r/historicaltotalwar

After replaying both Saga titles, a few things Thrones of Britannia genuinely does better than Troy

Been going back through both Saga games lately and figured id share some thoughts, since ToB always gets treated like the black sheep. Not trying to start a war, just think its underrated in a couple specific ways.

The historical grounding. ToB feels real. Youre Alfred trying to hold Wessex together against the vikings and it plays like something that actually happened, no magic, no giant guys in cow masks, just shieldwalls in the mud. If you come to Total War mainly for the history, Britannia hits that note cleaner than Troy does.

No mythology. Troy's "truthful mythology" is a neat idea but for the straight-history crowd it can pull you out of it a bit. Some of us just dont want Achilles playing like a demigod. ToB has none of that and honestly some people prefer the simplicity.

Roster feel. Troy's bronze age setting means mostly light infantry, spears and archers with barely any cav, historically accurate, but battles can start feeling same-y. ToB's viking/anglo-saxon shieldwall combat has its own identity that i ended up enjoying more.

To be clear im not saying ToB is the better overall game. Troy wins on economy depth, hero variety and general polish. Just think the ToB hate is a bit overblown and its a solid pick if you want a no-frills historical campaign.

Curious if anyone else who played both feels the same, or if im in the minority here.

This moment is exactly what i mean. My cavalry lined up under the cross banner before the charge, no magic, no monsters, just cold historical war. This is the feeling ToB nails.

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u/AdditionSafe3861 — 1 day ago
▲ 11 r/historicaltotalwar+2 crossposts

Im looking for battles games like the battle style of Conquest of the New World. Many units per tile.

CONW had this very unique system where many units fit the same tile. So maximum was 6 infantry. Or 2 cavalry and 2 infantry in the same tile. I find the one unit per tile in all tactical games, to be very boring. Any other games that implement a similar system?

CONW battle:

https://www.youtube.com/watch?v=wfRDJm9OoSE

u/FutureLynx_ — 22 hours ago
▲ 51 r/historicaltotalwar+3 crossposts

Timeline of Second Punic War Maps

Obviously incomplete, but one of the works I am most proud of. Please ask any questions you might have!

Also fun fact: whilst Carthage officially surrendered after zama, marooned Carthaginians in northern Italy continued to fight on with their Celtic allies (boii and insubri) for nearly a decade!

u/Square_Respond_1149 — 1 day ago
▲ 86 r/historicaltotalwar+1 crossposts

The Most Ambitious TW

After playing almost every TW, I can say that the Empire is the most ambitious game in the franchise. Being able to fight in multiple theaters of war is what makes this game the most special. I also believe that the sandbox wise, the game also offers the most as there is no limit for what you can do with every nation. You can also have completely different campaigns even with the same nation, just take a look at these scenarios.

  1. Playing as the Ottoman Empire, you can take the traditional political expansionist strategy to expand into Europe.
  2. Playing as the Ottoman Empire, you can take a more “European” way, transform your nation into a maritime empire and colonize Americas, and India while staying put in other theaters of war.
  3. Playing as the Ottoman Empire, you can decide to change the government type and establish the Republic of Turkey to have more reliable relationship with other nations.

Just imagine other scenarios with nations such as Prussia, The Great Britain, France, Russia and others. In addition to this, I also believe that Empire has the best technology tree in the franchise. The armies you have at your disposal and you fight against at the beginning of campaign will not be the same with ones you will have late campaign.

- Your cavalry regiments will be replaced by Dragoons/Light Dragoons/Heavy Curassiers
- Your fixed artillery will be replaced by howitzers with quicklime shots
- Your foot artillery will have a shrapnel shot capability to shred enemy infantry into pieces.
- Your early game skirmishers will be replaced by light infantry mid game, which will be replaced by riflemen late game.
- Your irregular infantry will be replaced by a more disciplined line infantry that can fight in square formations.

More you play the game, more love it. Despite the flaws everyone knows such as braindead AI, broken diplomacy, and terrible siege battles, the game offers more to get you going, and I am saying these as someone who has been playing the vanilla game.

