Allegiance Update Beta 2

Total War Saga: THRONES OF BRITANNIA

CA KingGobbo
August 2 2018

Today the second version of the Allegiance beta is now available, which includes changes made as a result of feedback gained on the first beta as well as introducing other additions and changes to the game we have wanted to make. The big new addition is Decrees, a version of the Rites system from Total War: WARHAMMER II that allows players to make a choice to spend something in return for a bonus for a number of turns. We’ve also made large changes to mechanics like Heroism, Legitimacy, Tribute, Here King and introduced a new mechanic called the Burghal system for the English Kingdoms.

Here’s a step-by-step guide to how you can get involved:

  1. Restart Steam
  2. Find Total War Saga: Thrones of Britannia in your Steam library
  3. Right click Total War Saga: Thrones of Britannia and go to Properties in the drop-down menu
  4. Go to the Betas tab
  5. In the drop-down menu under Select the beta you would like to opt into: select Allegiance_1

A few key things to bear in mind before you get started:

  • IMPORTANT: The update is save game compatible but the changes we’ve implemented may impact your campaign (also many changes will only apply to new save games)
  • This beta is the first iteration of the Allegiance Update – more will be added in a new beta before the update is fully deployed to all players
  • Please start a new campaign to get the full experience of the changes we have made
  • Not all of the changes have been localised yet – text may only exist in English
  • Some events still refer to War Fervour and to the old Here King numbers even though the former has been removed and the latter has been changed

Major Changes

Decrees

  • A new menu has been added to the campaign interface, called Decrees.
  • Similar to the Rites feature in Total War: 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 range from bonuses to unit replenishment, big increases to research rate, or triggering Expeditions for the Viking Sea Kings.
  • Each Decree costs gold to enact and depending on faction can also have secondary costs, such as faction leader influence or culture points.
  • Decrees have individual cooldowns and global cooldowns.
  • Decrees can have unlock requirements, such as constructing a certain level of building, winning a number of battles, or researching a technology.
  • Some previously event-based mechanics have been merged into this system such as ‘The Witan’ for West Seaxe, ‘Hoards’ for Mierce, and the ‘Fair of Tailtiu’ for Mide.
  • The full list of Decrees and bonuses for each faction is detailed in the Balance Changes section of the patch notes.
  • Expeditions, along with being incorporated into the Decrees system, have also been reworked so that they no longer have negative outcomes. In addition, each direction of travel is now associated with bonuses:
    • The Isles (previously North) for farm bonuses.
    • The Rus (East) for trade bonuses.
    • The Mainlaind (Southeast) to gain bonuses from taking towns or making people your vassals.
    • South to gain income from raiding.

Faction Traits

  • There have been many changes to faction traits to reflect the new Decrees mechanic with the aim to make them more distinct. The faction trait changes are listed in the Balance Changes section.

Faction Mechanics

  • War Fervour has been removed. We felt it did not have the desired impact, and when it was impacting campaigns it was often in opposition to mechanics like Heroism, Legitimacy etc.
  • The values and effects for faction mechanics (such as heroism) are now displayed on the interface as a bar at the top of the screen.
  • Event Messages detailing changes in faction mechanics have been removed due to new ‘bar’.
  • Food is also now displayed with a bar on the main campaign screen to better visualise the bonuses it gives at different levels.
  • With the introduction of the Decree system as a player-initiated use for culture points, the randomised events that utilised culture points have been removed.
  • The effects from many of these mechanics have been updated, detailed fully in the balance change section
  • The ‘Cultural Equilibrium’ factor has been renamed to ‘Natural Decline’ and will now only apply if there have been no other changes to the value of Heroism/Legitimacy/Tribute in the last turn.
  • A new mechanic has been added to the English Kingdoms – the Burghal system. This gives bonuses depending on the factions tax level and whether the faction is at peace or at war. These bonuses are:
    • Very low taxes:
      • -50% Fyrd cap
    • Low taxes:
      • -25% Fyrd cap
      • +10% campaign movement range
      • -15% construction cost for Garrison buildings
    • Normal taxes:
      • +15% campaign movement range
      • -30% construction cost for Garrison buildings
    • High taxes:
      • +25% Fyrd cap
      • +20% campaign movement range
      • -60% construction cost for Garrison buildings
    • Very High taxes:
      • +50% Fyrd cap
      • +25% campaign movement range
      • -100% construction cost for Garrison buildings
    • Each level can also give bonuses or penalties to Public Order and faction leader influence depending on if your faction is at war or at peace. Your people prefer low taxes during peace time but will endure high taxes if you’re at war.

