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Makar Vorobyov
Makar Vorobyov

Total War Game Of Thronesl !!LINK!!


The recruitment system has been expanded, now all the primary factions of the mod, I mean the noble houses, will be able to recruit the bannermen's unique units in certain settlements. If you capture White Harbor, you will get access to the House Manderly units, same for other regions, a total of 35 settlements I believe. That might not be very lore friendly but it looks nice ingame as your roster expands. This won't affect regional generic units, I don't want the Greyjoys conquering the North by using entirely Northern Troops, or the Stark using entirely Westerlands units. Also these changes won't affect the secondary factions, like The Wildlings, the Night's Watch, the Dothraki and of course not the unplayable factions (the Others or Braavos).




Total War Game Of Thronesl



- Random events would also be appreciated, as we know Westeros is full of surprises and unexpected events, and it would be great to have some random events from time to time, to make the game more difficult, for example a treason from a general, or anything that would surprise us in a "game of thrones way", even some weather events like a storm that destroys some buildings or a fire in a city.


- It's just my personal preference, but I like when games are more "realistic" so for me, I would like 2 things : the turns to be smaller in time, what I mean is that a year in the game would be something like 6 or 8 turns or even 10, because 4 turns is too short, the characters are growing old too fast and it feels like you can build a huge building in just a few months, which feels unrealistic. Something just a little more long, with longer years and longer turns to make a construction, would give a much more realistic feeling.


- It's also a thing that surprised me, when I saw that the year is divided in 4 seasons because, in the world of Martin, it's not like in our real world, you don't have summer, winter, fall and spring, in the same year. It's more like longer seasons and they are quite random, you can have a spring of 2 years, a summer of 5 years, and then a winter of 10 years, that's the whole reason why the white walkers are so scary and put so much pressure, because they come at the same moment as the long winter comes. So seeing in the game this feature, with seasons that fits the way of the actual westeros world, would be great.


- The last thing that would be amazing, would be in the menu, to be able to choose between different times, for example the main game of thrones time period, but also the "House of the Dragon" time period (that's a lot of work to change all characters, possibly the map and houses, but that would be an interesting goal in the future to be THE westeros mod with 2 time period in it)


Hey there, I'm glad you like it. Thank you for the kind words. To be fair, I never played Third Age, so I have no idea about their quests or their banners. Late in the game there is a script that makes some allied factions to go to war, like Starks and Boltons, or Tullies and Freys. Scripting is very complex, perhaps when I learn more about it, I will add something more. As about the years, there is a script of 10 turns per year. Does it mean that is not working and characters are ageing faster? I will have to check again.As for campaigns on other timeline of Westerosi history, that is beyond my scope. But I would recommend you the mod from Peaman called Fire & Blood. It has several campaigns and some very good stuff. There are some assets on this mod which originally came from Fire & Blood.


Thanks for the quick answer and all the information, that's good to know and very good to see how you are so efficient and reactiveFirst, yes you should definitely play Third Age : it's the best mod out there so far, it's a masterpiece at this point, just try Divide and Conquer (the most enhanced and polished version of it) and you're going to get a ton of ideas and inspiration, it's hugeAbout the script in the late game, that's very good to knowAbout the 10 turns per year, that's exactly what the mod would need, but apparently no it's not working for me, I'm still at 4 turns per year so in just about 40 turns all my generals are starting to dying of old age and the time is too fastAbout the Fire & BLood mod, thanks for the recommandation, I was actually hesitating between this one and yours, but the Fire & Blood mod got so much a bad reputation about bugs, everywhere I go in comments or youtube channels that done some videos about it, the experience is always ruined because there's too many bugs all the time so I prefer personnaly a more simpler mod but polished, rather than something bigger but always buggyThe page even looked abandonned since June, as a lot of people complaining about bugs or asking questions, never had an answer


Total War Sagas offer the same additive mix of turn-based campaign strategy, real-time battle tactics with hundreds if not thousands of hours of gameplay as a regular Total War game, just focussed down on a distinct moment.


They will be concentrated games which will put you right in the middle of a dynamic point in history, where the outcome could have gone in a huge number of different directions. Such moments also tend to be constrained to a tight geographic area as well.


Recruitment is not so simple. When recruiting a unit, you can select the army you want it in, and recruit it. However, it will not give you an entire unit, only a small band of men, which will replenish to a full unit over time. You can improve this by building granaries, souterrains, and arenas, all of which have replenishment multipliers. This changes the focus of unit construction, to unit replenishment and preservation, placing a much greater value on each unit, than in previous Total War games. It also prevents being able to recruit a huge army within one turn without a substantial amount of money.


Every other Summer, Mide will have the option of hosting the Fair of Tailtiu: An event that sees people gather for games, funerals and even marriages. Players will be given a dilemma in which they can choose to either hold the fair, costing them gold but gaining them legitimacy, or to refuse instead which will cost the ruling character their influence


Total War Saga: Thrones of Britannia is a strategy video game developed by Creative Assembly and published by Sega, released on 3 May 2018 for Microsoft Windows. The game was brought to macOS and Linux by Feral Interactive on 24 May 2018[1] and 7 June 2018 respectively.[2] It is the twelfth game in the Total War series of video games.


Like its predecessors, the game is both a turn-based strategy and real-time tactics game. The game takes place on the islands of Britain and Ireland after Alfred the Great defeated the Viking invaders. Players assume control of various factions including Vikings, British clans and Anglo-Saxons, and compete against each other to be the new king.[4] In the game, players command different military units and move them around the map. They can also fund research for new projects, recruit and manage new characters for their cause, and engage in diplomacy with other factions.[5]


Thrones of Britannia is the first game in the Total War Saga series, which was developed by Creative Assembly to be a shorter but more focused Total War game by focusing on a particular time period in history instead of being era-spanning.[6] According to Mike Simpson, the series director, the Saga series aims at "putting defined geographical areas under the microscope" with a "strong cultural focus and flavour".[7] Initially the game was set to be released on 19 April 2018, but Creative Assembly delayed the game's launch to 3 May 2018 in order to have extra time for polishing the game.[8]


The game has received positive reviews. It has an aggregated score of 75 on Metacritic, indicating "Generally favorable reviews".[9] The game garnered some criticism for what some perceived as stripped campaign and issues with combat compared to previous games, and a lack of variation between factions.[10]


The game won the award for "Best Strategy Game" at The Independent Game Developers' Association Awards 2018, whereas its other nominations were for "Best Educational Game", "Best Audio Design", and "Heritage".[11][12]


Total War Saga games, of which this is the first, are smaller standalone games that hone in on a flashpoint in history. This time it's the age of Alfred the Great, King of the Anglo-Saxons and historical celebrity. It's fertile ground for a Total War romp, with the British Isles heaving with people who really don't like one another, especially the kings. And there are a lot of them. How many kings could you really fit in Britain, you're perhaps wondering. The answer is loads. Too many, really. Hence all the wars.


Holding onto my kingdom proved to be a lot trickier than building it. Thrones of Britannia's kingdoms and borders are fluid, with wars, uprisings and politicking forcing the archipelago to constantly shift. Old kingdoms once thought long gone can reappear, while powerful nations can be shattered in a few years. In the early game, when there are still five kings for every person, the cavalcade of events and battles means that it's never not interesting, in stark contrast to the victory conditions that become the focus later.


Fame victories are especially hollow. All you need to do is generate fame by simply playing the game, and not even well. Fight, build stuff and just generally engage with Total War and you'll end up winning. Kingdom victories, on the other hand, are basically the same as conquest victories, but instead of conquering everyone, you've also got to conquer some specific provinces, their number depending on the faction.


It's disappointing to end a game on such a sour note, especially when Thrones of Britannia brings with it a lot of positive changes that I hope will be continued through future Total War games, and not just the Saga series. For all of its tweaks, it often drills down into what's great about Total War as a series. For a long time Total War has been stuffed to the gills with systems that can sometimes get in the way of a good scrap. Leader progression, building chains and agents have consistently become more elaborate and diverting. Thrones of Britannia is comparatively neater. Creative Assembly has liberally sheared off agents, trade and military buildings, weaving the mechanics once attached to them into other systems. It's both slicker and more cohesive than any of its predecessors, though the streamlining does make some parts of the game feel perfunctory.


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