• Nenaloka* posted a comment on ?Total War Community Academy 1 year, 1 month ago

    ?Total War Community Academy

    Just A general guide about thrones of Brittania(ToB)

    I wont cover a specific faction because my experience with this game is limited…(10 hours approx.) but I’d appreciate it if you all have a read at this
    So thi swill be a generalized guide which will be useful before you start the game as there as some new features in thistitle which are new.

    Governors

    Each province can be assigned a governor from the ‘settlement details’ tab or the ‘governors and estates’ tab under the ‘faction’ tab (hotkey 8). Governors can boost multiple factors of your province. Depending on how you level your governer up he will add more income, more public order, debuffs for enemies in the province, buffs to your troops, ect. Each of these effects can be gained by investing points in a governor’s abilities when he ranks up and by taking a look at his ‘stats’ being:
    Command: Useless for a governor, but great for a general. Try and keep high command nobles for generals and low command nobles as governors. Do not invest skill points in this aspect when using someone as a governor.

    governance: in case the name isn’t obvious enough, this is a very important stat for governors. It reduces corruption and construction costs in the province and at the last ‘level’ of 10 governance also adds a 25% bonus to income from ‘market’ type buildings. This aspect is influenced by the ‘sribe’ follower which also invreases overall income of a province.

    Zeal: this might not sound like a good stat for governors, but it actually is. Zeals increases the public order in a province and also adds a diplomacy bonus for your whole faction at Zeal 10. in case you’re struggling with low public order in a province, having a high zeal governor is a life saver. Zeal is added by the ‘bard follower’ who isn’t all that great for anything besides zeal when it comes to governors. This stat is still plenty useful though.

    Another important factor is that each noble character (both governors and generals) can have something called ‘special traits’ these can range from bad traits like ‘strict’ (which gives -3 public order) to ‘just’ (giving +3 public order). Checking a potential governor’s special traits is important as it can distinguish a good governor from a bad one.

    A last important aspect for governors (and every character) is their wife. Wives are pretty much a commodity in this game (please don’t burn me if any feminist reads this) and are primarily used for the buffs they give (I do not condone this behaviour). Wives can give stat buffs to their husband, but they can also give debuffs. Finding a good wife for your governor is paramount.

    Conclusion

    That pretty much ends the basic discussion about income and kingdom building. Most of this stuff is evident and doesn’t need much explanation, but I still wanted to give an overview. When playing and wondering about something related to economy your best bet is going to the economy tab or just looking for a gold coin icon and hovering over it (rule of thumb for Total War games: ‘When in doubt, hover your mouse over it’).

    Faction politics
    Intro
    Not managing your politics can be a real catastrophe and will lead to rebellions, assasinations, blackmail, … . It’s not especially difficult to manage this aspect of the game, but it can get pretty expensive.

    There are 2 important stats that are linked the characters that influence politics:

    Influence: influence tells you how influential a person is. The most important thing is how influential your king is and how it compares to his vassals’ influence. If a vassal has more influence than his king he will start to get thoughts of rebellion and will have a lower ‘loyalty’.

    Loyalty: This is the second, and arguably most important, factor for politics. Loyalty depicts how loyal a vassal is towards your king and shows you how likely he is to rebel against you. loyalty is considered to be low at 2/10 and when it becomes 0 the vassal will rebel. I haven’t had this happen to me yet, but I assume that or the character is a general and will rebel with his whole army, or the character is a governor/statesman (statesman = default character that is neither general nor governor) and will take over his province/a random settlement. Rebellions are an utter pain due to minor settlements not having garrisons, which means you should really do everything to avoid this.

    Political actions (‘intrigue’) and securing loyalty

    Specific actions that increase loyalty are: adoption, securing loyalty (= bribe) or lowering the character’s influence in case it exceeds your king’s influence. Another viable option is just assasinating the character. Dead men can’t betray you.

    There are 2 other ‘special’ ways to secure a character’s loyalty:

    Estates: these are some of those ‘other’ building effects I was talking about. Some buildings say ‘+ x estate(s)’. these can be assigned in the ‘governors and estates’ tab of the faction tab and can be used to increase a vassal’s loyalty. Giving someone an estate increases their loyalty and influence. You can strip someone of their estate, but they’ll hate you for that and lose loyalty, so most of the time it’s a bad idea. Something very important is to make sure that your king doesn’t hold too many estates. Nobles are greedy bastard and easily get jealous,so sharing is caring.

    Offices: There are special offices that can be given to characters to increase their loyalty and other stats. once again like with the estates there’s a limited amount of them and stripping someone of their office will make them unhappy.

