defeats until the Battle of Edington in 878 AD, where its leader Guthrum met his match in the young King Alfred and his West Saxon army. Bested in the field, his forces retreated in disarray to a nearby fortress. Flush with success, Alfred’s men gave chase and laid siege. After a fortnight of starvation, the invaders surrendered.

Under the terms of his capitulation, Guthrum was baptised into Christianity and he and his men were allowed to return to East Anglia and settle – provided they kept Alfred’s peace, of course.
Defeated, but never humbled, the Vikings seethe with an all-consuming rage. One does not cage the wolf without consequence…

Northymbre
Faction Leader: Guthfrid

When the Vikings arrived in Northumbria in 867 AD, they took the city of York – or Eoferwic, as was – for their stronghold. And what a bastion it was, with its formidable Roman walls still standing strong 700 years on. King Aelle of Northumbria attempted to wrest the city back from the Danes, but was captured during the attack. In retribution for Aelle’s execution of their father, the sons of Ragnar made an example of him with the horrifying Blood Eagle ritual.

Northumbria remained under Viking control and, after the battle of Edington and the subsequent treaty of Wedmore, a portion of the Great Viking Army marched back to Northumbria, to settle under Alfred’s peace.

East Engle
Faction Leader: Guthrum

Forming the bulk of Britannia’s south-easterly coast, East Engle was the staging-point of the Great Viking Army’s invasion, and the region where many of its warriors settled after the Battle of Edington. Under the rule of the Danish leader Guthrum (or Æthelstan, to use his adoptive name by Alfred) it would ultimately come to be known as the Danelaw.
Yet still, some fight remains in the Danes of East Engle. One does not shed the mantle of glory and become a landsman overnight.

The Viking Sea Kings – Dyflin and Sudreyar

After nearly a century of escalating raids, the Vikings left an indelible stamp on Britannia, altering the course of its history forever. Not least of all culturally, as many smaller bands of Vikings had settled around the isles prior to Alfred’s defeat of the Great Viking army.
These smaller factions traded an existence of ceaseless conflict for a new life in Britannia, establishing their own petty principalities, intermarrying and ultimately becoming part of the warp-and-woof of Britannic life. This mingling of cultures, so emblematic of British history, helped create the rich melting-pot of attitudes, beliefs and language that has made the isles and their people so unique.

Some Vikings never truly settled however; their designs were grander, their hunger for conquest and greatness unquenched. These Sea Kings would continue their bellicose work, heedless of any decree from England’s upstart ruler…

Dyflin
Faction Leader: Bardr

Dyflin was a major port town on the east coast of Ireland, and the site of Britannia’s largest slave market. It was a major site of Viking occupation, and was ruled until 873 by the Viking lord Imar, often associated with Ivar the Boneless, a son of the legendary Viking warlord Ragnar Lothbrok. Viking raiders had wintered there as early as 840 AD, so their association with the region had been a long one, and over time their customs began to take on a more Gaelic flavour as the slow process of integration took its course.

By 878 AD however, Imar’s son Bardr was firmly established on the throne. Would this ambitious Viking ruler seek to seal a lasting peace with the surrounding Gaelic factions? Or return to the ways of Ragnar, and pursue a path of bloodshed and domination? It is hard to ignore the calling of one’s warrior-blood…

Sudreyar
Faction Leader: Eirik

To the west of Alba lies Sudreyar, the Kingdom of the Southern Isles. Comprising the southern Hebrides, these scattered islands were sparsely populated and, bearing the full brunt of the Atlantic weather, were not lands suited to the less-hardy.

Like much of Britannia, these islands saw increasing Viking contact from the 8th Century. Prior to this period they formed part of the Gaelic kingdom of Dalriada, until they fell under Viking control. Over the next century, Scandinavian occupancy took on a distinctly Gaelic flavour (and vice-versa), particularly after 872 AD when Harald Fairhair became king of Norway, and his former opponents flocked to the area.

Materially poor, but offering an excellent base for those of a nautical bent, the isles of Sudreyar are a perfect staging-post for raiders and explorers.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


Об игре

Total War™ Saga: Thrones of Britannia



878 год от Рождества Христова. Собрав войско, король Альфред Великий оказал викингам героическое сопротивление в битве при Эдингтоне и остановил их вторжение. Присмиревшие, но не сломленные, даны расселились на землях Британии. Впервые за почти 80 лет на островах установился хрупкий мир.



Однако короли Англии, Шотландии, Ирландии и Уэльса уже чувствуют, что приближается пора перемен и решительных действий. Новых союзов. Новых войн. Об этом времени сложат легенды, потому что именно сейчас рождается одна из величайших наций в истории.

Многие примерят корону — но лишь один будет править.

Thrones of Britannia — самостоятельная игра из серии Total War, которая предлагает вам переписать ключевой период в истории, определивший будущее Британии. Укрепляйте и защищайте королевство, встав во главе одной из десяти фракций — англосаксов, гэльских кланов, валлийских племён или викингов. Заключайте союзы, управляйте растущими поселениями, собирайте армии и участвуйте в кампаниях на самой подробной карте за всю историю серии Total War.



Выбирайте стратегию

Есть много способов достичь победы в большой кампании. Расширяйте свои владения силой оружия; добивайтесь славы, укрепляя экономику провинций, развивая технологии и наращивая своё влияние, или выполните серию уникальных заданий, основанных на истории выбранной фракции. Укрепив свои позиции, готовьтесь к серьёзным испытаниям позднего этапа игры и попытайтесь выполнить финальное условие, ведущее к абсолютной победе.

Исследуйте и завоёвывайте Британские острова

От заснеженных высокогорий Шотландии до садов и лугов Кента — рассейте «туман войны» и покорите просторы англосаксонской Британии. Ведите свои армии в бой. Поля сражений чрезвычайно разнообразны — от городов до сельских ландшафтов. Захватывайте небольшие поселения, чтобы открывать новые стратегические возможности. Перекрывайте торговые пути противника и выманивайте врагов из укреплённых мест.

Военачальник викингов или король англосаксов?

Каждая фракция предлагает серию уникальных событий и многоуровневых дилемм, многие из которых основаны на реальных событиях и проблемах того времени. Возглавляйте походы викингов или управляйте крестьянами-англосаксами — каждая фракция предлагает собственный стиль игры. Создавайте уникальные роли для своего короля и знати, определяйте степень их влияния и принимайте важные решения, от которых зависит их дальнейшая судьба.

Классический игровой процесс Total War стал ещё лучше

Игра вносит ряд обновлений в ключевые механики Total War. Улучшены такие аспекты, как управление провинциями, политика, технологии, набор войск, дилеммы и многое другое. Благодаря этим изменениям игровой процесс становится ещё глубже и интереснее.

Фракции, культуры и правители:



В Thrones of Britannia вам будут доступны десять фракций, представляющие пять описанных ниже культур.

Англосаксы — Уэссекс и Мерсия

После ухода римлян в Англии возникло несколько королевств, основанных выходцами из германских племён: Нортумбрия, Мерсия, Уэссекс, Эссекс, Суссекс, Восточная Англия и Кент. Жители этих королевств стали называться англосаксами.



Уэссекс
Лидер: Король Альфред

Уэссекс, самое могущественное англосаксонское королевство Южной Англии, был главной силой, противостоявшей вторжениям Великой языческой армии. Королевство, столица которого находилась в Винчестере, завоёвывало земли, принадлежавшие Суррею, Суссексу, Кенту, Эссексу и даже Мерсии. Упорная борьба Альфреда с датскими захватчиками позволила Уэссексу впервые объединить Англию под властью одного правителя — это произошло в 927 г. н. э.

Мерсия
Лидер: Кеовульф

Короли Мерсии, столицей которой был Тамворт, правили землями, ныне известными как Мидлендс. В эпоху своего расцвета Мерсия простиралась от Нортумбрии на севере Англии до Кента, Суссекса и Уэссекса на юге. В 877 г. н. э. Великая языческая армия захватила восточную часть королевства, создав Денло, или Восточную Англию.

Гэлы — Миде и Киркенн

Культура гэлов зародилась в Ирландии. Основой их общества были кланы, управляемые вождями. Гэлы грабили римские поселения и торговали с ними. К 878 г. н. э. гэлы заселили большую часть Шотландии.

В эпоху норманнских вторжений некоторые группы викингов осели на гэльских землях. Потомков этих северян принято называть норс-гэлами. Со временем гэлы, поселившиеся в Шотландии, ассимилировали её прежних обитателей, пиктов, и образовали королевство Альба, которое послужило образцом для современной Шотландии.

Миде
Лидер: Король Фланн Синна

Королевство Миде — сердце Ирландии. Не только географически, но также политически, культурно и духовно. Уроженцами Миде были многие верховные короли; нынешний правитель Фланн Синна также стремится заполучить этот титул.

Вокруг находятся несколько дружественных ирландских фракций — это даёт правителю Миде надежду сплотить разрозненные кланы и привести единую Ирландию к процветанию. Но угроза всегда поблизости… На востоке расположился Дюфлин, оплот викингов. Его сила и влияние постоянно растут. Сможет ли Миде сохранить хрупкий мир? Объединить кланы в войне против северных переселенцев? Или королевство найдёт другой путь к величию?

Киркенн
Лидер: Айд мак Кинада

Первоначально Киркенн был королевством пиктов, но подвергся сильному влиянию гэлов и других народов, которым пришлось покинуть родные края, спасаясь от грабителей-северян. Вторжение викингов завершилось в 878 году н. э., но проблемы Киркенна только начинались. Королевство удерживает власть над восточным побережьем Шотландии, но его благополучию угрожают как извне, так и изнутри.

В Скоане, столице Киркенна, некогда хранился легендарный Камень Судьбы, якобы обладавший божественной силой. Нынешнее местонахождение Камня неизвестно, но, без сомнения, стоит попытаться отыскать этот артефакт…

Валлийцы — Гвинедд и Страталклуит

Валлийские королевства созданы кельтами-бриттами, которые населяли большую часть Британии со времён железного века до начала романизации в I в. н. э.
Примечательно, что термин «валлиец» произошёл от англосаксонского слова, обозначавшего «иноземец» — так коренных бриттов называли англосаксы. С расцветом англосаксонских королевств многие старые королевства бриттов исчезли.

Гвинедд
Лидер: Король Анараут

Жители Гвинедда считают себя истинными бриттами, хотя захватчики, которые ныне называют себя англичанами, оттеснили их далеко на запад острова. Валлийцы Гвинедда, известные своими бардами и длинными луками, процветали под властью Родри ап Мервина.

Родри не только уберёг от викингов и других захватчиков большую часть Гвинедда, но даже сумел расширить границы своих владений. Теперь он умер, и его королевство разделено.

Страталклуит
Лидер: Ран

Страталклуит — королевство Старого Севера. Его историю можно проследить вплоть до пятого века. Сердцем королевства была крепость Альт Клут, которая в 870 г. была захвачена викингами. Нынешний король Артгал был захвачен в плен и, как сообщают, убит при таинственных обстоятельствах. Его единственный сын Ран перенёс остатки королевства в долину реки Клайд.

Великая армия викингов — Нортумбрия и Восточная Англия

В 865 г. н. э. сыновья Рагнара возглавили Великую армию викингов и совершили высадку в Восточной Англии. Последующие 15 лет викинги совершили множество походов — от Уэссекса до Клайда. Они захватывали города, одерживали победы и терпели поражения вплоть до битвы при Эдингтоне в 878 г. н. э., где предводитель викингов Гутрум нашёл достойного противника в лице юного короля Альфреда, возглавлявшего армию западных саксов. Силы Гутрума были разбиты и беспорядочно отступили в ближайшую крепость. Окрылённые успехом, люди Альфреда бросились в погоню и начали осаду крепости. Через две недели голод сделал своё дело — захватчики сдались.

По условиям капитуляции Гутрум принял христианство. Ему и его людям было разрешено вернуться в Восточную Англию — при условии, что они сохранят мир с королём Альфредом.

Побеждённые, но не сломленные, викинги горят всепоглощающей яростью. Никто не смеет безнаказанно сажать волка в клетку…

Нортумбрия
Лидер: Гутфрит

Прибыв в Нортумбрию в 867 г. н. э., викинги заняли город Йорк — или Эофервик — и сделали его своей базой. Это был внушительный бастион с прочными стенами, построенный еще римлянами. Его семивековые стены были всё так же прочны. Король Элле Нортумбрийский попытался отбить город, но во время атаки попал в плен. В отместку за то, что Элле казнил их отца, сыны Рагнара учинили над ним показательную расправу, совершив чудовищный ритуал «кровавого орла».

Нортумбрия осталась во власти викингов. После битвы при Эдингтоне и заключения Ведморского соглашения часть Великой армии викингов вернулась в Нортумбрию и поселилась там с согласия короля Альфреда.