Supplies

  • Foreign soil penalty removed, instead each stance now has a supply cost and certain situations like besieging also cost more supplies.
  • Bonuses from positive food apply to armies in own or allied territory and the values of these bonuses have been adjusted to factor in the new way supplies work.
  • This means that supplies will no longer go down in allied or vassal territory if your faction has positive food. Faction food level will also play a bigger part in how quickly armies will build up supplies in your own territory

Bug Fixes

Campaign

  • AI will only recruit armies with a minimum of 3 units, preventing only single unit AI armies.
  • Airgialla is now correctly a vassal of Ailech.

UI

  • Fix for male characters in family tree showing ‘Arrange Marriage’ button instead of ‘Seek Wife’.
  • Fix for influence on the family tree not showing a breakdown tooltip.
  • Untaxing a province will now correctly update the province panel.
  • Strip Estate button in family tree works again and will takes player to Estates panel.
  • Notification icons at top of screen now correctly appear at start of a new turn.
  • Character details button added to ‘Trait’s Gained’ message at the start of a turn.
  • ‘Trait’s Gained’ window can no longer be seen behind other messages.
  • Fix for tooltip becoming stuck on the cursor if player right-clicks a building icon with a warning icon on it.

Balance Changes

  • West Seaxe
    • Title: Witan
    • Enacting one decree will put all other decrees on a 10 turn cooldown
    • The options are:
      • New Laws Enacted
        • +10 to faction Allegiance
        • +100% reduction in public order penalties from other allegiances
        • Costs 2 faction leader influence and 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 10 turns
      • Relieve the Tithed
        • +5 pubic order
        • -25% tax
        • Costs 2 faction leader influence and 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 10 turns
      • The Anglo-Saxon kingdom
        • Requires highest level of GREAT HALL chain to unlock
        • -25% building construction time
        • +25% campaign movement range
        • Costs 2 faction leader influence and 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 5 turns
      • Gather Venerable Scholars
        • Requires player to have unlocked any technology branch to enact
        • -50% construction time for Scribe buildings
        • +75% research rate
        • Costs 2 faction leader influence and 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 3 turns
  • Mierce
    • Title: Hoards
    • Enacting one decree will put all other decrees on a 5 turn cooldown
    • The options are:
      • A Generous Donation
        • Requires highest level of CHURCH of BENEDICTINE ABBEY chain to unlock
        • -50% construction time for Church and Benedictine Abbey buildings
        • +75% research rate
        • Costs -10000 gold to enact
        • Individual cooldown of 10 turns, bonuses in effect for 3 turns
      • The People’s Army
        • Requires 40 units to be recruited to unlock
        • +25% campaign movement range
        • +30 XP for units per turn
        • +10 unit morale
        • Costs 10000 gold to enact
        • Individual cooldown of 10 turns, bonuses in effect for 5 turns
      • Our Futures Secured
        • Requires a rank 5 character to unlock
        • +5 XP for generals per turn
        • +2 loyalty for all characters
        • Costs 10000 gold to enact
        • Individual cooldown of 10 turns, bonuses in effect for 5 turns
      • The People’s Prince
        • +10 to faction Allegiance
        • +3 public order
        • Costs 10000 gold to enact
        • Individual cooldown of 10 turns, bonuses in effect for 5 turns
  • Gwined
    • Title: Decrees
    • Enacting one decree will put all other decrees on a 10 turn cooldown
    • The options are:
      • An Army Supplied
        • Requires 40 units to be recruited to unlock
        • +25% unit replenishment
        • +5 supplies
        • -2 unit food upkeep
        • Costs 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 10 turns
      • An Epic Verse
        • +10 to faction Allegiance
        • Increases Heroism by +10
        • Costs 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 10 turns
      • Honour His Holy Church
        • Requires highest level CHURCH or ABBEY chain to unlock
        • -50% construction time for Church and Abbey buildings
        • +75% research rate
        • Costs 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 3 turns
      • Infrastructure Improved
        • Requires player controls 20 settlements to unlock
        • -40% to building construction time
        • Costs 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 5 turns
  • Strat Clut
    • Title: Decrees
    • Enacting one decree will put all other decrees on a 10 turn cooldown
    • The options are:
      • An Army Supplied
        • Requires 40 units to be recruited to unlock
        • +25% unit replenishment
        • +5 supplies
        • -2 unit food upkeep
        • Costs 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 10 turns
      • An Epic Verse
        • +10 to faction Allegiance
        • Increases Heroism by +10
        • Costs 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 10 turns
      • Honour His Holy Church
        • Requires highest level CHURCH or ABBEY chain to unlock
        • -50% construction time for Church and Abbey buildings
        • +75% research rate
        • Costs 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 3 turns
      • Infrastructure Improved
        • Requires player controls 20 settlements to unlock
        • -40% to building construction time
        • Costs 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 5 turns
  • Circenn
    • Title: Decrees
    • Enacting one decree will put all other decrees on a 10 turn cooldown
    • The options are:
      • Noble by Nature
        • Requires a rank 5 character to unlock