    Conclusion

    That’s pretty much it for politics. It’s not that difficult to manage, but can get expensive and is an important part of keeping your kingdom healthy. Checking your politics tab every couple turns is important and you should always check whether you’ve conquered any estates when you take land (since they automatically go to your king which makes the whiny nobles mad).

    Technology
    Intro

    A pretty big change in ToB is the way technology and the tech tree is handled. The technology in ToB can only be researched after completing a kind of milestone to unlock the specific branch of research. To research melee infantry you need to recruit 10 melee units for example, something that wasn’t implemented in previous TW games.

    Technology tab

    You have the ‘military’ tech tree which contains technology that upgrades your units, recruitment, replenishment, … and the ‘civic’ tree which boosts buildings, unlocks new types of buildings and gives various miscellaneous bonuses. You can only research 1 technology at a time and the amount of turns the technology takes to research depends on the technology itself and your research speed. You can speed up research speed by getting bonuses from characters with specific traits (a wife with the ‘educated’ trait gives 20% increase in research speed for example).

    Something else that is new to ToB is that the fact that research also has a downside. Research in ToB does not only give buffs, but it can also give penalties like increased upkeep cost, more corruption, ect. Before you research something always check if you can handle the penalty that may be associated with it.

    A last ‘hint’ concerning research is that when you rsearch new troops, you will have to retrain the ‘older’ troops that you had in your army. Retraining can be done by clicking on a unit card in your army that has a yellow arrow pointing up on it and then choosing the ‘retrain’ option.

    Conclusion

    Technology has never been exceptionally difficult to grasp in any TW game. The more you have, the better. I’ve found that civic research can be difficult to achieve compared to military as military ‘milestones’ are way easier to get than the civic ones. You’ll likely unlock most technology in a playthrough anyways, so don’t worry and just have fun playing.

    Military Part 1
    Intro

    The big battles and videos of 20 stack vs 20 stack are porbably why you chose to buy any Total War game Lol.

    Army Information Basics

    If I’m not mistaken then every faction starts with an at least one army of 6 units. If you click on this army you’ll get the basic overview of the army including:

    Action Points and Supplies: both of these bars can be found on the left side of the middle window. The green bar shows you the supplies your army has and the yellow bar shows you your action points.

    Supplies are used to supply your army. They depend on various factors like your general’s skills and the territory you’re marching through with your army. Foreign territory has a ‘debuff’ of -15 supplies which isn’t easely offset by anything other than a really high rank general or assuming the ‘raiding’ stance.

    Units

    Every Total War game has a plethora of different units and ToB isn’t any different. Each unit has different stats, abilities, upkeep cost and there are also different unit types.

    Unit Type: In ToB You have the choice between archers, skirmishers (javelinmen), spearmen, axemen, swordsmen, melee cavalry and skirmisher cavalry (javelinmen on horseback). Some factions have special units like Circenn’s crossbowmen or the 2-handed shock infantry of the Vikings, but most of the units will belong to the first types.

    Unit Stats
    Melee Skill: Combines the Melee Attack and Melee Defence of previous TW games into one skill. It governs how likely your units are to hit their enemy and defend against their enemy.

    Melee Damage: Governs the actual damage a unit does once it hits. A unit with 100 melee Damage, but 0 Melee Skill wouldn’t hit anything even if he would one-hit kill any unit. If you hover over a unit’s melee damage you will see ‘Base Damage: X’ and ‘Armour-Piercing Damage: Y’. Armour-Piercing Damage ignores the enemy unit’s armour and thus high armour-piercing damage is good against highly armoured enemies. Typically axemen have superiour armour-piercing damage, while swordsmen have more ‘normal’ damage. Spearmen have a stat ‘bonus against cavalry’ and are thus best used against cavalry.

    Charge Bonus: A damage bonus that is added when you use a unit to attack another one. This bonus lasts for a short while and will ‘refresh’ after some time so that a unit can’t just charge, go back, charge ,go back, ect. all the time (‘cycle charging’ is still a viable tactic used with cavalry).

    Shield: A new stat in ToB which influences how much your unit will suffer from ranged attacks and will also increase a unit’s defence in melee.

    Armour: Defines how well your unit will take hits, both from ranged and melee attacks.

    Morale: This Will be the most defining stat in most battles. Historically armies would never fight to the last man and a rout would happen after X-percent of the army was killed, when people got ambushed from all sides, when they had terrifying things happen to them like being shot, ect. This is also true for TW games and means that using things like shooting people in the back while they’re fighting your units, charging them in the back, totally surrounding them, killing their general, ect. will make them give up faster. When a unit loses too much morale they will start wavering (shown by a flashing flag) and eventually they’ll rout (white flag) and break (grey flag). A unit is only done with fighting when he is broken (grey flag). The unit can recover from anything else (wavering/routing) and come back to fight.