Восточная Англия
Лидер: Гутрум

Охватывая львиную долю юго-восточного побережья Британии, Восточная Англия стала плацдармом для вторжения Великой армии викингов и регионом, где после битвы при Эдингтоне поселились её воины. Под властью вождя данов Гутрума (или Этельстана — такое имя дал ему Альфред при крещении) эта область стала известна как Денло.

Но и по сей день даны Восточной Англии мечтают о сражениях. Не так просто отказаться от былой славы и стать землепашцем.

Морские короли-викинги — Дюфлин и Судреяр

За столетие непрекращающихся набегов викинги заметно изменили Британию. Эти изменения не в последнюю очередь коснулись местной культуры. Небольшие группы викингов начали селиться на островах еще до того, как Альфред разгромил Великую армию викингов.
Эти небольшие группы отказались от вечных сражений в обмен на новую жизнь. Они создавали свои крошечные державы, смешивались с местным населением и со временем стали неотъемлемой частью британской жизни. Так Британия превратилась в плавильный котел взглядов, верований и языков, который сделал острова и их обитателей уникальной нацией.

Но некоторые викинги не смирились с оседлой жизнью. Они мечтали о большем; их жажда завоеваний и великих подвигов не угасла. Эти морские короли верны воинственным традициям своего народа. Они отказываются подчиняться любым указам правителя Англии…

Дюфлин
Лидер: Бардр

Дюфлин был крупным портовым городом на восточном побережье Ирландии, а также крупнейшим рынком рабов в Британии. Сюда вторглись крупные силы викингов. Вплоть до 873 г. Дюфлином правил вождь викингов Имар, которого часто ассоциируют с Иваром Бескостным, сыном легендарного военачальника викингов Рагнара Лодброка. Викинги-налётчики зимовали здесь с 840 г. н. э., поэтому они имели давние связи с этим регионом. Постепенно викинги принимали всё больше гэльских обычаев.

В 878 г. н. э. трон Дюфлина занял сын Имара Бардр. Станет ли этот амбициозный король-викинг искать мира с соседними фракциями гэлов? Или вернётся на путь Рангара — путь кровавых завоеваний? Кровь воина — это не шутки…

Судреяр
Лидер: Эйрик

К западу от Альбы лежит Судреяр — королевство Южных островов. Эти разрозненные острова, в состав которых входили южные Гебриды, были мало заселены — суровая атлантическая погода мало способствовала росту населения.

В VIII в. н. э. эти острова, как и большая часть Британии, стали интересовать викингов. До прихода норманнов Судреяр был частью гэльского королевства Дал Риада. В последующие века скандинавские пришельцы заимствовали всё больше гэльских традиций (и наоборот). Этот процесс усилился после 872 г. н. э., когда королём Норвегии стал Харальд Прекрасноволосый, и его бывшие соперники сочли за лучшее попытать счастья на чужбине.
Острова, на которых расположился Судреяр, скудны, но служат прекрасной базой для налётчиков и путешественников.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


关于游戏

A Total War™ Saga:Thrones of Britannia



公元878年,在艾丁顿的战场上,严阵以待的阿尔弗雷德大帝指挥了一场史诗般的防御战,并挫败了维京人的入侵。北欧的军阀们虽然受到了遏制,却并未被打垮。他们在不列颠的各地落下了脚。于是在将近80年的岁月中,这片土地第一次处在了一个非常脆弱的和平状态。



纵观这座王权之岛,无论是英格兰、苏格兰、爱尔兰还是威尔士,诸位国王们无不意识到此间将是一个充满变革的时代,一个充满机会的时代。此时,将纵横捭阖;此刻,将漫天战火!命运的转动将缔造传奇,将成为史上最伟大民族之一的勃兴史诗。

诸王逐鹿天下。一人终将问鼎!

Thrones of Britannia是一款独立的Total War游戏,它会令你体验重写重要历史瞬间的乐趣——要知道,这可是决定现代不列颠未来的时代!在游戏中,玩家可以使用多达十个可玩派系,从而创建并捍卫盎格鲁-撒克逊,盖尔氏族,威尔士部落或者维京定居者们的荣光。组建同盟,管理欣欣向荣的城镇,创建军队,并在迄今为止最为详尽的一张Total War地图上尽情地展开征服战役!



选择你的战略
在原版战役中,玩家可以用多种方式来达成辉煌的胜利:通过暴力强行扩展领土;以建设、科技进度和影响力来获取声望;或者完成各种基于选定派系真实历史而设置的特有任务。当达成胜利后,请继续专注于游戏后期的挑战,终极胜利正等待着你!

探索并征服不列颠诸岛
从苏格兰的雪域高地,到肯特郡的果园与草场,拨开战争迷雾,纵览盎格鲁-撒克逊统治下的不列颠。各具特色的城镇、城市与乡村设施,组成了大量别具特色的战场风光。全新的次级城镇会提供战略性的加成,提升你的游戏体验。扰乱敌人的贸易路线,将他们从坚固的防御工事中引诱出来。

是维京军阀还是盎格鲁-撒克逊国王?这将决定他们的传奇!
每个派系都会拥有一系列的特有事件与抉择,它们通常都是基于当时的真实历史事件加以创作的。无论是指挥维京远征军,还是驾驭盎格鲁-撒克逊的农业经济,每个派系都会提供不一样的体验与玩法。为你的国王与贵族们刻画独特的角色,精心布置他们的培养方向,从而决定整场游戏故事的走向。

「经典」Total War玩法的浓缩
本款游戏中包含了与Total War系列的核心机制相关的多项创新,例如行省、政治、科技、部队招募与抉择事件等等,它们会让你的游戏体验变得更为真实,更为有趣。

可玩派系,文化与国王:



Thrones of Britannia会包含来自五种文化的十个可玩派系,其概况如下:

盎格鲁-撒克逊诸王国:西撒克逊与默西亚

当罗马帝国对英格兰的统治宣告结束后,新的日耳曼诸王国经过了数世纪的兼并后形成了诺森布里亚、麦西亚、威塞克斯、埃塞克斯、萨塞克斯、东盎格利亚与肯特等国。这些地区的诸多民族被统称为盎格鲁-撒克逊人。



西撒克逊
派系领袖:阿尔弗雷德国王

西撒克逊(West Seaxe)便是现代英语中的威塞克斯(Wessex)。作为英格兰南部的主要盎格鲁-撒克逊王国,它是英伦三岛上抵御维京大军入侵的主要力量。这一王国定都温彻斯特,并征服了周围的萨里、苏塞克斯、肯特、埃塞克斯,甚至包括默西亚等地区。阿尔弗雷德对丹麦入侵者展开了艰苦卓绝的抵抗,并最终使得威塞克斯首次于公元927年统一了整个英格兰。

默西亚
派系领袖:西奥武甫

默西亚(Mierce)便是现代英语中的麦西亚(Merica),这一王国的首都位于塔姆沃思,其疆域便是今日的米德兰(Midlands)地区。在鼎盛时,默西亚的疆域曾经北邻诺森布里亚,南接肯特、苏塞克斯与威塞克斯。公元877年,维京大军夺去了这个王国的东部,并在此形成了丹法区,即「东盎格鲁」。

盖尔人:米思与瑟希恩

盖尔文明起初发源于爱尔兰,它们的社会结构围绕着氏族与酋长谱系的系统而形成。他们与当时的罗马城镇维持着或是劫掠或是贸易的关系,在公元878年,盖尔人已经遍及整个爱尔兰岛,并占据了苏格兰的很多土地。

随着维京人的入侵,一些劫掠者们逐渐定居在了盖尔人的土地上,并形成了北欧-盖尔人。同时,位于苏格兰的盖尔人也与当地的皮克特人进行了融合,从而形成了阿尔巴王国——这也就是今日的苏格兰王国的前身。

米思
派系领袖:弗朗国王

米思位于爱尔兰的中心——不仅是地理位置的中心,也是政治、文化与宗教的中心。米思曾涌现出了多位爱尔兰至高王,当前的统治者弗朗·希纳亦是其中之一。

米思四周围绕着许多爱尔兰派系,这使得它拥有了将这些四分五裂的家族统合起来,并创建一个繁荣的爱尔兰时代的潜力。虽说如此,外部的威胁也从未远去:位于东方的维京王国都弗林,其国力与影响力同样在与日俱增。米思能够维系住这来之不易的和平吗?它能够统合各氏族,从而打赢与北欧殖民者的战争吗?还是它能够闯出另一条路呢?

瑟希恩
派系领袖:阿诺德

瑟希恩起初是一个皮克特王国,但随着时间的流逝,维京劫掠者将大量的盖尔人以及其他民族驱赶到了这里,而后者也逐渐对其产生了浓厚的影响。虽然维京入侵于公元878年宣告结束,但瑟希恩的困境还远没有结束。虽然它牢固地控制着苏格兰的东海岸,但此地仍然是危机四伏:外部,强敌压境;内部,刀光剑影。

瑟希恩的首都斯康曾是传说中的命运之石的所在地,据传,这块石头可以为她的民众带来神圣的力量。如今,命运之石已下落不明,但如果能找到线索,那么很显然我们应即刻全力以赴,从而将命运之石夺回来…

威尔士:圭内特与斯特拉库特

威尔士诸王国发源于凯尔特不列颠人,他们自铁器时代开始便占据着不列颠的许多领土,并在公元一世纪时经历了罗马化的影响。

然而讽刺的是,「威尔士」(Welsh)这个词的词源居然是盎格鲁-撒克逊语中的「wealas」,意为「外国人」——分明是不列颠的原住民,却被称为了「外国人」。随着盎格鲁-撒克逊人的不断勃兴,越来越多的古不列颠王国开始衰落。

圭内特
派系领袖:安纳劳特国王

圭内特民族配得上「真正的不列颠人」这个头衔,虽然他们已被那些如今自称为「英格兰人」的入侵者们赶到了遥远的西方。这个民族以吟游诗人艺术和长弓技艺而闻名,他们在罗德里·马维尔的领导下得到了繁荣的发展。

罗德里国王一边在维京人以及其它入侵者的压迫下维系着圭内特大体上的自由,一边扩展着它的疆界。现在,这位国王已经驾崩,他的国度也陷入了四分五裂。

斯特拉库特
派系领袖:鲁恩

斯特拉库特是一个位于古北境的王国,其历史可以追溯到公元五世纪以及凯尔特不列颠时期。这个王国以阿特克鲁特要塞为基础而建立,却在公元870年为维京入侵所占领。这次军事失败令当时的安戈塔尔国王成为了阶下囚,不久便神秘地死去了。随后,在国王唯一的子嗣鲁恩的领导下,这个王国在克莱德河谷的深处得到了重建。

维京大军:诺森布里与东盎格鲁

公元865年,拉格纳的子嗣们率领着维京大军占领了东盎格利亚地区。15年之后,维京狂潮时起时落,其战火从威塞克斯一直烧到了克莱德。他们征服城镇,克敌制胜,也屡遭败绩,直至公元878年在艾丁顿的那场会战——此役,维京之王古茨伦与年轻的西撒克逊国王阿尔弗雷德展开了殊死的较量。在惨遭败北之后,维京军队只得撤进了一处附近的堡垒中。阿尔弗雷德则携大胜余威追亡逐北,死死围住了这座堡垒。最终,饥饿迫使入侵者放下了武器。

根据降书的规定,古茨伦选择了皈依基督教,随后他与他的手下便被放回了东盎格利亚并得到了在此地的定居权——当然,前提是他必须维护与阿尔弗雷德之间的和平。
维京人被打败了,但他们绝不会屈服。为了复仇,他们将不惜一切!纵虎归山,是必须付出代价的!

诺森布里
派系领袖:古茨弗利德

当维京人于公元867年抵达诺森布里亚时,他们占领了约克城(当时叫做艾弗维克)作为根据地。这里确实是一处坚固的堡垒,它的罗马城墙屹立了七百余年,仍然坚固无比。于是,诺森布里亚的阿艾尔国王决计将这座城市从丹麦人手中抢回来,却在进攻中不幸被俘。鉴于阿艾尔曾经处决了他们的父亲,所以拉格纳的子嗣们决定杀鸡儆猴:他们将阿艾尔处以了残忍的血鹰之刑!

