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Choose from a cast of 12 legendary Warlords and conquer ancient China. Recruit heroic characters to aid your cause and dominate your enemies on military, technological, political, and economic fronts.


The year is 878 AD, the embattled English king Alfred the Great has mounted a heroic defence at the battle of Edington, and blunted the Viking invasion. Chastened – but not yet broken – the Norse warlords have settled across Britain. With ten playable factions, you must build and defend a kingdom to the glory of Anglo-Saxons, Gaelic clans, Welsh tribes or Viking settlers. 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.


Total War: ATTILA casts players back to 395 AD. A time of apocalyptic turmoil at the very dawn of the Dark Ages. The Scourge of God is coming. How far will you go to survive? This is the ultimate survival-strategy challenge.


Become the world’s first superpower and command the Ancient world’s most incredible war machine. Dominate your enemies by military, economic and political means. This 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.


In the darkest age of Japan, endless war leaves a country divided. It is the middle of the 16th Century in Feudal Japan. The country, once ruled by a unified government, is now split into many warring clans. Ten legendary warlords strive for supremacy as conspiracies and conflicts wither the empire. Only one will rise above all to win the heart of a nation as the new shogun...The others will die by his sword.


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.


Total War: Empire 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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Thrones of Britannia – Post-Release, What’s Next?

May 11 2018

By Lori Forder

A few words from our Game Director, Jack Lusted, on what’s next for A Total War Saga: THRONES OF BRITANNIA.



Thrones of Britannia released just over a week ago today and we’ve been really pleased to see so many people playing and discussing our first Total War Saga title. And there has been a lot of discussion.

We did expect that Thrones might be divisive. Our design approach was to question Total War’s standard formula and to try some things. This really paid off in some areas, like the changes we made to Recruitment for instance, this seems to have gone down really well with the vast majority of players.

Every change we made in Thrones was considered, debated and agonised over but ultimately, it’s your opinions that count, and we know that the game is currently not pleasing everyone as much as it should. I want to respond to some of the issues being raised and talk about what we have planned for the game going forwards.

The first one is the difficulty of the game. Some of you are finding campaigns too short, food and money too abundant, battles too easy. Thrones isn’t giving you enough of a challenge for you want to keep you playing. This is something we can address quickly since it is in large part down to balancing.

Right now, we’re working hard on a patch that will introduce a lot of balance changes which we hope will improve the difficulty level and serve up more challenge. It will be available as part of an opt-in public beta next Tuesday (15th May).

This is not the complete list but included in the patch will be changes like:

  • Adjusting victory conditions
  • Increased food consumption from buildings
  • Increased building costs
  • Adjustments to corruption and corruption reduction as well as certain Market income buildings to help reduce the amount of gold in the late game
  • Reduced certain bonuses from techs that were making battles too one-sided until the AI researches them as well
  • Balance adjustments to battles based on early concerns from the multiplayer community

Alongside these changes the patch will also add some quality of life improvements to the UI and a number of bug fixes.

We’ll continue to balance this patch once it is in public beta, and of course going forward in any future updates we make after this one.

Another theme that keeps coming up in feedback and reviews is a little less straightforward. It’s the notion that Thrones has cut features or ‘streamlined’ aspects that you’ve enjoyed in previous Total War games.

We have made a lot of changes to how the campaign plays, and our aim in this was to deliver the same depth that our players expect from a Total War game, but with a new and consolidated focus. Reading the feedback in reviews and on social media so far, it seems that what we’ve added and changed is not delivering that depth of experience and absorption for some.

We need to look at the mechanics, especially culture and faction mechanics, and decide what may be possible to change to address this.

It should be said that we won’t be re-introducing all the old systems and options that were available in Attila (many of them were re-configured for good reason) but we will be looking at where we can create more depth and opportunity for mastery, whilst not throwing away all the good stuff that you might otherwise be really enjoying in Thrones.

Once we have a more concrete plan for this I will write a follow up post to let you know what we have in mind. In the meantime, I mentioned before that we are particularly interested in culture and faction mechanics, so please let us know what you think is working and what you think isn’t adding much.

Thank you,



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