    Special Abilities: These vary from unit to unit and can be seen at the bottom of the unit card or more easily when right clicking on a unit. The abilites range from active formations like ‘Shield Castle’ to passive abilities like ‘Expert Charge Defence’. When recruiting a unit it’s a good idea to check their special abilities.

    Recruiting Units:
    A new addition to ToB is the fact that units have a ‘cap’ and also need to replenish. The unit cap is dependant on technology while the unit replenishment rate depends on both technology and on buildings in your province. When you hover over a unit you will see ‘chance to replenish units: X%’. This means that each turn the unit has a X% chance to get +1 unit available (but will not go above the cap). This means that you can’t just willy nilly recruit and disband armies as your unit pool will decrease.

    Military Part 2
    Generals

    As I mentioned before in the ‘governors’ part of the guide, each character has 3 main stats: command, governance and zeal.

    Command: this is arguably the most important skill for a general. It increases the General’s Bodyguard size with 10%/ point of command (up to 100%). The bigger a general’s bodyguard is, the stronger he’ll be and the less likely he’ll die. General’s bodyguards are elite troops, so having 100% more of them doesn’t hurt. It gives a morale increase as long as the general is alive and at 4 command it gives the ability to do ‘night battles’. Night Battles are useful because they can cut an army off from reinforcements. Let’s say you were fighting 2 full enemy armies with 1 of yours you could use Night Battle to destroy them one by one instead of having to fight both of them at once.

    Governance: literally useless for a general.

    Zeal: Increases the commander’s aura and morale of the units inside of it. the commander’s aura is a circle around your general in which your general’s presence boosts their morale. When units are on the brink of routing it’s a good idea to move your general close to them so that they stay and fight longer.

    As with governors, a good wife can help a general out a lot and each general has their own special traits. try to get a general with a good wife and decent traits and you’ll be just fine.

    Battles

    I could honestly make a full guide about just this one aspect of the game, so instead of making a military part 3 I’ll just give a fast overview and leave you guys to figure it out while playing.

    In ToB there are 5 types of battles:

    Field Battle: This is the most common type of battle and will play out on an open field. Depending on the region you are in (and the benevolence of our Lord and Saviour RNGesus) you can have a slight (dis)advantage due to (not) having the high ground at the start of a battle (It’s over Anakin!) or having to play in a forest (which is really bad for the speed of cavalry).

    Minor Settlement Battle: Different from other TW games, minor settlements don’t have a garrison in ToB. This means that unless you put an army inside them, they’ll instantly be taken. When you do put an army inside and get attacked, your battlefield will be a big open field and on your side of the map there’ll be a cozy little village with a couple houses. The houses are a great way to make choke points or to funnel the enemy. It might not seem like much, but it’s better than an open field most of the time.

    Siege Battle: Major settlements all have walls and will need to be besieged. You have the choice of recruiting artillery from the ‘recruit units’ tab or just besieging a settlement and making some siege engines (ram and tower) while besieging it. Making siege engines takes ‘manpower’, which is represented by 2 circular arrows. You have X manpower per turn (depending on the size and composition of your army) and each siege engine takes X manpower to make. You could surround a settlement and wait for it to surrender (the AI never does that, they’ll always sally forth just before they surrender at the very least) or you could attack after having made some siege engines. Beware though: the defender always has the advantage in a siege and if we look at it from a ‘player vs AI’ perspective then the player should be able to hold off an enemy force at least twice his defending army’s size. The AI has it a bit harder, but going 1:1 against a siege is sometimes risky. An important thing to point out is that siege battles always have towers on the defending side. These towers might just seem like annoyances at first, but they can kill a lot of your men if you just let them keep shooting you. Every capturable point during a siege is indicated by a flag and a circle, which can be captured by sending a unit in the circle and waiting.

    Amphibious Battle: A different take on the siege battle. When the major settlement you’re besieging is a port, you can bypass the walls and most of the towers by attacking from the sea. This will mean that you’ll have to land your units with ships on the nearby beach, but bypassing the walls might be worth it.

    Sea Battle: In most previous TW games you had dedicated navies and using a normal ‘land’ army for naval combat against an actual navy would pretty much guarantee you lost. In ToB dedicated navies don’t exist though, which means you’ll always use ships with land units on them. Naval battles are pretty much your ships boarding the enemy’s ships and your men duking it out. In case you have archers with flaming shots, these can burn down boats, but it can take a while before the boats take fire and ultimately burn down. Naval Battles don’t seem to have been a focus.