如今,诺森布里亚正处于维京人的统治之下。在艾丁顿会战以及随后的韦德莫尔合约签署之后,一部分维京大军返回了诺森布里亚,并遵照阿尔弗雷德的和约定居了下来。

东盎格鲁
派系领袖:古茨伦
东盎格鲁位于不列颠尼亚东南方的沿岸地区,它是维京大军入侵不列颠的立足点。在艾丁顿会战之后,许多维京战士便定居在了这里。在丹麦人领袖古茨伦(此人在被阿尔弗雷德打败后皈依基督,并取教名为艾塞伊思丹)的统治下,这里最终成为了历史上的「丹法区」。

然而,东盎格鲁的丹人们仍然在战斗。毕竟摆脱追名逐利的迷梦并成为老实的农夫,可不是一朝一夕的事情…

维京海王:都弗林与萨德亚尔
经过了一个世纪的强取豪夺之后,维京人在不列颠尼亚留下了深刻的烙印,并彻底改变了这片土地的历史。这些烙印不仅是在文化上的,因为在阿尔弗雷德击败维京大军之前,很多较小的维京战团就已经在不列颠列岛上定居了。

这些小派系在不列颠尼亚开始了征战不息的新生活,并建立了他们自己的小王国。他们开始彼此通婚,并最终成为了不列颠人的一部分。这种文化交融成为了不列颠历史的典型特征,从而创造了水乳交融的人文态度、信仰和语言,并形成了独特的岛国文化与民族。

然而,一些维京人从未真正地习惯定居生活:他们对征服与伟业的渴望从未真正止息。纵使英格兰新君已有法令,那又如何?海王们定当继续他们的征程!

都弗林
派系领袖:巴尔德尔
都弗林是爱尔兰东海岸的主要海港城镇,也是不列颠尼亚最大的奴隶市场的所在地。这里是维京人统治下的一处主要据点,直到公元873年,这里都处于维京领主伊马尔的统治下,此人经常被与无骨者伊瓦尔联系在一起,这是传奇维京军阀拉格纳·罗斯布洛克的一个儿子。早在公元840年,维京人就曾在此越冬,所以他们与该地区有着悠久的联系。随着时间的推移,他们的习俗也开始呈现出更加盖尔式的风格。

然而,在公元878年,伊马尔的儿子巴尔德尔已牢牢地掌控了王位。这位雄心勃勃的维京统治者,是否会试图与周围的盖尔派系达成持久的和平?或者他会效仿拉格纳的伟业,转而追求血腥的霸权?当战士的血脉沸腾起来时,很难有人能够无视这一呼唤…

萨德亚尔
派系领袖:埃里克

萨德亚尔位于阿尔巴的西部,它是南部列岛之国。它的国土包括南赫布里底群岛,这些分散的岛屿人口稀少,并且全面受到大西洋气候的影响,因此并不是一块适合不够吃苦耐劳的民族的土地。

与不列颠的许多土地一样,这些岛屿从公元八世纪起就与维京人产生了日益频繁的联系。此前,这里曾是盖尔王国达尔里达的一部分,直到它们陷入维京人控制之下为止。在此后的一个世纪里,斯堪的纳维亚人的占领军表现出了明显的盖尔式特征(反之亦然),特别是在公元872年哈拉德·费尔哈尔成为挪威国王后,他此前的对手蜂拥到了这一地区内。

虽然自然条件恶劣,但却是海上航行的一个很好的基地。因此,萨德亚尔群岛无愧为劫掠者与探险者的完美舞台。

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


Acerca del juego

Una saga Total War™: Thrones of Britannia



Año 878 d. C. El rey inglés Alfredo el Grande, asediado y tras una heroica defensa en la batalla de Edington, ha aplacado la invasión vikinga. Humillados pero no destrozados, los señores de la guerra nórdicos se han asentado por toda Britania. Por primera vez en cerca de 80 años, la tierra se encuentra en un frágil estado de paz.

A lo largo de esta isla soberana, los reyes de Inglaterra, Escocia, Irlanda y Gales perciben que se acercan tiempos de cambio. Tiempos que traerán nuevas oportunidades. Traerán tratados. Traerán guerra. Traerán reveses de la fortuna, que forjarán leyendas. Todo en una saga que ilustra el ascenso de una de las naciones más grandes de la historia.



Se alzarán reyes. Solo uno reinará.

Thrones of Britannia es un juego independiente de la saga Total War que te retará a reescribir un momento crucial de la historia, un momento que definirá el futuro de la Britania moderna. Ponte al mando de diez facciones para erigir y defender un reino para la gloria de anglosajones, clanes gaélicos, tribus galesas o asentamientos vikingos. Forja alianzas, gestiona asentamientos florecientes, recluta ejércitos y emprende campañas de conquista por el mapa de Total War más detallado hasta la fecha.



Elige tu estrategia

La gran campaña ofrece varias rutas hacia la gloriosa victoria. Expande agresivamente tu territorio mediante la fuerza de las armas, consigue popularidad con tus construcciones, avances tecnológicos e influencia o supera una serie de objetivos exclusivos basados en la historia de tu facción elegida. Una vez superados, prepárate para el importante desafío final hasta alzarte con la victoria definitiva.

Explora y conquista las islas britanas

Desde las nevadas tierras altas de Escocia hasta los huertos y las praderas de Kent, disipa la neblina de guerra y revela la extensión de la Britania anglosajona. Las distintas ciudades, aldeas y asentamientos rurales acogen una gran variedad de campos de batalla. Experimenta con las opciones estratégicas que ofrecen los nuevos asentamientos menores listos para ser capturados y asfixia las rutas comerciales enemigas para acabar con sus posiciones defensivas.

Señor de la guerra vikingo o rey anglosajón, construye su leyenda

Cada facción se enfrentará a una serie de eventos exclusivos y dilemas determinantes, a menudo basados en eventos históricos reales y asuntos de la época. Embárcate en expediciones vikingas o gestiona la economía campesina anglosajona, en las que cada facción se siente y se juega de forma distinta. Dibuja la senda de tu rey y tus nobles y toma decisiones vitales sobre su desarrollo para personalizar su impacto y determinar el devenir de la historia.

Sistema de juego "clásico" de Total War refinado

Incluye muchas actualizaciones de las mecánicas centrales de Total War, tales como provincias, política, tecnologías, reclutamiento, dilemas y muchas otras. Todo ello con la mente puesta en la experiencia más inmersiva y valiosa posible.

Facciones, culturas y reyes disponibles:



Thrones of Britannia incluye las siguientes diez facciones jugables de cinco culturas distintas.

Los anglosajes: Wessex y Mercia

Cuando concluyó el dominio romano en Inglaterra, nuevos reinos de patrón germánico se unieron en los condados ahora conocidos como Northumbria, Mercia, Wessex, Essex, Sussex, Anglia Oriental y Kent. Las gentes de estos reinos eran conocidas en conjunto como los anglosajones.



Wessex
Líder de la facción: rey Alfredo

Las fuerzas de Wessex eran el reino anglosajón dominante al sur de Inglaterra y constituían la principal resistencia contra las incursiones del Gran Ejército Pagano. Desde la ciudad capital de Winchester, Wessex conquistó los territorios de Surrey, Sussex, Kent, Essex e incluso Mercia. La tenaz defensa de Alfredo ante la invasión danesa sentó las bases para que Wessex comenzase el proceso de unificación de Inglaterra bajo el mandato de un único gobernante por primera vez desde el año 927 d. C.

Mercia
Líder de la facción: Ceowulf

Desde su capital Tamworth, los reyes de Mercia gobernaron la zona ahora conocida como las Tierras Medias. En su apogeo, Mercia se extendía desde Northumbria en el norte de Inglaterra hasta Kent, Sussex y Wessex en el sur. En el 877 d. C., el Gran Ejército Pagano se apoderó de la zona oriental del reino para formar la Danelaw, o Anglia Oriental.

Los gaélicos: Mide y Circinn

En un principio, la cultura gaélica se desarrolló en Irlanda, una sociedad compuesta por un sistema de clanes y jefes. Saquearon y comerciaron con los asentamientos romanos, y en el año 878 d. C. ya se habían expandido desde Irlanda hasta la mayor parte de Escocia.

Con la llegada de los vikingos, se asentaron en tierras gaélicas varios grupos de saqueadores, quienes más tarde se convertirían en los nórdico-gaélicos. Los gaélicos escoceses absorbieron a los pictos y formaron el reino de Alba, que sentó las bases de la Escocia moderna.

Mide
Líder de la facción: rey Flann Sinna

Mide yace en el corazón de Irlanda. No solo es el núcleo geográfico, sino también el político, intelectual y espiritual. Muchos grandes reyes provenían de Mide, y su gobernante actual, Flann, aspira al título.

Con un gran número de facciones irlandesas en las inmediaciones, Mide está en posición de poder unir a los diferentes clanes y marcar el comienzo de una era de prosperidad irlandesa. Sin embargo, la amenaza está a la vuelta de la esquina... Los vikingos de Dublín se han instalado en el este y su poder e influencia van en aumento. ¿Luchará Mide por mantener la paz? ¿Unirá a los clanes en una guerra contra los colonos nórdicos? ¿O encontrará otro camino para alcanzar la supremacía?

Circinn
Líder de la facción: Áed mac Cináeda

En su origen, Circinn era un asentamiento picto, pero con el tiempo se vio fuertemente influido por los gaélicos y otros pueblos presionados por los incansables saqueadores vikingos. El año 878 d. C. marcó el fin de las invasiones vikingas, pero los problemas de Circinn no habían terminado. Aunque gozaban de una gran presencia en la costa oriental, seguía habiendo numerosas amenazas, tanto dentro como fuera de la región.

Hace tiempo, Scoan, la capital de Circinn, fue el hogar de la legendaria Piedra del Destino; una piedra que, según dicen, concede una fuerza divina a su pueblo. Actualmente, se desconoce su paradero, pero si fuese posible dar con alguna pista, encontrarla podría ser una aventura más que digna...

Los galeses: Gwined y Strat Clut

Los reinos galeses descendían de los britanos celtas que ocuparon la mayor parte de la isla de Britania, desde la Edad del Hierro hasta más allá de la romanización del siglo I.

Irónicamente, el término "galés" deriva del término anglosajón "wealas", extranjero, que usaban para referirse a los britanos nativos. A medida que prosperaban los anglosajones, muchos de los antiguos reinos britanos comenzaron a desaparecer.

Gwined
Líder de la facción: rey Anaraut

Se podría considerar que el pueblo de Gwined tiene derecho al título de "verdaderos britanos", ya que los invasores que ahora se hacen llamar "ingleses" les obligaron a irse al oeste. Son conocidos por ser buenos bardos y por sus habilidades con el arco largo. Los galeses de Gwined prosperaron bajo el liderazgo de Rhodri Mawr.
Rhodri consiguió repeler a los vikingos y a otros invasores, y al mismo tiempo expandir sus fronteras. Sin embargo, él ya no está y sus tierras se hallan divididas.

Strat Clut
Líder de la facción: Run

Strat Clut es un reino del Viejo Norte que se remonta al siglo V y a los britanos celtas. Antiguamente, el reino se encontraba en la fortaleza de Alt Clut, pero la invasión vikinga consiguió expulsar a su pueblo en el año 870. Argal, el actual rey, fue tomado como prisionero y presuntamente asesinado en misteriosas circunstancias. El reino fue acercándose cada vez más al valle del río Clyde bajo el mandato su único hijo, Run.

El gran ejército vikingo: Northumbria y Anglia Oriental

En el año 865 d. C., los hijos de Ragnar dirigieron el gran ejército vikingo y desembarcaron en Anglia Oriental. Durante los siguientes 15 años, los vikingos recorrieron todo el territorio, desde Wessex hasta el Clyde, conquistando ciudades, reclamando victorias y sufriendo alguna que otra derrota... hasta que llegó la batalla de Edington en el año 878 d. C., en la que su líder, Guthrum, encontró un digno rival en el joven rey Alfredo y su ejército sajón occidental. Una vez vencido, sus fuerzas se retiraron con premura a una fortaleza cercana. Motivados por la victoria, los hombres de Alfredo los persiguieron y asediaron. Tras dos semanas de hambruna, los invasores se rindieron.

Por las condiciones de su rendición, Guthrum fue convertido al cristianismo y tanto él como sus hombres pudieron volver y establecerse en Anglia Oriental, siempre que mantuviesen la promesa de paz con el rey Alfredo.

Puede que hayan sido derrotados, pero jamás serán humillados. Una rabia arrolladora está consumiendo a los vikingos. No se puede enjaular a un lobo sin consecuencias...

Northumbria
Líder de la facción: Guthfrid

Cuando los vikingos llegaron a Northumbria en el año 867 d. C., tomaron la ciudad de York, la antigua Eoferwic, y la convirtieron en su baluarte. ¡Menudo bastión, con sus formidables murallas romanas que siguen en pie desde hace más de 700 años! El rey Aelle de Northumbria trató de recuperar la ciudad de los daneses, pero fue capturado durante el ataque. Los hijos de Ragnar, como venganza por la ejecución de su padre, sentaron un precedente celebrando el horripilante ritual del Águila de Sangre.

Northumbria continuó bajo influencia vikinga. Tras la batalla de Edington y el posterior tratado de Wedmore, una parte del gran ejército vikingo regresó para establecerse en Northumbria bajo las condiciones de paz de Alfredo.