        • +5 XP for generals per turn
        • +1 loyalty for all characters
        • Costs 5 Legitimacy and 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 10 turns
      • New Laws Enacted
        • +10 to faction Allegiance
        • Costs 5 Legitimacy and 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 10 turns
      • Infrastructure Improved
        • Requires player controls 25 settlements to unlock
        • -40% to building construction time
        • Costs 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 10 turns
      • Army Supplied
        • Requires highest level of SOUTERRAIN chain to unlock
        • +25% unit replenishment
        • +5 supplies
        • -2 unit food upkeep
        • Costs 5 Legitimacy and 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 10 turns
  • Mide
    • Title: Fair of Tailtiu
    • Decrees can only be chosen in summer
    • Enacting one decree puts all other decrees on a 4 turn cooldown
    • The options are:
      • Fair of Tailtiu
        • +5 public order
        • Costs 5 Legitimacy and 2500 gold to enact
        • Individual cooldown of 8 turns, bonuses in effect for 4 turns
      • Honour the Troops
        • Requires victory in 10 battles to unlock
        • +25% unit replenishment
        • +50% replenishment chance for all units in recruitment pool
        • Costs 5 Legitimacy and 2500 gold to enact
        • Individual cooldown of 8 turns, bonuses in effect for 4 turns
      • Spirits of the Dead
        • Major diplomatic bonus with all factions
        • +2 loyalty for all characters
        • Costs 5 Legitimacy and 2500 gold to enact
        • Individual cooldown of 8 turns, bonuses in effect for 4 turns
      • New Laws Enacted
        • Requires highest level of MOOT HILL chain to unlock
        • +10 to faction Allegiance
        • Costs 5 Legitimacy and 2500 gold to enact
        • Individual cooldown of 8 turns, bonuses in effect for 4 turns
  • East Engle
    • Title: Decrees
    • Enacting one decree puts all other decrees on a 10 turn cooldown
    • The options are:
      • Embrace the Church
        • Requires player to have unlocked any technology branch to enact
        • +75% research rate
        • Costs 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 3 turns
      • New Laws Enacted
        • +10 faction Allegiance
        • Costs 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 10 turns
      • A Well-fed force
        • Requires victory in 10 battles to unlock
        • Here King: +1 towards Army
        • +25% unit replenishment
        • +5 supplies
        • -2 unit food upkeep
        • Costs 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 10 turns
      • Great Viking Lands
        • Requires control of 35 settlements to unlock
        • -50% building construction time
        • Here King +1 to English
        • Costs 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 5 turns
  • Northymbre
    • Title: Decrees
    • Enacting one decree puts all other decrees on a 10 turn cooldown
    • The options are:
      • Embrace the Church
        • Requires player to have unlocked any technology branch to enact
        • +75% research rate
        • Costs 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 3 turns
      • New Laws Enacted
        • +10 faction Allegiance
        • Costs 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 10 turns
      • A Well-fed force
        • Requires victory in 10 battles to unlock
        • Here King: +1 towards Army
        • +25% unit replenishment
        • +5 supplies
        • -2 unit food upkeep
        • Costs 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 10 turns
      • Great Viking Lands
        • Requires control of 25 settlements to unlock
        • -50% building construction time
        • Here King +1 to English
        • Costs 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 5 turns
  • Dyflin
    • Title: Decrees
    • Enacting one decree puts all other decrees on a 10 turn cooldown
    • The options are:
      • Expedition Dispatched
        • Requires highest level of VIKING PORT chain to unlock
        • Sends out an Expedition
        • Costs 1000 slaves and 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses depend on what direction is chosen for Expedition
      • Kings of the Sea
        • -50% construction time for Port buildings
        • +50% income from Port building chains
        • Costs 25 Tribute and 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 5 turns
      • New Laws Enacted
        • +10 faction Allegiance
        • Costs 25 Tribute and 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 10 turns
      • An Army Supplied
        • Requires victory in 10 battles to unlock
        • +25% unit replenishment
        • +5 supplies
        • -2 unit food upkeep
        • Costs 25 Tribute and 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 10 turns
  • Sudreyar
    • Title: Decrees
    • Enacting one decree puts all other decrees on a 10 turn cooldown
    • The options are:
      • Expedition Dispatched
        • Requires highest level of HERRING PORT chain to unlock
        • Sends out an Expedition
        • Costs 25 Tribute and 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses depend on what direction is chosen for Expedition
      • Kings of the Sea
        • -50% construction time for Port buildings
        • +50% income from Port building chains
        • Costs 25 Tribute and 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 5 turns
      • New Laws Enacted
        • +10 faction Allegiance
        • Costs 25 Tribute and 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 10 turns
      • An Army Supplied
        • Requires victory in 10 battles to unlock
        • +25% unit replenishment
        • +5 supplies
        • -2 unit food upkeep
        • Costs 25 Tribute and 5000 gold to enact
        • Individual cooldown of 20 turns, bonuses in effect for 10 turns

