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A Total War Saga: Thrones of Britannia combines huge real-time battles with engrossing turn-based campaign, set at a critical flashpoint in history. Anglo-Saxons, Gaelic clans and Viking settlers clash for control. What Kingdom will you build?

 
 

The second in a trilogy and sequel to the award-winning Total War: WARHAMMER, Total War: WARHAMMER II brings players a breathtaking new narrative campaign, set across the vast continents of Lustria, Ulthuan, Naggaroth and the Southlands. The Great Vortex Campaign builds pace to culminate in a definitive and climactic endgame, an experience unlike any other Total War title to date.

 
 

Addictive turn-based empire-building with colossal, real-time battles, all set in a world of legendary heroes, giant monsters, flying creatures and storms of magical power.

 
 

A free-to-play, team-based strategy game, thrusting players into battles of epic proportions. Play as a hero of the past, command your army in 10v10 battles on ancient battlefields. Make yourself a legend.

 
 

The next instalment in the multi award-winning PC series that combines turn-based strategy with real-time tactics, Total War: ATTILA casts players back to 395 AD. A time of apocalyptic turmoil at the very dawn of the Dark Ages.

 
 

Emperor Edition is the definitive edition of ROME II, featuring an improved politics system, overhauled building chains, rebalanced battles and improved visuals in both campaign and battle.

 
 

Total War: SHOGUN 2 features enhanced full 3D battles via land and sea, which made a name for the series, as well as the tactical campaign map that many refer to as the heart and soul of Total War.

 
 

Whether you play as the legendary general or against him, the outcome of war can never be guaranteed. The course of history relies on your ability to lead your troops through the most intense battles as never seen before in a Total War game.

 
 

Empire: Total War takes the Total War franchise to the eighteenth century Age of Enlightenment —a time of political upheaval, military advancements, and radical thought, captured in stunning detail.

 
 

The indirect sequel to 2002’s Medieval: Total War, Medieval 2 is set between years 1080 and 1530 and focuses on medieval warfare, religion and politics in Europe, North Africa and the Middle East.

 
 

Set during the rule of the late Roman Republic and the early Roman Empire, Rome: Total War is a real-time tactics and turn-based strategy game that takes place across Europe, North Africa and the Near East.

 
 

From the lush grasslands of Western Europe to the arid deserts of Northern Africa, from the first Crusade to the fall of Constantinople, expand your influence and secure your reign as you build a dynastic empire to stretch across four centuries.

 
 

Set against the backdrop of the Sengoku Jidai (Warring States) period from the 15th to the beginning of the 17th century, Shogun: Total War is a real-time tactics and turn-based strategy game with a strong focus on historical authenticity.

 
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Mod Updates with Rise of the Republic

July 26 2018

By Ella McConnell

With Rise of the Republic out August 9th, modders will have access to more unit parts and more scripting options as well as the Mod Filter we brought into ROME II with Desert Kingdoms back in March.

Modders will be able to transfer regions between factions, spawn an army or navy in a chosen region, grant technologies through payloads, and restrict available technologies using scripted conditions. Incidents defined in the database can now be easily triggered from Lua. Mission awards may include agents. The new ‘Government Actions’ and ‘Centralised building upgrades’ mechanics introduced in the Rise of the Republic campaign can be customised and applied to any faction (and the same holds for the new Etruscan victory condition requiring the faction to maintain constant ownership over a certain region).

New Unit Parts

  • Accessories – 8
  • Armour – 26
  • Cloak – 2
  • Crests – 9
  • Greaves – 16
  • Hair and Beard – 28
  • Helmets – 58
  • Leg – 4
  • Skin – 14
  • Tunic – 7
  • Weapon – 8
  • Shield – 10
  • Shield Decals – 36

While adding features necessary for the new campaign pack Rise of the Republic, we thought that some of you modding enthusiasts may open to interesting possibilities for modding, so we made them accessible via scripting and the database. We also added a Lua function and a payload type for transferring the ownership of regions, a feature often requested by the modding community.

New Script Commands

  • transfer_region_to_faction(“region_key”, “faction_key”)
  • trigger_custom_incident(“faction_key”,”incident_key”, “payload”*)

*Optional: if not present, uses database-defined payloads.

New Lua Callbacks

The following callbacks have been added to  \campaigns\main_invasion\scripting.lua and can be used as a reference.

  • CheckAdditionalTechnologyRequirements(faction_key, technology_key)
  • OccupationDecisionAvailableForFaction(faction_key, occupation_decision)

New incident payloads have been added

  • TRANSFER_REGION: Transfers the region of the event to a faction (defaults to player faction).
  • GIVE_TECHNOLOGY: Gives defined technology to the faction in the event. (defaults to random tech)
  • SPAWN_FORCE: Will spawn a military force that is defined with the following parameters:
    • STRENGTH: [number] number of units
    • UNIT_SET: [unit set key] * if absent defaults to the battle group of the owning faction.
    • NAVY: if present, creates a naval force in the sea connected to the regions port.
    • OWNER: [faction key]* If absent defaults to owner of target region.
    • X[number];
    • Y [number]: map co-ordinates for spawn* if absent, will be defined by target region.
    • DISTANCE: [number] distance from regions settlement* if absent, defaults to 0.
    • PIRATE: if present, the owner faction of the army will declare war on the nearest settlement. (designed to be used together with the NAVY and X, Y options, to make the spawned navy attack the nearest port).

New Mission Parameters

  • dont_lose_region has been added to mission objective types.
  • grant_agent as been added as a mission reward types.

New Mechanics

  • A new centralised building upgrade system that ties provincial upgrades to the provincial capital can be defined in the centralised_upgrade_building_level_junctions table.
  • Added a new mechanic called “Government actions” which optionally replaces the possibility to change a faction’s government type. Government actions can be defined using a combination of database records and scripting – see the faction_politics_government_actions_junctions table in the DB and the OnFactionPoliticsGovernmentActionTriggered function in \campaigns\main_invasion\scripting.lua.

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