Anglia Oriental
Líder de la facción: Guthrum

Al gozar de una fuerte presencia en la mayor parte de la costa del sudeste britano, Anglia Oriental era el punto de parada de la invasión del gran ejército vikingo y la región donde muchos de sus guerreros se instalaron tras la batalla de Edington. Bajo el mando del líder danés, Guthrum (o Æthelstan, el nombre que le dio Alfredo), la zona acabó conociéndose como la Danelaw.

Sin embargo, todavía sigue habiendo conflictos entre los danos de Anglia Oriental. Uno no se despide del manto de la gloria y se convierte en un hombre común de la noche a la mañana.

Los reyes del mar vikingos: Dublín y Sudreyar

Después de casi un siglo de asaltos, los vikingos dejaron una huella imborrable en Britania y alteraron el curso de su historia para siempre, sobre todo culturalmente, dado que muchos grupos pequeños de vikingos se establecieron cerca de las islas antes de la derrota del gran ejército vikingo a manos del rey Alfredo.
Estas facciones cambiaron una existencia de incesantes conflictos por una nueva vida en Britania. Establecieron sus propios principados, se casaron entre ellos y, finalmente, se convirtieron en parte de la vida britana. La mezcla de culturas, tan emblemática de la historia británica, ayudó a crear el rico crisol de comportamientos, creencias y del lenguaje que ha hecho que las islas y sus gentes sean excepcionales.

No obstante, algunos vikingos nunca llegaron a establecerse por completo: sus designios eran mayores, y sus deseos de conquista y grandeza, insaciables. Los reyes del mar continuaron su trabajo belicoso, ignorando los decretos del nuevo gobernante de Inglaterra.

Dublín
Líder de la facción: Bardr

Dublín fue una de las principales ciudades portuarias de la costa oriental de Irlanda y el epicentro del mayor mercado de esclavos de Britania. También fue uno de los lugares más importantes ocupados por vikingos y estuvo gobernado hasta el año 873 por lord Imar, a menudo vinculado con Ivar el Deshuesado. Los saqueadores vikingos ya hibernaban allí en el año 840 d. C., por lo que mantuvieron una larga relación con la ciudad. Con el tiempo, y a medida que avanzaba el proceso de integración, sus costumbres se vieron influenciadas por los gaélicos.

No obstante, hacia el año 878 d. C., Bardr, hijo de Imar, ascendió al trono. ¿Tratará este ambicioso gobernante de mantener la paz con las facciones gaélicas aledañas? ¿O recuperará las viejas costumbres de Ragnar para embarcarse en una travesía de sangre y dominación? Cuesta ignorar la llamada del fragor de la batalla...

Sudreyar
Líder de la facción: Eirik

Al oeste de Alba se encuentra Sudreyar, el reino de las islas del sur. Estas islas, compuestas por las Hébrides meridionales, no contaban con muchos habitantes y debían hacer frente al despiadado clima atlántico, un lugar no apto para los más débiles.

Al igual que la mayor parte de Britania, las islas vivieron un creciente contacto con los vikingos a partir del siglo VIII. Antes, pertenecieron al reino gaélico de Dalriada hasta que los vikingos las ocuparon. Durante el siguiente siglo, la ocupación escandinava se vio influida por las costumbres gaélicas (y viceversa), especialmente tras el año 872 d. C., cuando Harald Cabellera Hermosa se convirtió en rey de Noruega y sus antiguos rivales inundaron la zona.

Aunque no disponen de muchos recursos, las islas de Sudreyar son capaces de frenar el avance de saqueadores y exploradores, ya que supone una excelente base náutica.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


Om spelet

A Total War™ Saga: Thrones of Britannia



The year is 878 AD, the embattled English king Alfred the Great has mounted a heroic defence at the battle of Edington, and blunted the Viking invasion. Chastened – but not yet broken – the Norse warlords have settled across Britain. For the first time in nearly 80 years, the land is in a fragile state of peace.



Throughout this sceptred isle, the kings of England, Scotland, Ireland and Wales sense a time of change approaching; a time of opportunity. There will be treaties. There will be war. There will be turns of fortune that become the stuff of legend, in a saga that charts the ascent of one of history’s greatest nations.

Kings will rise. One will rule.

Thrones of Britannia is a standalone Total War game which will challenge you to re-write a critical moment in history, one that will come to define the future of modern Britain. With ten playable factions, you must build and defend a kingdom to the glory of Anglo-Saxons, Gaelic clans, Welsh tribes or Viking settlers. Forge alliances, manage burgeoning settlements, raise armies and embark on campaigns of conquest across the most detailed Total War map to date.



Choose your strategy

The Grand Campaign offers multiple routes to a glorious Victory; aggressively expand your territory through force of arms, acquire renown through construction, advanced technology and influence, or complete a series of unique objectives based on your chosen faction’s history. Once completed, steady yourself for a significant late-game challenge and the final, Ultimate victory condition.

Explore and conquer the British Isles

From the snowy highlands of Scotland to the orchards and meadows of Kent, push back the fog-of-war and unveil the extent of Anglo-Saxon Britain. Varied towns, cities and rural settings inspire a host of different battlefield environments. Experiment with the strategic opportunities afforded by newly capturable minor settlements. Throttle your enemies’ trade routes and coax them out of strong, defensible positions.

Viking warlord or Anglo-Saxon king, define their legend

Each faction will face a series of unique events and branching dilemmas, often based on authentic historical events and issues of the time. Embark on Viking expeditions, manage the Anglo-Saxon peasant economy, each faction feels and plays differently. Carve out unique roles for your King and Nobles, customise their impact by making meaningful choices about their development and determine how their story will unfold.

‘Classic’ Total War gameplay refined

Includes many updates to core Total War mechanics - such as provinces, politics, technologies, recruitment, dilemmas and much more - designed to make your experience more immersive and more meaningful.

Playable factions, cultures and kings:



Thrones of Britannia will include ten playable factions, from five cultures, with a summary below.

The Anglo Saxons – West Seaxe and Mierce

When Roman rule in England concluded, new kingdoms of Germanic stock coalesced in the counties now known as Northumbria, Mercia, Wessex, Essex, Sussex, East Anglia and Kent. The peoples of these regions came collectively to be known as the Anglo Saxons.



West Seaxe
Faction Leader: King Alfred

As the dominant Anglo-Saxon kingdom of southern England, the forces of West Seaxe – or Wessex in modern English – provided the isle’s primary resistance against the incursions of the Great Heathen Army. From the capital city of Winchester, Wessex conquered lands in Surrey, Sussex, Kent, Essex and even Mercia. Alfred’s dogged defense of the Danish invasion laid the foundations for Wessex to unite England under one ruler for the first time in 927 AD.

Mierce
Faction Leader: Ceowulf

From its capital city of Tamworth, the kings of Mierce – known now as Merica - ruled the area now known as the Midlands. At its height, Mierce stretched from Northumbria in the north of England to Kent, Sussex and Wessex to the south. In 877 AD, the Great Heathen Army seized the eastern part of the kingdom to form the Danelaw, or East Engle.

The Gaels – Mide and Circenn

Gaelic culture initially developed in Ireland, their society built around a system of clans and chieftains. They raided and traded with Roman settlements, and by 878 AD had expanded from Ireland to inhabit much of Scotland.
With the influx of the Vikings, some raiders settled in Gaelic lands, becoming the Norse-Gaels. The Scottish Gaels would absorb the Picts to become the Kingdom of Alba – essentially setting the blueprint for modern Scotland.

Mide
Faction Leader: King Flann Sinna

Mide lies at the heart of Ireland. Not just geographically, but politically, intellectually and spiritually. Many High Kings have risen from Mide, and its current ruler, Flann Sinna, aspires to that title.

With many fellow Irish factions nearby, Mide is in a position to potentially bring the disparate clans together, and usher in an era of Irish prosperity. However, threats are never far away… the Vikings of Dyflin have settled to the east, and their power and influence are growing. Will Mide strive to keep the uneasy peace? Unite the clans in a war against these Norse settlers? Or find some other route to supremacy?

Circenn
Faction Leader: Áed mac Cináeda

Circenn was in origin Pictish, but became more heavily influenced by the Gaels and other peoples over time as they were driven away from the relentless Viking raids. 878 AD marked the end of the Viking invasions, but Circenn’s troubles were far from over. While she had a firm hold over the eastern coast of Scotland, many threats still exist – both within and without.

Scoan, the capital of Circenn, was once home to the legendary Stone of Destiny, said to bestow divine strength on her people. Where the stone now resides is a mystery, but if clues can be found, surely the Stone’s recovery would be an adventure worth undertaking…

The Welsh – Gwined and Strat Clut

The Welsh Kingdoms descended from the Celtic Britons who occupied much of the island of Britain from the Iron Age, into and beyond its Romanisation in the First Century.

Ironically, the term ‘Welsh’ derives from the Anglo-Saxon term for foreigner, ‘wealas’, which they applied to the native Britons. The Anglo-Saxons flourished and many of the old Brittonic kingdoms began to disappear.

Gwined
Faction Leader: King Anaraut

The people of Gwined have some claim to the title of 'true Britons', having been driven to the far west by invaders who now call themselves ‘English’. Renowned both for their bardic arts and their skill with the longbow, the Welsh of Gwined thrived under the leadership of Rhodri Mawr.

Rhodri kept Gwined largely free of Vikings and other invaders while expanding its borders. Now he is gone and his lands are divided.

Strat Clut
Faction Leader: Run

Strat Clut is a kingdom of the Old North that can be traced back to the Fifth Century and the Celtic Britons. The realm was formerly based at the fortress of Alt Clut but driven out by a Viking invasion in 870. The current King Artgal was taken captive and reportedly killed in mysterious circumstances. The kingdom reformed further into the valley of the River Clyde under the leadership of his only son Run.

The Great Viking Army – Northymbre and East Engle

In 865 AD, Ragnar’s sons led the Great Viking Army and made landfall in East Anglia. Over the next 15 years the Vikings ranged high and low, from Wessex to The Clyde, conquering towns, claiming victories and suffering their share of defeats until the Battle of Edington in 878 AD, where its leader Guthrum met his match in the young King Alfred and his West Saxon army. Bested in the field, his forces retreated in disarray to a nearby fortress. Flush with success, Alfred’s men gave chase and laid siege. After a fortnight of starvation, the invaders surrendered.

Under the terms of his capitulation, Guthrum was baptised into Christianity and he and his men were allowed to return to East Anglia and settle – provided they kept Alfred’s peace, of course.
Defeated, but never humbled, the Vikings seethe with an all-consuming rage. One does not cage the wolf without consequence…

Northymbre
Faction Leader: Guthfrid

When the Vikings arrived in Northumbria in 867 AD, they took the city of York – or Eoferwic, as was – for their stronghold. And what a bastion it was, with its formidable Roman walls still standing strong 700 years on. King Aelle of Northumbria attempted to wrest the city back from the Danes, but was captured during the attack. In retribution for Aelle’s execution of their father, the sons of Ragnar made an example of him with the horrifying Blood Eagle ritual.

Northumbria remained under Viking control and, after the battle of Edington and the subsequent treaty of Wedmore, a portion of the Great Viking Army marched back to Northumbria, to settle under Alfred’s peace.

East Engle
Faction Leader: Guthrum

Forming the bulk of Britannia’s south-easterly coast, East Engle was the staging-point of the Great Viking Army’s invasion, and the region where many of its warriors settled after the Battle of Edington. Under the rule of the Danish leader Guthrum (or Æthelstan, to use his adoptive name by Alfred) it would ultimately come to be known as the Danelaw.
Yet still, some fight remains in the Danes of East Engle. One does not shed the mantle of glory and become a landsman overnight.

The Viking Sea Kings – Dyflin and Sudreyar

After nearly a century of escalating raids, the Vikings left an indelible stamp on Britannia, altering the course of its history forever. Not least of all culturally, as many smaller bands of Vikings had settled around the isles prior to Alfred’s defeat of the Great Viking army.
These smaller factions traded an existence of ceaseless conflict for a new life in Britannia, establishing their own petty principalities, intermarrying and ultimately becoming part of the warp-and-woof of Britannic life. This mingling of cultures, so emblematic of British history, helped create the rich melting-pot of attitudes, beliefs and language that has made the isles and their people so unique.

Some Vikings never truly settled however; their designs were grander, their hunger for conquest and greatness unquenched. These Sea Kings would continue their bellicose work, heedless of any decree from England’s upstart ruler…

Dyflin
Faction Leader: Bardr

Dyflin was a major port town on the east coast of Ireland, and the site of Britannia’s largest slave market. It was a major site of Viking occupation, and was ruled until 873 by the Viking lord Imar, often associated with Ivar the Boneless, a son of the legendary Viking warlord Ragnar Lothbrok. Viking raiders had wintered there as early as 840 AD, so their association with the region had been a long one, and over time their customs began to take on a more Gaelic flavour as the slow process of integration took its course.