Faction Mechanics

  • Heroism now works in the following way:
    • It has 1 negative and 5 positive levels with the following effects:
      • Negative
        • -4 public order
        • -2 faction leader influence
        • -3 unit morale
      • Positive 1
        • +2 unit morale
        • +3 melee skill for commanders unit
        • +20% bodyguard unit size
      • Positive 2
        • +4 unit morale
        • +6 melee skill for commanders unit
        • +40% bodyguard unit size
      • Positive 3
        • +2 XP for generals per turn
        • +6 unit morale
        • +9 melee skill for commanders unit
        • +60% bodyguard unit size
      • Positive 1
        • +4 XP for generals per turn
        • +1 influence for faction leader
        • +8 unit morale
        • +12 melee skill for commanders unit
        • +80% bodyguard unit size
      • Positive 1
        • +6 XP for generals per turn
        • +1 influence for faction leader
        • +10 unit morale
        • +15 melee skill for commanders unit
        • +100% bodyguard unit size
  • Legitimacy now works in the following way:
    • It has 3 negative and 3 positive levels with the following effects:
      • Negative 3
        • -3 loyalty for all characters
        • -30% tax
        • -9 melee skill for all units
        • -50% income from vassal kingdoms
      • Negative 2
        • -2 loyalty for all characters
        • -20% tax
        • -6 melee skill for all units
        • -30% income from vassal kingdoms
      • Negative 1
        • -1 loyalty for all characters
        • -10% tax
        • -3 melee skill for all units
        • -20% income from vassal kingdoms
      • Positive 1
        • +10% tax
        • +3 melee skill for all units
        • +30% income from vassal kingdoms
      • Positive 2
        • Annexation available – can annex allied factions of same culture
        • +20% tax
        • +6 melee skill for all units
        • +40% income from vassal kingdoms
      • Positive 3
        • Annexation available – can annex allied factions of same culture
        • +30% tax
        • +9 melee skill for all units
        • +50% income from vassal kingdoms
  • Here King now works in the following way:
    • It has 3 levels for Army, 3 levels for English with the following effects:
      • English 3
        • +6 to faction Allegiance
        • +60 diplomatic bonus to all English factions
        • +50% commerce income
      • English 2
        • +4 to faction Allegiance
        • +40 diplomatic bonus to all English factions
        • +25% commerce income
      • English 1
        • +2 to faction Allegiance
        • +20 diplomatic bonus to all English factions
        • +10% commerce income
      • Army 1
        • +10 XP for units per turn
        • +10% upkeep cost for all units
        • +5 unit morale
        • +20% replenishment chance for all units in recruitment pool
      • Army 2
        • +20 XP for units per turn
        • +20% upkeep cost for all units
        • +10 unit morale
        • +40% replenishment chance for all units in recruitment pool
      • Army 3
        • +30 XP for units per turn
        • +30% upkeep cost for all units
        • +15 unit morale
        • +60% replenishment chance for all units in recruitment pool
  • Tribute now works in the following way:
    • It has 1 negative and 5 positive levels with the following effects:
      • Negative
        • -2 influence for faction leader
        • +10% unit upkeep
        • -3 unit morale
        • -2 loyalty for all characters
      • Positive 1
        • -10% unit upkeep
        • +20% replenishment chance for all units in recruitment pool
      • Positive 2
        • -10% unit upkeep
        • +40% replenishment chance for all units in recruitment pool
      • Positive 3
        • -10% unit upkeep
        • +60% replenishment chance for all units in recruitment pool
        • +1 unit experience for new recruits
      • Positive 4
        • +2 to faction Allegiance
        • -10% unit upkeep
        • +80% replenishment chance for all units in recruitment pool
        • +2 unit experience for new recruits
      • Positive 5
        • +4 to faction Allegiance
        • -10% unit upkeep
        • +100% replenishment chance for all units in recruitment pool
        • +3 unit experience for new recruits

