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Total War Saga: Thrones of Britannia Gets Allegiance Update That Adds a New Religion-Like Mechanic

Total War Saga: Thrones of Britannia Gets Allegiance Update That Adds a New Religion-Like Mechanic

In particular the religion mechanic from Total War: ATTILA. Dubbed the Allegiance Update, it adds new mechanics, improvements and fixes to Total War Saga: Thrones of Britannia.

Thrones of Britannia was criticised as being too streamlined or shallow by reviewers and gamers (despite adding some interesting mechanics). With this new update, Creative Assembly has added some new mechanics, and completely reworked or removed old ones.

Allegiance is really an implementation of the religion and culture mechanic from Atilla and ROME II. It makes expanding your borders and conquering cities a bit more challenging as cities with different allegiance will have lower public order.

Decrees are straight up from Total War: WARHAMMER II. You can enable one of the four decrees if you fulfil the requirement to give your faction a temporary bonus.

Estates are interesting as they seem to be another factor to consider when you're expanding your faction's foothold. Some characters desire more of estates than the faction leader or particular estates.

It's fantastic that Creative Assembly is supporting Thrones of Britannia by completely reworking the game and improving it. It's not a small side Total War game as it has a pretty hefty price (USD$39.99).

I didn't get Thrones of Brittania when it was launch knowing it didn't quite nail the balance of the campaign well. But with this update, I might just get it... when it's on sale. Chek out the major changes below:

 

Allegiance

  • This feature is based on Religion from ATTILA and the Culture mechanic of ROME II but, to better match what was going on during the time period and the design of the game overall, it has been reimagined as “Allegiance”
  • All playable factions have their own Allegiance, with minor factions sharing group Allegiances such as English Kingdoms etc.
  • Allegiance is spread by the current level of faction leader influence, as well as certain Followers and Traits characters can have
  • The presence of other Allegiances in your provinces causes a negative public order impact that scales with the size of the other Allegiances present
  • The effects from taxes have been changed so that there is a smaller base penalty to public order, but each tax level gives an increasing multiplier to the effect of other Allegiances on public order
  • The public order impact from occupying settlements has also been removed, so that the main public order impact on taking a settlement is the levels of different Allegiances present in a province. Take back a settlement you lost a turn before, you’ll see minimal or no public order problems. Take one deep in foreign territory and it will take time for the Allegiance to shift to your own
  • Characters in your faction and certain events can also spread “Usurper” Allegiance, which is linked to the civil war faction for each playable faction
  • The faction leader can also spread Usurper Allegiance if their influence gets too low
  • Allegiance display has been added to province panel, province details panel, and a filter added to the strategic map

Decrees

  • A new menu has been added to the campaign, called Decrees, that sits to the left of the Objectives button on the main HUD
  • Similar to the Rites feature in Warhammer II, the Decrees screen allows the player to enact one of 4 different decrees that give bonuses to their faction for a number of turns. These could be bonuses to unit replenishment, big increases to research rate, or triggering Expeditions for the Viking Sea Kings
  • The full list of Decrees and bonuses for each faction is detailed in the Balance Changes section of the patch notes
  • Each Decree costs gold to enact, and depending on faction can also cost faction leader influence or other elements as well
  • Enacting a Decree puts all of them on a cooldown of a number of turns until one can be done again, and the enacted Decree will have a longer cooldown as well
  • Decrees can have unlock requirements, such as constructing a certain level of building, winning a number of battles, or researching a technology
  • Several previously event based mechanics have been merged into this system. The Witan for West Seaxe is now what Decrees are called for them, the same is also true for Hoards and Mierce, and the Fair of Tailtiu and Mide
  • Expeditions, along with being incorporated into the Decrees system, have also been reworked so that they no longer have negative outcomes and each direction of travel is associated with certain bonuses
    • The Isles (previously North) for farm bonuses gained by settling the isles in the Atlantic
    • The Rus (East) for trade bonuses gained from meeting with them or for journeying down the great rivers to the lands beyond
    • The Mainlaind (Southeast) to gain bonuses from taking towns or making people your vassals
    • South to gain income from raiding

Pagan Kings

  • As the two playable factions who we believe were not largely Christian at this time, Dyflin and Sudreyar will now start with a new effect bundle called “Pagan Kings”. This gives bonuses to unit replenishment rate and unit morale but also spreads Usurper Allegiance
  • As the player conquers more regions with Church buildings or upgrades them, an event will appear with three choices:
    • Stay Pagan will replace the existing Pagan Kings effect bundle with one that generates lower bonuses and larger penalties
    • Convert King replaces the Pagan Kings effect bundle with a new one that lasts for a number of turns and generates a diplomatic relations bonus with other factions and improves faction leader influence but lowers character loyalty
    • Mass Convert replaces the Pagan Kings effect bundle with a new one that lasts for a number of turns and generates the reverse of its effects, so penalties to morale and unit replenishment but a bonus to public order
  • If the player chooses Stay Pagan, the event will appear again when more Church regions are conquered/constructed/church buildings upgraded
  • The event can appear up to five times, and if the player chooses to stick to paganism right up to the last one the effect bundle will be applied permanently!