By 878 AD however, Imar’s son Bardr was firmly established on the throne. Would this ambitious Viking ruler seek to seal a lasting peace with the surrounding Gaelic factions? Or return to the ways of Ragnar, and pursue a path of bloodshed and domination? It is hard to ignore the calling of one’s warrior-blood…

Sudreyar
Faction Leader: Eirik

To the west of Alba lies Sudreyar, the Kingdom of the Southern Isles. Comprising the southern Hebrides, these scattered islands were sparsely populated and, bearing the full brunt of the Atlantic weather, were not lands suited to the less-hardy.

Like much of Britannia, these islands saw increasing Viking contact from the 8th Century. Prior to this period they formed part of the Gaelic kingdom of Dalriada, until they fell under Viking control. Over the next century, Scandinavian occupancy took on a distinctly Gaelic flavour (and vice-versa), particularly after 872 AD when Harald Fairhair became king of Norway, and his former opponents flocked to the area.

Materially poor, but offering an excellent base for those of a nautical bent, the isles of Sudreyar are a perfect staging-post for raiders and explorers.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


ข้อมูลเกม

A Total War™ Saga: Thrones of Britannia



The year is 878 AD, the embattled English king Alfred the Great has mounted a heroic defence at the battle of Edington, and blunted the Viking invasion. Chastened – but not yet broken – the Norse warlords have settled across Britain. For the first time in nearly 80 years, the land is in a fragile state of peace.



Throughout this sceptred isle, the kings of England, Scotland, Ireland and Wales sense a time of change approaching; a time of opportunity. There will be treaties. There will be war. There will be turns of fortune that become the stuff of legend, in a saga that charts the ascent of one of history’s greatest nations.

Kings will rise. One will rule.

Thrones of Britannia is a standalone Total War game which will challenge you to re-write a critical moment in history, one that will come to define the future of modern Britain. With ten playable factions, you must build and defend a kingdom to the glory of Anglo-Saxons, Gaelic clans, Welsh tribes or Viking settlers. Forge alliances, manage burgeoning settlements, raise armies and embark on campaigns of conquest across the most detailed Total War map to date.



Choose your strategy

The Grand Campaign offers multiple routes to a glorious Victory; aggressively expand your territory through force of arms, acquire renown through construction, advanced technology and influence, or complete a series of unique objectives based on your chosen faction’s history. Once completed, steady yourself for a significant late-game challenge and the final, Ultimate victory condition.

Explore and conquer the British Isles

From the snowy highlands of Scotland to the orchards and meadows of Kent, push back the fog-of-war and unveil the extent of Anglo-Saxon Britain. Varied towns, cities and rural settings inspire a host of different battlefield environments. Experiment with the strategic opportunities afforded by newly capturable minor settlements. Throttle your enemies’ trade routes and coax them out of strong, defensible positions.

Viking warlord or Anglo-Saxon king, define their legend

Each faction will face a series of unique events and branching dilemmas, often based on authentic historical events and issues of the time. Embark on Viking expeditions, manage the Anglo-Saxon peasant economy, each faction feels and plays differently. Carve out unique roles for your King and Nobles, customise their impact by making meaningful choices about their development and determine how their story will unfold.

‘Classic’ Total War gameplay refined

Includes many updates to core Total War mechanics - such as provinces, politics, technologies, recruitment, dilemmas and much more - designed to make your experience more immersive and more meaningful.

Playable factions, cultures and kings:



Thrones of Britannia will include ten playable factions, from five cultures, with a summary below.

The Anglo Saxons – West Seaxe and Mierce

When Roman rule in England concluded, new kingdoms of Germanic stock coalesced in the counties now known as Northumbria, Mercia, Wessex, Essex, Sussex, East Anglia and Kent. The peoples of these regions came collectively to be known as the Anglo Saxons.



West Seaxe
Faction Leader: King Alfred

As the dominant Anglo-Saxon kingdom of southern England, the forces of West Seaxe – or Wessex in modern English – provided the isle’s primary resistance against the incursions of the Great Heathen Army. From the capital city of Winchester, Wessex conquered lands in Surrey, Sussex, Kent, Essex and even Mercia. Alfred’s dogged defense of the Danish invasion laid the foundations for Wessex to unite England under one ruler for the first time in 927 AD.

Mierce
Faction Leader: Ceowulf

From its capital city of Tamworth, the kings of Mierce – known now as Merica - ruled the area now known as the Midlands. At its height, Mierce stretched from Northumbria in the north of England to Kent, Sussex and Wessex to the south. In 877 AD, the Great Heathen Army seized the eastern part of the kingdom to form the Danelaw, or East Engle.

The Gaels – Mide and Circenn

Gaelic culture initially developed in Ireland, their society built around a system of clans and chieftains. They raided and traded with Roman settlements, and by 878 AD had expanded from Ireland to inhabit much of Scotland.
With the influx of the Vikings, some raiders settled in Gaelic lands, becoming the Norse-Gaels. The Scottish Gaels would absorb the Picts to become the Kingdom of Alba – essentially setting the blueprint for modern Scotland.

Mide
Faction Leader: King Flann Sinna

Mide lies at the heart of Ireland. Not just geographically, but politically, intellectually and spiritually. Many High Kings have risen from Mide, and its current ruler, Flann Sinna, aspires to that title.

With many fellow Irish factions nearby, Mide is in a position to potentially bring the disparate clans together, and usher in an era of Irish prosperity. However, threats are never far away… the Vikings of Dyflin have settled to the east, and their power and influence are growing. Will Mide strive to keep the uneasy peace? Unite the clans in a war against these Norse settlers? Or find some other route to supremacy?

Circenn
Faction Leader: Áed mac Cináeda

Circenn was in origin Pictish, but became more heavily influenced by the Gaels and other peoples over time as they were driven away from the relentless Viking raids. 878 AD marked the end of the Viking invasions, but Circenn’s troubles were far from over. While she had a firm hold over the eastern coast of Scotland, many threats still exist – both within and without.

Scoan, the capital of Circenn, was once home to the legendary Stone of Destiny, said to bestow divine strength on her people. Where the stone now resides is a mystery, but if clues can be found, surely the Stone’s recovery would be an adventure worth undertaking…

The Welsh – Gwined and Strat Clut

The Welsh Kingdoms descended from the Celtic Britons who occupied much of the island of Britain from the Iron Age, into and beyond its Romanisation in the First Century.

Ironically, the term ‘Welsh’ derives from the Anglo-Saxon term for foreigner, ‘wealas’, which they applied to the native Britons. The Anglo-Saxons flourished and many of the old Brittonic kingdoms began to disappear.

Gwined
Faction Leader: King Anaraut

The people of Gwined have some claim to the title of 'true Britons', having been driven to the far west by invaders who now call themselves ‘English’. Renowned both for their bardic arts and their skill with the longbow, the Welsh of Gwined thrived under the leadership of Rhodri Mawr.

Rhodri kept Gwined largely free of Vikings and other invaders while expanding its borders. Now he is gone and his lands are divided.

Strat Clut
Faction Leader: Run

Strat Clut is a kingdom of the Old North that can be traced back to the Fifth Century and the Celtic Britons. The realm was formerly based at the fortress of Alt Clut but driven out by a Viking invasion in 870. The current King Artgal was taken captive and reportedly killed in mysterious circumstances. The kingdom reformed further into the valley of the River Clyde under the leadership of his only son Run.

The Great Viking Army – Northymbre and East Engle

In 865 AD, Ragnar’s sons led the Great Viking Army and made landfall in East Anglia. Over the next 15 years the Vikings ranged high and low, from Wessex to The Clyde, conquering towns, claiming victories and suffering their share of defeats until the Battle of Edington in 878 AD, where its leader Guthrum met his match in the young King Alfred and his West Saxon army. Bested in the field, his forces retreated in disarray to a nearby fortress. Flush with success, Alfred’s men gave chase and laid siege. After a fortnight of starvation, the invaders surrendered.

Under the terms of his capitulation, Guthrum was baptised into Christianity and he and his men were allowed to return to East Anglia and settle – provided they kept Alfred’s peace, of course.
Defeated, but never humbled, the Vikings seethe with an all-consuming rage. One does not cage the wolf without consequence…

Northymbre
Faction Leader: Guthfrid

When the Vikings arrived in Northumbria in 867 AD, they took the city of York – or Eoferwic, as was – for their stronghold. And what a bastion it was, with its formidable Roman walls still standing strong 700 years on. King Aelle of Northumbria attempted to wrest the city back from the Danes, but was captured during the attack. In retribution for Aelle’s execution of their father, the sons of Ragnar made an example of him with the horrifying Blood Eagle ritual.

Northumbria remained under Viking control and, after the battle of Edington and the subsequent treaty of Wedmore, a portion of the Great Viking Army marched back to Northumbria, to settle under Alfred’s peace.

East Engle
Faction Leader: Guthrum

Forming the bulk of Britannia’s south-easterly coast, East Engle was the staging-point of the Great Viking Army’s invasion, and the region where many of its warriors settled after the Battle of Edington. Under the rule of the Danish leader Guthrum (or Æthelstan, to use his adoptive name by Alfred) it would ultimately come to be known as the Danelaw.
Yet still, some fight remains in the Danes of East Engle. One does not shed the mantle of glory and become a landsman overnight.

The Viking Sea Kings – Dyflin and Sudreyar

After nearly a century of escalating raids, the Vikings left an indelible stamp on Britannia, altering the course of its history forever. Not least of all culturally, as many smaller bands of Vikings had settled around the isles prior to Alfred’s defeat of the Great Viking army.
These smaller factions traded an existence of ceaseless conflict for a new life in Britannia, establishing their own petty principalities, intermarrying and ultimately becoming part of the warp-and-woof of Britannic life. This mingling of cultures, so emblematic of British history, helped create the rich melting-pot of attitudes, beliefs and language that has made the isles and their people so unique.

Some Vikings never truly settled however; their designs were grander, their hunger for conquest and greatness unquenched. These Sea Kings would continue their bellicose work, heedless of any decree from England’s upstart ruler…

Dyflin
Faction Leader: Bardr

Dyflin was a major port town on the east coast of Ireland, and the site of Britannia’s largest slave market. It was a major site of Viking occupation, and was ruled until 873 by the Viking lord Imar, often associated with Ivar the Boneless, a son of the legendary Viking warlord Ragnar Lothbrok. Viking raiders had wintered there as early as 840 AD, so their association with the region had been a long one, and over time their customs began to take on a more Gaelic flavour as the slow process of integration took its course.

By 878 AD however, Imar’s son Bardr was firmly established on the throne. Would this ambitious Viking ruler seek to seal a lasting peace with the surrounding Gaelic factions? Or return to the ways of Ragnar, and pursue a path of bloodshed and domination? It is hard to ignore the calling of one’s warrior-blood…

Sudreyar
Faction Leader: Eirik

To the west of Alba lies Sudreyar, the Kingdom of the Southern Isles. Comprising the southern Hebrides, these scattered islands were sparsely populated and, bearing the full brunt of the Atlantic weather, were not lands suited to the less-hardy.

Like much of Britannia, these islands saw increasing Viking contact from the 8th Century. Prior to this period they formed part of the Gaelic kingdom of Dalriada, until they fell under Viking control. Over the next century, Scandinavian occupancy took on a distinctly Gaelic flavour (and vice-versa), particularly after 872 AD when Harald Fairhair became king of Norway, and his former opponents flocked to the area.