I also believe that the game was too early to develop for CA. This is the game that they developed right after the Medieval 2, however, I also understand the urge and determination of the good old CA to develop game that takes place in 18th century. To be honest, I was a little bit frustrated that CA announced Medieval 3 before Empire 2, but I also understand the reason why they did that as it was the safest route to success for CA to get on good terms with historical TW fans. Despite this, I have got my hopes high for the upcoming entry to be the Empire 2.

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u/Theynalzada — 3 days ago
▲ 18 r/historicaltotalwar+4 crossposts

Empires of Bronze: Clash at Kadesh - Pharaohs and Command Group

Hello again!

It's time for Ramses II and Seti I from our upcoming Kickstarter campaign: Empires of Bronze: Clash at Kadesh. Seti I is the one with "scaled dress" and the one with winged chest is Ramses II.

This week I'd like to showcase the most iconic leaders from Egypt during this period. They will be part of the Ancient Egypt faction:

- Pharaoh Ramses II
- Pharaoh Seti I
- Egyptian Infantry Command Group

Both pharaohs come in the same set. They have two poses, one with javelin and another with bow. The driver is the same for both, and you have 8 different scaled chasis to choose. Four horses in different poses make a good variation.

About the command group, they are all in one piece so they could be an easy to print group of models, I consider they cover the role to be near to infantry.

Additionally I wanted to show you a gallery of hand painted samples of our 3D printed tests from this campaign.

See you next week with more previews and then there will be Hittites!

Link to the campaign:

https://www.kickstarter.com/projects/resinwarfare/empires-of-bronze-clash-at-kadesh?ref=wl3ck2

u/ResinWarfare — 3 days ago

Warhammer to Rome Suggestions

I've recently started playing Rome 2 finally after bouncing off it originally. Almost done with a Rome grand campaign because of course that's the start, but wondering where to go next. I want something different so right now I am thinking I might enjoy Egypt or a Barbarian tribe of some sort.

My favorite factions in Total Warhammer which is where most of my experience is are Dwarfs, High Elves, and Bretonnia.

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u/Beytran70 — 5 days ago

What’s happened to the Pantheon Update (June) for Rome 2?

I’d swear that even some of the sections they mentioned would be out in May. Absolute radio silence. Is this standard practice at the new CA?

Thanks, lads

reddit.com
u/Slow_Werewolf3021 — 5 days ago

What unit size setting is most “accurate”?

I flip back and forth between settings in my games. If I want epic battles that remind me of Lotr or GoT I am doing huge unit sizes. You’ll read historical accounts of armies of 15-30,000 men and that makes even huge unit size armies feel small.

But then I’ll also read about specifically medieval battles that were so often just a few hundred men fighting, and when I role play hard it can make the map feel smaller and more intimate with the smallest unit size, and I find that that I have to be a lot more creative with my resources and battle plans.

Historians both professional and amateur please weigh in!

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u/OldeDrunkGhost — 6 days ago

Created a custom historically accurate overhand grip animation for the hoplite phalanx... because why not?

Mod link in the description

youtu.be
u/ejmilo_ — 10 days ago
▲ 411 r/historicaltotalwar+1 crossposts

Thrones Reforged Beta 0.5.4 is out, and it's the biggest update yet!

Hey! I'm the solo developer behind Thrones Reforged, a full-scale overhaul mod for Total War: Thrones of Britannia. I've been heads down building this thing for almost a year now and I've never posted here, which in hindsight is probably overdue given the mod now has over 16,000 subscribers.

So what is this mod?

Thrones of Britannia is one of the most historically interesting settings Creative Assembly has ever tackled, and the base game barely scratches the surface of what it could be. Thrones Reforged is my attempt to fix that.

It's built on the foundation of the SHIELDWALL mod and takes everything that made that project great and pushes it much, much further. The result is a campaign that actually forces you to think like the Ruler of a Kingdom in that period: managing food across seasons, watching your population react to how you govern, dealing with Viking raids that don't follow a predictable script, and building a kingdom that feels genuinely fragile until you've earned it not to be.

This is not a "paint the map" mod. Every system is designed to create meaningful decisions and real consequences. If you expand too fast, your economy can't support your army. If you neglect your food stores going into winter, your population dies off and you can't raise an army in spring. If you ignore your coastline during a war, Viking warbands will pick your kingdom apart while you're distracted inland.