General

  • New effects added to West Seaxe and East Engle at the start of the campaign which gives a diplomatic bonus to each other to reflect the recent treaty they’ve signed. West Seaxe’s mission to conquer East Engle will also not trigger until this effect expires by turn 10.
  • Hold Feast political action now gives a penalty to food production for 4 turns and has a 4-turn cooldown.
  • Upkeep cost of Estates doubled.
  • Effects from taxes have been changed in the following ways:
    • Public order penalties from high and very high taxes increased.
    • Food bonus on high and very high taxes reduced from 25% and 50% to 15% and 30%
  • Guthrum’s background trait changed to Fearless
  • Guthrum’s starting influence has been increased

Buildings

  • Base income of most buildings reduced by 10% as new combination chain bonuses were providing too much income.
  • Food upkeep added to the following chains:
    • Assembly
    • Estate
    • Moot Hill
    • Thing
    • Law
    • Konungsgurtha
    • Bard
    • Court School
    • Nunnaminster
    • Library
    • Embroiders
    • Scribes
    • Scoan Abbey
    • Alehouse
    • Runestones
    • Church Crafts
    • Tools
    • Artisans
    • Hogbacks
  • Mill chain now has an upkeep cost.
  • Food production bonuses for the Warehouse and Mill chains reduced.
  • Reduced food gained from Port chain.
  • Allegiance bonus added to Law, Thing, and Moot Hill chains.
  • Bonuses for the new Village settlement branches re-balanced to make each a viable option.
  • New bonuses added to the Saint building chains to make each one unique:
    • St Cainnech – diplomatic bonus with other factions
    • St Brigit – increases child chance for all characters
    • St Ciaran – reduces construction costs in the province
    • St Columbe – gives public order bonus to surrounding provinces as well
    • St Cuthbert – bonus to army morale in the province it is in and surrounding provinces
    • St Dewi – improves research rate
    • St Edmund – improves faction leader influence
    • St Patraic – improves Allegiance in all your territory
    • St Ringan – improves Church income in all your territory
    • St Swithun – improves food production in its and surrounding provinces

Supplies

  • Stances now have a base supply cost of -10 per turn.
    • Raiding stance ‘refunds’ +5 back, reducing supply decline for that army.
    • Besieging or blockading a settlement costs an extra -10 supplies a turn.
  • Having positive faction food increases supplies in own or allied territory and waters:
    • Level 1: +15
    • Level 2: +20
    • Level 3: +25