Materially poor, but offering an excellent base for those of a nautical bent, the isles of Sudreyar are a perfect staging-post for raiders and explorers.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


關於此遊戲

A Total War™ Saga:Thrones of Britannia



西元 878 年,身經百戰的英格蘭國王阿佛烈大帝在埃丁頓打了一場英勇的防衛戰,阻止了維京人的入侵。北歐軍閥受到挫折後並未放棄,而是在不列顛各地設下了據點。暌違將近 80 年,這個國家終於勉強達到了和平狀態。



在這個王權統治的島嶼全境,英格蘭王、蘇格蘭王、愛爾蘭王與威爾斯王都感覺到變革之時將近;這會是一個充滿機會的時代。列王之間將會簽訂許多條約,而戰爭更是勢所必然。曲折離奇的時勢變化,將成為流傳於世的傳奇,記載歷史上一大強國的崛起。

群王逐鹿,霸主唯有一人。

《Thrones of Britannia》是《Total War》系列遊戲的獨立作品,您將在遊戲中改寫一個歷史上的關鍵時刻,並決定後來的現代英國如何成形。您必須從十個勢力中擇一扮演,建立並保衛自己的王國,為盎格魯薩克遜人、蓋爾氏族、威爾斯部落或維京開拓者贏得榮耀。建立聯盟、治理新興領地、招募軍隊,並在目前為止最鉅細靡遺的《Total War》地圖上南征北討。



選擇您的策略

大戰役提供了多種通往光榮勝利的途徑:藉由武力積極擴張領土;透過建設、先進技術和影響力獲得知名度;或完成一系列以您所選勢力之歷史為根據的獨特目標。完成系列目標後,您還需要站穩腳跟,來面對遊戲後期的重大挑戰,以及最終的終極勝利條件。

探索並征服不列顛群島

從蘇格蘭的雪原高地到肯特的果園和草地,掃去戰爭迷霧,逐步揭開盎格魯薩克遜不列顛的面紗;多樣的城鎮與鄉村背景,造就了眾多不同的戰場環境;發掘可佔領的次級領地,利用隨之而來的戰略機會大膽嘗試;壓制敵人的貿易路線,引誘他們離開穩固易守的地點。

扮演維京軍閥或盎格魯薩克遜國王,寫下他們的傳奇

每個勢力都將面臨一系列的獨特事件和分歧抉擇,通常是以真實的歷史事件及當時的議題為依據。展開維京探險、管理盎格魯薩克遜的農民經濟,各個勢力的氛圍和玩法皆不相同。讓您的國王和貴族發揮各自獨特的作用、為他們的成長做出重要抉擇來塑造其影響力,並決定他們的故事將如何展開。

更加精練的經典《Total War》遊戲系統

本遊戲翻新了許多《Total War》核心機制,例如行省、政治、科技、招募、抉擇等,讓您的遊戲體驗更身臨其境、帶來更多收穫。

可扮演的勢力、文化和國王:



《Thrones of Britannia》包含來自五種文化的十個可扮演勢力,簡介如下。

盎格魯薩克遜人:西塞克斯與米爾契

羅馬統治英格蘭的時代結束後,日耳曼族人在現在名為諾桑比亞、麥西亞、威塞克斯、艾塞克斯、薩塞克斯、東盎格利亞和肯特的各郡集結形成新的王國。這些地區的人民被統稱為盎格魯薩克遜人。



西塞克斯
勢力領袖:阿佛烈大帝

西塞克斯(即現代英文中的威塞克斯)是南英格蘭最強盛的盎格魯薩克遜王國,其軍隊是阻止異教徒大軍入侵島嶼的主要抗衡勢力。威塞克斯以其首都溫徹斯特為起點,成功將領地擴展至薩里、薩塞克斯、肯特、艾塞克斯,甚至麥西亞等地區。阿佛烈頑抗丹麥大軍入侵,為威塞克斯奠定了基礎,使其得以於西元 927 年成功將英格蘭納入單一君主的統治下。

米爾契
勢力領袖:切奧沃夫

米爾契(現為麥西亞)的歷代國王皆以首都坦沃斯為起點,統治著現今的英格蘭中部地區。在米爾契的巔峰時期,其統治範圍從英格蘭北部的諾桑比亞延伸至南方的肯特、薩塞克斯和威塞克斯。西元 877 年,異教徒大軍控制了王國東部,形成丹麥區(或稱為東安格勒)。

蓋爾人:米德與契爾肯

蓋爾文化源自愛爾蘭,其社會結構以氏族及酋長為核心。他們持續劫掠羅馬人領地或與之貿易,並於西元 878 年從愛爾蘭拓展至蘇格蘭的大部分地區。
隨著維京人大舉入侵,一部分的劫掠者進駐了蓋爾地區,並成為後來的北歐蓋爾人。蘇格蘭蓋爾人則與皮克特人融合,並建立艾爾巴王國,即為現代蘇格蘭的雛型。

米德
勢力領袖:佛蘭·辛那王

米德座落於愛爾蘭的中心。它不但是地理上的中心,也是政治、知識和信仰上的中心。歷任的至高王有許多都出身於米德,而米德的現任統治者佛蘭·辛那也渴望得到這個頭銜。

由於米德周邊散布有許多愛爾蘭勢力,使它有機會統一這些零星的氏族,並促使愛爾蘭步入繁榮的新時代。不過,威脅總是潛伏在四周…都伏林的維京人已在東邊的土地上落腳,並持續擴展著勢力及影響力。米德是否能維持這份脆弱的和平?是否能成功統一氏族,以對抗這些來自北歐的開拓者?或是成功找出其他取得霸權的途徑?

契爾肯
勢力領袖:埃德·馬克·金艾達

契爾肯原先為皮克特人領土,但隨著越來越多蓋爾人及其他民族因維京人的劫掠而被迫搬遷至此,使得這裡也深受其文化的影響。維京入侵於西元 878 年正式終結,但契爾肯的憂患卻尚未結束。雖然契爾肯在蘇格蘭東岸的統治十分穩固,但仍然存在著許多內憂外患。

契爾肯的首都斯昆曾經是傳說中命運之石的所在地;傳說此石可為該國人民賦予神聖之力。雖然命運之石的下落早已無人得知,但若能找到有關它的蛛絲馬跡,成功尋回命運之石必能為振興王國帶來不小的助益…

威爾斯人:葛溫內斯與斯特拉斯克魯特

威爾斯王國的先祖為凱爾特不列顛人,他們自鐵器時代便支配了不列顛島的大部分地區,並在西元一世紀受到羅馬文化影響後持續維持其統治。

諷刺的是,「威爾斯」(Welsh)一詞反而是源自盎格魯薩克遜語的「外地人」(wealas),盎格魯薩克遜人以此稱呼原本就居住於當地的不列顛人。隨著盎格魯薩克遜人的興盛,許多古老的不列顛王國也開始逐一消逝。

葛溫內斯
勢力領袖:安納勞特王

葛溫內斯的人民有著「純正不列顛人」的名號,但已被如今自稱「英格蘭人」的入侵者驅趕至遙遠的西方。葛溫內斯的威爾斯人以詩歌文藝和長弓戰技聞名,在羅德里大帝的率領之下日漸昌盛。

羅德里力保葛溫內斯大致免受維京人和其他入侵者所苦,同時也向外擴展疆土。如今他已逝世,他的國度也四分五裂。

斯特拉斯克魯特
勢力領袖:路恩

斯特拉斯克魯特是舊北方的一個王國,其源頭可追溯至西元五世紀的凱爾特不列顛人。此王國原先是以阿爾克魯特要塞為核心據點,但在西元 870 年被維京人驅離該地。當時的國王亞特蓋爾淪為階下囚,而且據傳已慘遭殺害,實情不明。於是王國重新遷移至克萊德河谷的更深處,並由亞特蓋爾王的獨子路恩繼承王位。

維京大軍:諾森布勒與東安格勒

西元 865 年,朗納爾的子嗣率領維京大軍於東盎格利亞登陸。在接下來的 15 年,維京人在威塞克斯及克萊德河之間四處劫掠、佔領城鎮,並與當地軍隊數次交鋒,直到西元 878 年,其領導者古思倫才在埃丁頓之役敗給年輕的阿佛烈大帝所率領的西薩克遜大軍。戰敗之後,古思倫的殘軍倉皇撤退至附近的要塞,而阿佛烈的軍隊也乘勝追擊,圍困要塞。維京入侵者斷糧兩週過後,終於投降。

古思倫投降時接受了和約,受洗成為基督教徒;而他和其部下也獲准返回東盎格利亞定居,當然條件是不得再對阿佛烈挑起戰端。
維京人雖被擊敗,卻從未因此而心服;其內心深處仍燃燒著憤怒的烈焰。受困的野獸,只會變得更加危險…

諾森布勒
勢力領袖:高斯佛里德

維京人於西元 867 年登陸諾桑比亞時,佔領了約克(當時稱為尤菲威克)作為據點。那是一座堅固無比的堡壘,其羅馬城牆於當時已歷經 700 年的歲月,卻仍然高高聳立著。諾桑比亞的埃力王試圖從這些丹麥人手中奪回該城,卻在戰役中淪為俘虜。朗納爾的子嗣為了報復埃力處死其父親的行為,對埃力處以殘忍的血鷹之刑。

諾桑比亞在此之後持續由維京人統治,而在埃丁頓之役戰敗、簽訂威德摩爾和約之後,一部分的維京大軍便返回諾桑比亞,並在阿佛烈的統治下於當地和平定居下來。

東安格勒
勢力領袖:古思倫

東安格勒坐擁不列顛尼亞東南部海岸的大部分土地,是維京大軍入侵的集結點,也是埃丁頓之役後許多戰士選擇定居的地方。在丹麥領導者古思倫(或是他被阿佛烈收為養子後獲得的名字,埃塞爾斯坦)的統治下,該地區逐漸成為了後來的丹麥區。

不過,這些東安格勒丹麥人的身上仍流著征戰的血液。畢竟,戰場上的榮耀是不會在一夜之間消弭殆盡的。

維京海上霸王:都伏林與蘇德瑞亞

在經過近一世紀規模持續擴大的劫掠行為之後,維京人為不列顛尼亞帶來眾多深遠的影響,永遠地改變了這塊土地的歷史。文化上的影響是其中格外顯著的一環,因為早在阿佛烈擊敗維京大軍之前,就有許多較小規模的維京族群定居在島嶼四處。

這些較小的勢力放棄了永無止境的爭鬥,選擇在不列顛尼亞上展開新的人生,建立起屬於自己的小型國度、相互通婚,並最終成為不列顛尼亞文化的一部分。如此的文化融合一直都是不列顛歷史的象徵,也造就了包含各種價值觀、信仰及語言的大熔爐,使得各個島嶼及其人民皆展現出獨一無二的特色。

然而,有一部分的維京人從未真正安住下來;他們內心仍懷有雄偉的野心,並對征服及開創偉業充滿渴求。這些海上霸王無視來自英格蘭傲慢統治者的命令,繼續踏上四處征戰的旅途。

都伏林
勢力領袖:巴爾德

都伏林是愛爾蘭東岸的一座主要港口城鎮,也是不列顛尼亞規模最大的奴隸市場。它曾是維京統治下的主要據點,且在西元 873 年之前皆由維京軍閥伊瑪爾所統治。許多人認為伊瑪爾正是傳奇維京軍閥朗納爾·洛德布羅克之子「無骨人」伊瓦爾。維京劫掠者早在西元 840 年便曾在此地過冬,因此當地與維京人之間有長久的淵源;隨著族群逐漸融合,蓋爾文化也開始融入這些維京人的生活之中。

西元 878 年,伊爾瑪之子巴爾德成功鞏固了他的王位。這個充滿野心的維京統治者,是否會與鄰近的蓋爾勢力建立長久的和平關係?還是會依照其先祖朗納爾的方式,踏上充滿血腥及霸業的路途?畢竟,要抗拒自身戰士血液的呼喚,是非常困難的事…

蘇德瑞亞
勢力領袖:埃瑞克

座落於艾爾巴西方的,便是南方群島王國蘇德瑞亞。這些包含南赫布里底群島在內的四散島嶼,人煙皆非常稀少,且須承受大西洋影響下的惡劣氣候,因此若非刻苦耐勞之人,絕不適合居住於此。

這些島嶼和不列顛尼亞相同,於西元 8 世紀便開始與維京人展開日益密集的接觸。這些島嶼原本皆屬於蓋爾王國達爾里阿達的一部分,後來才落入維京人的控制。在接下來一個世紀之間,這些來自斯堪地納維亞的佔領者逐漸與蓋爾文化融合,尤其在西元 872 年金髮哈羅德成為挪威國王後,迫使反對勢力逃竄至當地,使得文化融合更加密切。

蘇德瑞亞群島雖然物資貧乏,卻是航海之人的絕佳基地,因而也成為劫掠者及探險家的完美集結點。

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


Oyun Açıklaması

A Total War™ Saga: Thrones of Britannia


Yıl MS 878. Dört yanını düşmanlar sarmış İngiliz kralı Büyük Alfred, Edington Muharebesi’nde destansı bir savunma gösterdi ve Viking istilasının bıçağını köreltti. Hırpalanan ancak kırılmayan Nors cenkbeyleri Britanya toprakları boyunca mevzilendi. Şimdi aradan neredeyse 80 yıl geçmişken bu topraklar ilk kez kırılganlık gösteriyor.



Krallıklarla dolu bu adadaki her tacın altında, İngiltere, İskoçya, İrlanda ve Galler’de değişimin yaklaştığı seziliyor: Fırsatlar zamanı geldi çattı. Antlaşmalar yapılacak. Savaşlar yaşanacak. Tarihin en büyük uluslarından birinin yükselişini gösteren bu destanda, talihin cilveleri yeni efsaneler doğuracak.

Krallar yükselecek. Ve aralarından yalnız biri, hükmedecek.

Tek başına ayrı bir Total War oyunu olarak geliştirilen Thrones of Britannia, modern Britanya’nın geleceğini belirleyecek tarihteki kritik anları yeniden yazmanız için size meydan okuyor. On farklı oynanabilir ulusla, Anglo-Saksonları, Gal klanlarını, Galli kabileleri veya Viking yerleşimcileri zafere taşıyacağınız yolda krallığınızı kurun ve savunun. Bugüne kadarki en detaylı Total War haritasında ittifaklar oluşturun, yeni filizlenen yerleşim yerlerini idare edin, ordular kurun, sefere çıkın ve yeni topraklar ele geçirin.