Buildings

  • All minor settlement buildings, except for religious ones, now branch at tier 4 to give more choices in how to specialise a province. For example, the LEAD chain splits into one line giving a bonus to Church income, the other that focuses on resource production and Industry income
  • For major settlements, two new chains have been added for all of them: MERCHANT for Commerce income, and WORKSHOP for Industry income so you can always get income of those types from major settlements
  • The Bullaun chain has been added for MONASTERY settlements, which give bonuses to public order and fame
  • New unique settlement chains have been added to Grianan Ailech (GRIANAN OF AILECH), Achadh Bo (MONASTERY OF ST CAINNECH), and Hwitan Aerne (CHURCH OF ST RINGAN)
  • Tintagol has gained a unique variant of the GRANARY chain, the FOGOU chain
  • Several existing major settlement chains have been changed, both in their bonuses and where they can be built:
    • TOOLS chain can only be built in provinces with COPPER, IRON, or WOOD buildings and focuses on bonuses to those buildings
    • TANNER chain can only be built in provinces with the HUNTING chain
    • TITHE HALL chain can only be built in provinces that have either a MONASTERY main settlement or at least one ABBEY chain in the minor settlements, and also have at least one FARM, ORCHARD, or PASTURE chain in the province. The building gives bonuses to food production from those chains and also a bonus to Church income
  • Other new chains have also been added to major settlements which are also dependant on what other buildings exist in a province:
    • CRAFT MERCHANT chain that can only be built in provinces with CLOTH, POTTERY, or SALT chains and gives bonuses to those chains as well as a bonus to Industry income in the province
    • WAREHOUSE chain that can only be built in provinces that have at least one of the PORT building chains, and it improves income and food production of all PORT building chains in a province
    • CHURCH CRAFT chain that can only be built in provinces that have either a MONASTERY main settlement or at least one ABBEY chain in the minor settlements, and also have at least one COPPER, IRON, or WOOD chain in the province. The building gives bonuses to the income from those chains as well as a bonus to Church income in the province
    • ARTISANS chain that can only be built in provinces with GOLD, LEAD, SILVER or TIN chains and gives bonuses to income from those chains as well as a bonus to Commerce income in the province

Estates

  • There are now multiple types of Estates in the game:
    • Agricultural Estates, given by the APPLE ASH, FARM, HUNTING, ORCHARD, and PASTURE building chains. Their effects are:
      • Held by faction leader
        • +1 influence
      • Held by other characters
        • +1 influence
        • +1 loyalty
        • -100 gold
    • Estate Estates, given by the ESTATES building chain. Their effects are:
      • Held by faction leader
        • +2 influence
      • Held by other characters
        • +1 influence
        • +2 loyalty
        • -50 gold
    • Religious Estates, given by the BENEDICTINE ABBEY, CELI DE ABBEY, and ABBEY chains. Their effects are:
      • Held by faction leader
        • +2 faction Allegiance
      • Held by other characters
        • +1 influence
        • +1 loyalty
  • New traits and effects related to Estates have been added. Characters can now gain traits that gives them a desire to own certain type of Estates, and a loyalty penalty if that desire isn’t met. They can also want to have more Estates than the faction leader, or more than lower level characters for example
  • The full list of desires that traits might give is:
    • Desires more Estates than faction leader
    • Desires less Estates than faction leader
    • Desires more Estates than generals and governors
    • Desires more Estates than characters with lower Command
    • Desires more Estates than characters with lower Governance
    • Desires more Estates than characters with lower Zeal
    • Desires more Estates than lower level characters
    • Desires more Estates than everybody but the faction leader
    • Desires more Estates than younger characters
    • Desires no more Estates
  • The traits giving these desires can be gained either when a character is created, or a chance to gain each turn, or by the player handing out Estates to characters
  • All of the above mean that there is much less of a one size fits all approach in how to deal with characters and Estates, and how you might try and deal with the desires of certain characters

For the full list of changes read here.


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