Faction Trait changes

  • ENGLISH KINGDOMS
    • Burghal (New): Taxes are needed to support the army, but whether you are at war or peace will change how the people feel.
    • Fyrd: Part-time soldiers, pledged to leave their farms for military service each year. Can recruit levy units based on the number of owned settlements
    • +50% Commander’s aura
  • West Seaxe
    • Witan: A unique version of Decrees that allows for powerful bonuses.
    • Strong armoured sword and spread infantry, impressive late-game cavalry.
    • Unit experience increases when in the fortify stance.
  • Mierce
    • Hoards: A unique version of Decrees that focuses on the redistribution of wealth.
    • Strong armoured sword and spear infantry, impressive late-game cavalry
    • +10% Battle movement speed
  • WELSH KINGDOMS
    • Heroism: Earn heroism by winning battles, owning Welsh land and ranking up generals to gain bonuses.
    • +50% Charge for all cavalry units
    • +5 Unit morale in own regions
  • Gwined
    • General’s Followers: Increased bonuses from followers.
    • Legendary Battle Sites: Stand in the shoes of heroes long dead and share in their glory. Undertake missions to occupy settlements or become allied with your Welsh neighbours.
    • Very strong spearmen, good missile infantry and exceptional archers
  • Strat Clut
    • Map Control: A connected kingdom is stronger by definition. Own settlements next to each other to earn bonuses
    • Capture major settlements for the change to trigger missions
    • Very strong cavalry, good spearmen and exceptional archers
  • GAELIC KINGDOMS
    • Legitimacy: Silence those who question your divined right to rule. Own cultural land and defend allies to gain unique bonuses
    • Better bonuses when raiding
    • +25% Income (CHURCH)
  • Circenn
    • Stone of Destiny: Legends say that the Stone of Destiny brings wealth to its bearer. Undertake a mission to find it
    • Has access to unique Souterrain building, which gives immunity to snow attrition
    • Good all-round infantry with some good spearmen. Very strong missile units and powerful, unique crossbowmen
  • Mide
    • Fair of Tailtiu: A unique versions of Decrees that with shorter durations but more frequent in usage.
    • High Cross: Unique building chain that improves fame and diplomatic standing with all factions
    • Excellent mid-to-high-tier sword infantry, including unique Gallowglass infantry and exceptional javelin infantry
  • GREAT VIKING ARMY
    • Income: +200% from raiding and sacking
    • +6 Melee skill for all units when in enemy territory
    • Here King: The King of the Danes here in Britannia must play a delicate game to stay at the top. Find the balance between appeasing the English and your army
  • East Engle
    • Guthrum’s Will: The King of the Danelaw rewards those who raid and conquer in his name. Get missions to fight and unique rewards for your aggression
    • Very strong axe infantry and good balance of other units. Has access to Berserkers and powerful Anglian Champions
    • +50% Reinforcement range
  • Northymbre
    • Ragnar’s Legacy: The Viking warlord Ragnar was killed by the Anglo-Saxons. Seek revenge for his death!
    • Very strong axe infantry. Has access to Berserkers. Good all-round infantry, including powerful Northumbrian Spearmen
    • +15% Trade
  • VIKING SEA KINGS
    • Expedition: The world is yours for the taking – send your ships to conquer new lands.
    • Tribute: Other Kingdoms pay tribute as a sign of their submission. Get tribute from other factions to gain bonuses
    • Immune to seasickness and high seas attrition
  • Dyflin
    • Slave Trade: For some, the keeping of slaves is an integral part of their culture. Gain slaves by winning battles and raiding, sacking or occupying settlements. Sell them each turn and improve income by building Thrall Traders
    • Very strong axe infantry. Has access to Berserkers. Good general unit diversity and strong javelinmen
    • +25% Income from Port building chains
  • Sudreyar
    • Field of Assembly: An assembly of free men and lawmakers who meet to decide the matters of the day. IT sends the army on missions to keep them busy.
    • Very strong axe and sword infantry. Has access to Berserkers and Norse units. Good unit diversity.
    • +15% Campaign movement range

Technologies

  • Warlord’s Power tech now gives +4 allegiance instead of a bonus to War Fervour.
  • Cultural Osmosis gives +100% reduction in public order penalties from other Allegiances, which replaces modifiers given to faction/cultural mechanics.
  • Removed public order bonus from church music.
  • True Sovereignty now gives +4 to faction allegiance, which replaces modifiers given to faction/culture mechanics.
  • For East Engle and Northymbre, the end of every Civic tech branch shifts the Here King bar 1 step towards the English, and the end of every Military tech branch shifts the bar 1 step towards the army.