But the lack of meaningful checks on snowballing, even on hard difficulty, made it far too easy to become ludicrously powerful. It's far too easy to become ludicrously powerful.These systems definitely keep you on your toes early on, which is when Thrones of Britannia is the most fun. As the Irish King Flann Sinna, I had to maintain my legitimacy in the eyes of the other Gaelic lords which… yep, by the late game, was absolutely unquestioned. As the leader of one of the Danelaw factions, I had to balance the desires of my new English subjects with those of my viking warriors – both of whom gave me their unwavering, utter adoration by the late game. There’s the War Fervor stat returning from Age of Charlemagne, which measures your people’s desire to fight, and I had parked at nearly maximum for most of the late game, making it feel irrelevant. The problem with most of the other new campaign stuff is that it becomes far too easy to manage, with rewards for success and penalties for failure each feeling underwhelming. I really liked how this encouraged me to not have every stack be fully comprised of Elite Praetorian Murderlords by the late game, while forcing interesting tactical decisions about where to deploy my badass battalion and which part of the line could be trusted to the farmers with sharpened sticks. Since the pool refills semi-randomly over time, you’re forced to either raise a smaller army of your best units, or round out a larger one with weaker units. Perhaps most notable is that armies are recruited from a single, global pool and technologies, rather than buildings, are the main way of unlocking better units. I was forced to make a tactical decision of where to deploy my badass battalion.Elsewhere, Thrones of Britannia is packed with new campaign mechanics that range from meaningful to negligible. Some level of abstraction is expected, but this really stretches my suspension of disbelief. It makes me wonder why the designers didn’t opt to have one turn represent a month or even a week instead. It can take multiple years to march from Portsmouth to Inverness, for example – a feat that a hiker could accomplish in less than three months, even at a quite leisurely pace. There are going to be ten playable factions at launch, and although nothing much is confirmed at this stage, checking out the maps below will give you a fairly good idea about how the political landscape will look when the game lands on PC next year.Each turn still represents a quarter of a year, though, and armies haven’t had their movement range changed significantly, which creates some oddly immersion-breaking conceits when zoomed in this far. The post by lead dev Jack Lusted also explains some subtle but potentially far-reaching changes to the way the provinces work on the map, and there's the admission that they're keeping things balanced at the expense of historical accuracy for a couple of factions (the example given is that the influential West Saxons - or West Seaxe as they're more accurately called - will have less territory at the start of the game). The quick version of the extensive blogpost is that the map will be 23x bigger than it was when it appeared in Total War: Atilla, and therefore "the largest, most detailed version of the British Isles featured in a Total War game." It was a turbulent period of British history, and out of it the country of England began to form, and it's this series of events that CA are looking at much more closely.Īnd now the studio has given us a lot of new insight into what it's planning for the game. In this case we're talking about 878 AD in Britain, around the time the Vikings started showing up en masse and raiding further and further into the mainland. The Creative Assembly recently announced A Total War Saga: Thrones of Brittania, a spin-off from the studio's main historical series, and one that focuses on a fairly narrow period of history.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |