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Common to all factions is a meter tracking your populace’s War Fervour. The Sea Kings collect tribute from other factions, and also take slaves after battle. Welsh factions are bloody heroic, they are, so ranking up heroes and owning Welsh land grants bonuses. Not only can my enemies get in the sea, they can also pay me a tribute for the privilege of drowning.Ī narrative thread running through each campaign influences the direction of the early turns, but so do the faction-specific rules. Two for the regular land vikings and two for the Viking Sea Kings, an aspirational title if ever there was one. There’s two each for English, Welsh, and Gaelic. Thrones of Britannia includes ten different factions split evenly across five cultures. The stained glass and wood carving motif reinforces the sense that you’re writing your personal legend into history, which means it’s always fun to imagine the glassworker who has to immortalise your brutal pillaging in glittering detail. The exclusive focus on the extremely disunited kingdom means a smaller landmass, but densely populated provinces with multiple settlements, each of which can be built up to provide different resources or research paths. Drop down menus make shuffling through armies and provinces intuitive, which you’ll come to appreciate. Helms off to Creative Assembly for making it not only workable, but attractive. This is Total War, however, so before navigating the perils of battle, it’s necessary to navigate the perils of the labyrinthine UI. Truthfully though, like so much of the conflict in history, they had something shiny, and I decided I wanted it. I’d like to pretend their sacrifices come at the bitter end of a long, failed diplomatic campaign. Although I imagine its majesty is somewhat lost on the seven hundred exhausted Welshmen I’ve just ordered to breach the stronghold’s walls, with nothing but battered wooden shields between them and a typical British forecast of flaming arrows. Originally posted by Ernavill:That largely depends on what units you prefer yourself.From my vantage point, there’s something enchanting about the snow-capped palisades of Dinefwr. In Anglo Saxon England, however, the different armies would have been much more similar.
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They fought armies from Africa, to the Middle East, to Northern Europe. This also makes sense historically speaking, as you would not see such substantial differences between armies as the Roman empire would have seen for instance. In other words, you tweak your armies rather than overhaul them, when you change factions. By knowing these, you can make small changes to your armies to make them more effective. Yet each culture (or sometimes even faction) has its own strengths and weaknesses. The devs have done an amazing job at making the basic mechanics largely the same for each faction. Many people have complained that all the factions are the same in ToB, but this is not true. This means you can move armies across the water without losing any people, and if it comes to a battle at sea, they'll have a huge bonus compared to other factions (although, whether this proves useful, largely depends on your playstyle). The Sea Kings are the only ones who do not get any debuffs while embarked. Another very strong bonus for this culture is their seamanship. So while excellent at killing enemies, the biggest downside for me, is that you tend to lose more men in the process as well. And lastly the Sea Kingfactions, which has strong offensive capabilities. Mide and Circenn both have very different units, whereas for most other cultures the two factions are (very nearly) identical. The Gaelic culture does have the biggest unit difference between its two factions I believe. The Gaelic factions, like the Welsh, have strong cavalry units, although their archers cannot match the longbowmen. If you prefer infantry, however, the English or Great army are probably your best bet. Best archers in the game, and strong cavalry. For me personally, I like the Welsh factions best. That largely depends on what units you prefer yourself.
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