Stratejinizi belirleyin

Büyük Sefer, şanlı bir zafere giden yolda size birkaç farklı seçenek sunuyor: Ordularınızın kuvvetini kullanarak topraklarınızı genişletin; inşaat, gelişmiş teknolojiler ve nüfuz yoluyla şanınıza şan katın; seçtiğiniz ulusun tarihine uygun şekilde alacağınız bir dizi görevi tamamlayın. Bu işleri tamamladığınızda ise, kendinizi zorlu oyun sonu mücadelesine ve Nihai zafer koşullarına hazırlayın.

Britanya Adalarını keşfedin ve fethedin

İskoçya’nın karlı yaylalarından, Kent’in bostanlarına ve çayırlarına kadar savaş sisini kaldırın ve Anglo-Sakson Britanyası’nı bütünüyle ortaya çıkarın. Çeşitli kasabalar, şehirler ve kırsal bölgeler farklı savaş meydanı ortamları sunuyor. Ele geçirilebilir yeni küçük yerleşim yerlerinin meydana çıkardığı stratejik fırsatları kullanın. Düşmanlarınızın ticaret yollarını tıkayın ve diplomasi yoluyla onları güçlü savunma pozisyonlarından çıkarın.

İster Viking cenkbeyi, ister Anglo-Sakson bir kral: Efsanenizi yazın

Her ulus, çoğunlukla tarihsel olayları ve zamanın sorunlarını temel alan bir dizi özgün hadise ve bu hadiselerin ikilemleriyle karşılaşacak. Viking seferlerine çıkın, Anglo-Sakson köylerinin ekonomisini yönetin ve her bir ulusla oynarken farklı hisleri yaşayın. Kralınız ve Soylularınız için eşsiz roller geliştirin, gelişimleri konusunda anlamlı kararlar alarak seçimlerinizin etkisini özgün kılın ve hikâyelerinin devamını siz belirleyin.

‘Klasik’ Total War oynanışı elden geçirildi

Total War’un çekirdek mekaniklerinde birçok geliştirme yapıldı. Örneğin eyaletler, politika, teknolojiler, birim yetiştirme, ikilemler ve çok daha fazlası deneyimlerinizi daha sürükleyici ve daha anlamlı kılmak üzere yeniden tasarlandı.

Oynanabilir uluslar, kültürler ve krallar:



Thrones of Britannia, aşağıda özet şeklinde yer alan beş farklı kültürden, on adet oynanabilir ulus içerecek.

Anglo-Saksonlar – Batı Seaxe ve Mierce

Romalıların İngiltere’deki egemenliği sona erdiğinde, Cermen kökenli yeni krallıklar şu anda Northumbria, Mersiya, Wessex, Essex, Sussex, Doğu Angliya ve Kent olarak bilinen kontluklarda birleştiler. Bu bölgelerin halkları toplu olarak Anglo-Saksonlar olarak biliniyordu.



Batı Seaxe
Ulus Lideri: Kral Alfred

Güney İngiltere'nin egemen Anglo-Sakson krallığı olan Batı Seaxe’ın (günümüz İngilizcesinde Wessex) kuvvetleri, Büyük Kâfir Ordusu'nun saldırılarına karşı adanın başlıca direnişini sağladı. Wessex, başkent Winchester, Surrey, Sussex, Kent, Essex ve hatta Mercia’yı fethetti. Alfred’in Danimarka işgaline karşı kararlı savunması, Wessex’in İngiltere’yi tek hükümdar altında birleştirmesi için MS 927’de ilk temeli attı.

Mercia
Ulus Lideri: Ceowulf

Mercia’nın kralları, günümüzde Midlands olarak bilinen bölgeye başkent Tamworth’den hükmediyordu. Mercia altın çağlarını yaşadığı dönemde İngiltere’nin kuzeyindeki Northumbria’dan güneydeki Kent, Sussex ve Wessex’e kadar uzanıyordu. MS 877’de Büyük Viking Ordusu krallığın doğu yakasını ele geçirerek Doğu Engle olarak bilinen Danelaw’u kurdu.

Gal Krallıkları - Mide ve Circenn

Gal kültürü başlangıçta İrlanda’da gelişmişti, toplumları klanlar ve reislerden oluşan bir sistem etrafında kuruluydu. Roma yerleşimlerine baskınlar düzenledikleri gibi onlarla ticaret de yapıyorlardı. MS 878’den itibaren İrlanda’dan İskoçya’nın büyük bir kısmına kadar yayıldılar.
Viking akınıyla bazı baskıncılar Gal topraklarına yerleşerek Nors Gal toplumunu oluşturdular. İskoç Gal toplumu ise Piktleri de içlerine alarak Alba Krallığı haline geldiler ve günümüz İskoçya’sının temelini attılar.

Mide
Ulus Lideri: Kral Flann Sinna

Mide, İrlanda’nın kalbinde yer alır. Bu yalnızca coğrafi değil, siyasi, ilmi ve ruhani bir konumdur. Yüksek Kralların çoğu Mide'den gelmiştir ve mevcut hükümdarları Flann da bu unvana sahip olmak için gayret etmektedir.

Yakınında birçok İrlanda ulusu bulunan Mide, farklı klanları bir araya getirip İrlanda’nın bir refah dönemine girmesini sağlayabilecek konumdadır. Fakat tehlike hiçbir zaman uzakta değildir... Doğuya yerleşen Dyflin Vikinglerinin güçleri ve nüfuzları artmaktadır. Mide kaygılı barışı korumayı başarabilecek mi? Bu Nors göçmenlere karşı savaşta klanları bir araya getirebilecek mi? Yoksa egemenliğe giden başka bir yol mu bulacak?

Circenn
Ulus Lideri: Áed mac Cináeda

Circenn’in kökeni Pikt’ti fakat zamanla, acımasız Viking baskınlarından uzaklaştıkça Gal Krallıkları ve diğer haklardan büyük ölçüde etkilenmişti. MS 878, Viking istilalarının sonuna işaret etse de Circenn’in sorunları henüz bitmemişti. İskoçya’nın doğu kıyısını sıkıca elinde tutsa da hâlâ hem içeride hem dışarıda birçok tehdit vardı.

Circenn’in başkenti Scoan, ilahi bir güç bahşettiği rivayet edilen efsanevi Kader Taşı’nın bir zamanlar bulunduğu yerdi. Taşın bugün nerede olduğu bilinmiyor fakat ipuçları bulunabilirse onu geri almak için bir maceraya atılmaya değer...

Galliler - Gwined ve Strat Clut

Demir çağından başlayarak ilk yüzyılda Romalılaştırılmasına kadar Britanya Adası’nın büyük kısmını işgal eden Galli Krallıklar, Britanya Keltlerinin soyundandır.
Ne gariptir ki, İngilizce Welsh (Galli) kelimesi , Anglo-Saksonların yerli Britanyalılar için yabancı anlamında kullandıkları ‘wealas’tan türemiştir. Anglo-Saksonlar geliştikçe eski Britanya krallıklarının birçoğu ortadan kalktı.

Gwined
Ulus Lideri: Kral Anaraut

Kendilerine ‘İngiliz’ diyen istilacılar tarafından en batıya itilen Gwined halkı kendilerinin ‘gerçek Britonlar’ olduğunu iddia ediyor. Hem şiir sanatları hem de uzunyay becerileriyle ünlü Gwined Gallileri, Rhodri Mawr önderliğinde hızla gelişti.

Rhodri, bir yandan ülkesinin sınırlarını genişletirken, diğer yandan Gwined’i Vikinglere ve diğer istilacılara karşı da korudu. Fakat artık aramızda yok ve toprakları bölünüyor.

Strat Clut
Ulus Lideri: Run

Strat Clut, kökeni beşinci yüzyıla ve Kelt Britanyalılara kadar ulaşan bir krallıktır. Krallığın merkezi eskiden Alt Clut hisarında yer alıyordu fakat 870 yılındaki bir Viking istilasında buradan çıkarıldı. Şu anki Kral Artgal esir alındı ve söylentiye göre gizemli koşullarda öldürüldü. Krallık daha sonra Clyde Nehri vadisinde, kralın tek oğlu Run önderliğinde yeniden kuruldu.

Büyük Viking Ordusu - Northymbre ve Doğu Engle

MS 865’te Ragnar’ın oğullarının önderlik ettiği Büyük Viking Ordusu Doğu Angliya’ya ulaştı. Sonraki 15 yılda Vikingler şehirler fethederek, zaferler kazanarak, kimi zaman yenilgiye uğrayarak MS 878’te liderleri Guthrum, genç Kral Alfred ve onun Batı Sakson ordusuyla Edington Muharebesi’nde karşılaşana kadar Wessex’ten Clyde’a dört bir tarafa yayıldılar. Savaşı kaybeden Guthrum’un dağılan kuvvetleri yakındaki bir hisara çekildi. Başarıyla coşan Alfred’in adamları peşlerinden gidip onları kuşattı. İki hafta süren açlığın sonunda işgalciler teslim oldu.

Guthrum, teslim şartları gereği Hristiyan olarak vaftiz edildi ve adamlarıyla birlikte Doğu Angliya’ya yerleşmesine izin verildi; tabii Alfred’in sağladığı barışı sürdürmek koşuluyla.

Yenilseler de asla tevazu göstermeyen Vikingler öfkeden kuduruyor. Bir kurdu kafese kapatmanın bedeli elbet ödenir...

Northymbre
Ulus Lideri: Guthfrid

Vikingler MS 867’de Northumbria’ya geldiklerinde kermenleri olarak York şehrini (o zamanki adıyla Eoferwic) ele geçirdiler. Burası, 700 yıl boyunca sapasağlam ayakta duran Roma surlarıyla müthiş bir tabyaydı. Northumbria’lı Kral Aelle şehri Danlardan geri almaya çalıştı fakat saldırı sırasında esir alındı. Ragnar’ın oğulları, babalarını infaz eden Aelle’yi korkunç Kan Kartalı ritüeliyle cezalandırdı.

Northumbria Viking kontrolünde kaldı. Edington Muharebesi’ni izleyen Wedmore antlaşmasından sonra Büyük Viking Ordusu’nun bir kısmı Alfred’in sağladığı barış ortamında yaşamak üzere Northumbria’ya döndü.

Doğu Engle
Ulus Lideri: Guthrum

Britanya’nın güneydoğu sahillerinin büyük kısmını oluşturan Doğu Engle, Büyük Viking Ordusu işgalinin merkeziydi ve Edington Muharebesi’nden sonra ordudaki birçok savaşçı bu bölgeye yerleşti. Danimarkalı lider Guthrum’un (Alfred’in verdiği isimle Æthelstan) egemenliği altında nihai ismi Danelaw olacaktı.
Yine de Doğu Engle Danlarının içinde hâlâ savaşma gücü var. Kimse bir gecede ihtişamın hırkasını çıkarıp köylü olmaz.

Viking Deniz Kralları - Dyflin ve Sudreyar

Neredeyse bir asır süren baskınlardan sonra Vikingler, Britanya’ya kalıcı bir damga vurarak tarihinin akışını bütünüyle değiştirdiler. Bu değişim, Alfred’in Büyük Viking Ordusu’nu yenmesinden önce küçük Viking gruplarının adaya yerleşmesiyle, özellikle de kültürel anlamda kendini gösterdi.

Bu küçük uluslar aralıksız ihtilaflarla geçen bir ömrü Britanya’da yeni bir yaşantıyla takas ederek kendi küçük beyliklerini kurmuş, milletler arası evlilikler yapmış ve sonunda Britanya yaşamının temelinin bir parçası olmuşlardır. Britanya tarihinin simgesi olan bu kültürel karışım, adaları ve insanlarını bu denli eşsiz kılan tutum, inanç ve dillerin iç içe geçtiği bir zenginlik oluşturur.

Bununla birlikte bazı Vikingler hiçbir zaman tam olarak yerleşmedi: Onların amaçları daha büyüktü, fetih ve ihtişama duydukları açlık dinmezdi. Bu Deniz Kralları, İngiltere'nin görgüsüz hükümdarlarının verdiği kararlardan bağımsız olarak savaşçı tutumlarını sürdürecekti...

Dyflin
Ulus Lideri: Bardr

Dyflin, İrlanda’nın doğu kıyısındaki büyük bir liman kasabası ve Britanya’nın en büyük köle pazarının bulunduğu yerdi. Viking işgalinin önemli bir merkeziydi ve 873’e kadar Viking lordu Imar tarafından yönetildi. Imar’ın adı sıklıkla efsanevi cenkbeyi Ragnarok Lothbrok’un oğlu Kemiksiz Ivar’la birlikte anılırdı. Viking baskıncılar MS 840’tan itibaren kışları burada geçirmeye başladıkları için bölge olan ilişkileri uzun süreliydi ve zamanla, yavaş bir uyum sürecine giren törelerinde Gal etkisi kendini göstermeye başladı.

Fakat MS 878’de, Imar’ın oğlu Bardr sağlam bir şekilde tahta kurulmuştu. Bu hırslı Viking hükümdarı çevredeki Gal uluslarıyla kalıcı bir barış sağlayacak mıydı? Yoksa Ragnar’ın yöntemlerine geri dönüp kan ve tahakküm yolundan mı gidecekti? Savaşçı ruhun çağrısını duymazdan gelmek kolay değildir...

Sudreyar
Ulus Lideri: Eirik

Alba’nın doğusunda Kuzey Adalarının Krallığı Sudreyar bulunur. Güneyde, nüfuzun az olduğu dağınık Hebrides adalarını içine alan ve Atlantik’in havasına bütünüyle maruz kalan bu topraklar dayanıksız kişilere uygun değildir.

Britanya’nın büyük kısmı gibi bu adalarda da 8. yüzyıldan itibaren Vikinglerin varlığı artmıştır. Viking hükmü altına girdikleri bu dönemin öncesinde Gal krallığı olan Dalriada’nın bir parçasını oluşturuyorlardı. Sonraki yüzyılda, özellikle Harald Fairhair’in Norveç kralı olduğu ve önceki rakiplerinin bölgeye akın ettiği MS 872’den sonra, İskandinav işgaliyle Gal ulusları arasında karşılıklı etkileşimler belirginleşmeye başladı.

Maddi açıdan fakir olmakla beraber denizciler için mükemmel bir merkez olan Sudreyar Adaları baskıncılar ve kaşifler için kusursuz konaklama bölgesidir.

THRONES OF BRITANNIA – Steel & Statecraft Update



Today we’ve released a new update for A Total War Saga: Thrones of Britannia. The Steel and Statecraft update builds on some existing mechanics and also address some player feedback from the last update.
Among other things, the update implements a new Political Difficulty option. We understand that some players like to challenge themselves with political manoeuvring, while others prefer to stay away from such back-stabbing. You can now tweak this area of the game separately from Campaign Difficulty. The politics system is also undergoing some other changes, particularly in the events that come about as the result of political actions.
Here are some more highlights of the changes that have been made.

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.

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.

Buildings & Settlement Maps
Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.

We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

• 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)

New Major Settlement Maps
Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.
• 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)

Mod Support
Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

And That’s Not All…

The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more.


Про гру

A Total War™ Saga: Thrones of Britannia



The year is 878 AD, the embattled English king Alfred the Great has mounted a heroic defence at the battle of Edington, and blunted the Viking invasion. Chastened – but not yet broken – the Norse warlords have settled across Britain. For the first time in nearly 80 years, the land is in a fragile state of peace.



Throughout this sceptred isle, the kings of England, Scotland, Ireland and Wales sense a time of change approaching; a time of opportunity. There will be treaties. There will be war. There will be turns of fortune that become the stuff of legend, in a saga that charts the ascent of one of history’s greatest nations.

Kings will rise. One will rule.

Thrones of Britannia is a standalone Total War game which will challenge you to re-write a critical moment in history, one that will come to define the future of modern Britain. With ten playable factions, you must build and defend a kingdom to the glory of Anglo-Saxons, Gaelic clans, Welsh tribes or Viking settlers. Forge alliances, manage burgeoning settlements, raise armies and embark on campaigns of conquest across the most detailed Total War map to date.



Choose your strategy

The Grand Campaign offers multiple routes to a glorious Victory; aggressively expand your territory through force of arms, acquire renown through construction, advanced technology and influence, or complete a series of unique objectives based on your chosen faction’s history. Once completed, steady yourself for a significant late-game challenge and the final, Ultimate victory condition.

Explore and conquer the British Isles

From the snowy highlands of Scotland to the orchards and meadows of Kent, push back the fog-of-war and unveil the extent of Anglo-Saxon Britain. Varied towns, cities and rural settings inspire a host of different battlefield environments. Experiment with the strategic opportunities afforded by newly capturable minor settlements. Throttle your enemies’ trade routes and coax them out of strong, defensible positions.

Viking warlord or Anglo-Saxon king, define their legend

Each faction will face a series of unique events and branching dilemmas, often based on authentic historical events and issues of the time. Embark on Viking expeditions, manage the Anglo-Saxon peasant economy, each faction feels and plays differently. Carve out unique roles for your King and Nobles, customise their impact by making meaningful choices about their development and determine how their story will unfold.

‘Classic’ Total War gameplay refined

Includes many updates to core Total War mechanics - such as provinces, politics, technologies, recruitment, dilemmas and much more - designed to make your experience more immersive and more meaningful.

Playable factions, cultures and kings:



Thrones of Britannia will include ten playable factions, from five cultures, with a summary below.

The Anglo Saxons – West Seaxe and Mierce

When Roman rule in England concluded, new kingdoms of Germanic stock coalesced in the counties now known as Northumbria, Mercia, Wessex, Essex, Sussex, East Anglia and Kent. The peoples of these regions came collectively to be known as the Anglo Saxons.



West Seaxe
Faction Leader: King Alfred

As the dominant Anglo-Saxon kingdom of southern England, the forces of West Seaxe – or Wessex in modern English – provided the isle’s primary resistance against the incursions of the Great Heathen Army. From the capital city of Winchester, Wessex conquered lands in Surrey, Sussex, Kent, Essex and even Mercia. Alfred’s dogged defense of the Danish invasion laid the foundations for Wessex to unite England under one ruler for the first time in 927 AD.

Mierce
Faction Leader: Ceowulf

From its capital city of Tamworth, the kings of Mierce – known now as Merica - ruled the area now known as the Midlands. At its height, Mierce stretched from Northumbria in the north of England to Kent, Sussex and Wessex to the south. In 877 AD, the Great Heathen Army seized the eastern part of the kingdom to form the Danelaw, or East Engle.

The Gaels – Mide and Circenn

Gaelic culture initially developed in Ireland, their society built around a system of clans and chieftains. They raided and traded with Roman settlements, and by 878 AD had expanded from Ireland to inhabit much of Scotland.
With the influx of the Vikings, some raiders settled in Gaelic lands, becoming the Norse-Gaels. The Scottish Gaels would absorb the Picts to become the Kingdom of Alba – essentially setting the blueprint for modern Scotland.

Mide
Faction Leader: King Flann Sinna

Mide lies at the heart of Ireland. Not just geographically, but politically, intellectually and spiritually. Many High Kings have risen from Mide, and its current ruler, Flann Sinna, aspires to that title.

With many fellow Irish factions nearby, Mide is in a position to potentially bring the disparate clans together, and usher in an era of Irish prosperity. However, threats are never far away… the Vikings of Dyflin have settled to the east, and their power and influence are growing. Will Mide strive to keep the uneasy peace? Unite the clans in a war against these Norse settlers? Or find some other route to supremacy?

Circenn
Faction Leader: Áed mac Cináeda

Circenn was in origin Pictish, but became more heavily influenced by the Gaels and other peoples over time as they were driven away from the relentless Viking raids. 878 AD marked the end of the Viking invasions, but Circenn’s troubles were far from over. While she had a firm hold over the eastern coast of Scotland, many threats still exist – both within and without.

Scoan, the capital of Circenn, was once home to the legendary Stone of Destiny, said to bestow divine strength on her people. Where the stone now resides is a mystery, but if clues can be found, surely the Stone’s recovery would be an adventure worth undertaking…

The Welsh – Gwined and Strat Clut

The Welsh Kingdoms descended from the Celtic Britons who occupied much of the island of Britain from the Iron Age, into and beyond its Romanisation in the First Century.

Ironically, the term ‘Welsh’ derives from the Anglo-Saxon term for foreigner, ‘wealas’, which they applied to the native Britons. The Anglo-Saxons flourished and many of the old Brittonic kingdoms began to disappear.

Gwined
Faction Leader: King Anaraut

The people of Gwined have some claim to the title of 'true Britons', having been driven to the far west by invaders who now call themselves ‘English’. Renowned both for their bardic arts and their skill with the longbow, the Welsh of Gwined thrived under the leadership of Rhodri Mawr.

Rhodri kept Gwined largely free of Vikings and other invaders while expanding its borders. Now he is gone and his lands are divided.

Strat Clut
Faction Leader: Run

Strat Clut is a kingdom of the Old North that can be traced back to the Fifth Century and the Celtic Britons. The realm was formerly based at the fortress of Alt Clut but driven out by a Viking invasion in 870. The current King Artgal was taken captive and reportedly killed in mysterious circumstances. The kingdom reformed further into the valley of the River Clyde under the leadership of his only son Run.

The Great Viking Army – Northymbre and East Engle

In 865 AD, Ragnar’s sons led the Great Viking Army and made landfall in East Anglia. Over the next 15 years the Vikings ranged high and low, from Wessex to The Clyde, conquering towns, claiming victories and suffering their share of defeats until the Battle of Edington in 878 AD, where its leader Guthrum met his match in the young King Alfred and his West Saxon army. Bested in the field, his forces retreated in disarray to a nearby fortress. Flush with success, Alfred’s men gave chase and laid siege. After a fortnight of starvation, the invaders surrendered.

Under the terms of his capitulation, Guthrum was baptised into Christianity and he and his men were allowed to return to East Anglia and settle – provided they kept Alfred’s peace, of course.
Defeated, but never humbled, the Vikings seethe with an all-consuming rage. One does not cage the wolf without consequence…

Northymbre
Faction Leader: Guthfrid

When the Vikings arrived in Northumbria in 867 AD, they took the city of York – or Eoferwic, as was – for their stronghold. And what a bastion it was, with its formidable Roman walls still standing strong 700 years on. King Aelle of Northumbria attempted to wrest the city back from the Danes, but was captured during the attack. In retribution for Aelle’s execution of their father, the sons of Ragnar made an example of him with the horrifying Blood Eagle ritual.

Northumbria remained under Viking control and, after the battle of Edington and the subsequent treaty of Wedmore, a portion of the Great Viking Army marched back to Northumbria, to settle under Alfred’s peace.

East Engle
Faction Leader: Guthrum

Forming the bulk of Britannia’s south-easterly coast, East Engle was the staging-point of the Great Viking Army’s invasion, and the region where many of its warriors settled after the Battle of Edington. Under the rule of the Danish leader Guthrum (or Æthelstan, to use his adoptive name by Alfred) it would ultimately come to be known as the Danelaw.
Yet still, some fight remains in the Danes of East Engle. One does not shed the mantle of glory and become a landsman overnight.

The Viking Sea Kings – Dyflin and Sudreyar

After nearly a century of escalating raids, the Vikings left an indelible stamp on Britannia, altering the course of its history forever. Not least of all culturally, as many smaller bands of Vikings had settled around the isles prior to Alfred’s defeat of the Great Viking army.
These smaller factions traded an existence of ceaseless conflict for a new life in Britannia, establishing their own petty principalities, intermarrying and ultimately becoming part of the warp-and-woof of Britannic life. This mingling of cultures, so emblematic of British history, helped create the rich melting-pot of attitudes, beliefs and language that has made the isles and their people so unique.

Some Vikings never truly settled however; their designs were grander, their hunger for conquest and greatness unquenched. These Sea Kings would continue their bellicose work, heedless of any decree from England’s upstart ruler…

Dyflin
Faction Leader: Bardr

Dyflin was a major port town on the east coast of Ireland, and the site of Britannia’s largest slave market. It was a major site of Viking occupation, and was ruled until 873 by the Viking lord Imar, often associated with Ivar the Boneless, a son of the legendary Viking warlord Ragnar Lothbrok. Viking raiders had wintered there as early as 840 AD, so their association with the region had been a long one, and over time their customs began to take on a more Gaelic flavour as the slow process of integration took its course.

By 878 AD however, Imar’s son Bardr was firmly established on the throne. Would this ambitious Viking ruler seek to seal a lasting peace with the surrounding Gaelic factions? Or return to the ways of Ragnar, and pursue a path of bloodshed and domination? It is hard to ignore the calling of one’s warrior-blood…

Sudreyar
Faction Leader: Eirik

To the west of Alba lies Sudreyar, the Kingdom of the Southern Isles. Comprising the southern Hebrides, these scattered islands were sparsely populated and, bearing the full brunt of the Atlantic weather, were not lands suited to the less-hardy.

Like much of Britannia, these islands saw increasing Viking contact from the 8th Century. Prior to this period they formed part of the Gaelic kingdom of Dalriada, until they fell under Viking control. Over the next century, Scandinavian occupancy took on a distinctly Gaelic flavour (and vice-versa), particularly after 872 AD when Harald Fairhair became king of Norway, and his former opponents flocked to the area.

Materially poor, but offering an excellent base for those of a nautical bent, the isles of Sudreyar are a perfect staging-post for raiders and explorers.

System Requirements

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