It's supposed to be brutally difficult.

What makes it different from vanilla or other mods?

Rather than write another wall of text here, I'll just say this: the mod has a fully documented wiki that covers every major system in detail (with many more to come). If you want to understand exactly what Thrones Reforged is and read up on the roadmap, that's the place to go.

https://thrones-reforged.gitbook.io/thrones-reforged-docs

It covers everything: the population system, food storage, the Burh system for English factions, Gaelic Legitimacy, the Viking raider mechanics, the follower item system, and more.
It also includes patch notes going back to version 0.1 and all previous dev blogs.

Beta 0.5.4

This is the update that pushed me to finally make this post because it represents a serious leap forward for the mod.

The headline feature is a culture-specific follower item system with 56 unique items spread across Anglo-Saxon, Brythonic, Gaelic, Norse, and Danish factions. Your characters now accumulate gear that actually reflects who they are and where they come from. A Norse jarl's runemaster grants completely different items than an Anglo-Saxon king's court scribe. It gives character progression a cultural identity it never had before.

The Viking raider system has been completely rebuilt from scratch. The old version ran on fixed timers, which made it trivially easy to predict and prepare for. The new system uses a dynamic opportunity score based on the actual state of your kingdom: your treasury, your food levels, whether you're at war, how exposed your coasts are. If you're vulnerable, viking invaders will show up more frequently. Up to five different factions can now land simultaneously. Wipe one out and you earn a deterrence window for a few turns, but the pressure always remains.

I also rebalanced morale across the board to make battles actually feel like Dark Ages engagements. Vanilla Thrones of Britannia has units routing almost immediately, which makes every battle feel disposable. Fights now have weight. Units hold longer, flanking and fatigue matter, and there's a genuine back and forth before someone breaks.

The food storage system now correctly projects your winter deficit going into the cold months, so the granary management that's central to the campaign actually behaves the way it's supposed to. Population growth and decline have also been tightened, your serfs, nobles, monks and foreigners all respond to your tax policy, your food levels, and your buildings in ways that compound over time.

If Thrones of Britannia ever felt like a game that didn't live up to its setting, this mod is built specifically for that feeling. Steam Workshop link is down below.

https://steamcommunity.com/sharedfiles/filedetails/?id=3397195419

All tutorials, patch notes, and dev blogs live at the documentation site linked above. That's the best first stop if you want to know what you're getting into before you download.

Happy to answer any questions here.

u/Shurikinoino — 12 days ago
▲ 19 r/historicaltotalwar+1 crossposts

Thoughts on the vassals and dynasty System

​

After watching CA's new developer video yesterday, I'm becoming increasingly concerned that the vassal system in Medieval III won't feel immersive or historically authentic, and that it will end up functioning very similarly to the system from Rome II and Attila, which was never particularly popular.

While I can imagine CA's system working reasonably well for factions such as England, Byzantium, or the Italian city-states, I'm worried that it will feel completely ahistorical when applied to France and the Holy Roman Empire. If Conrad of Hohenstaufen is King of Germany, does that mean the Welfs or the King of Bohemia are simply characters within the same faction? Do you directly control how they manage their cities and what units they recruit? Are the Counts of Toulouse and Aquitaine just part of France?

From my perspective, another issue is that France and the Holy Roman Empire would then start the game with dozens of provinces under their direct control. Unless you're specifically looking for the Western Roman Empire experience from Attila, that's not exactly the kind of starting position most players tend to enjoy.

I hope CA fills both realms with large numbers of "external vassals" to address this problem, or at the very least significantly limits the player's control over provinces and characters belonging to subordinate rulers.

Am I misunderstanding something, or are my concerns justified? What are your thoughts?

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u/Walfisch2023 — 10 days ago
▲ 7 r/historicaltotalwar+6 crossposts

War-Lore Battle Arena

Brand new app game on iphone and Android. MMORPG, No max level or power caps, grow infinitely. 0 ads.

What makes this game unique? The leaderboard is not typical, to take a spot on our LB you have to defeat the person holding it. Want to go from rank 50 to 1? Just defeat the guy at #1. Complete with world chat and guilds coming soon. Enjoy 😁

Iphone- https://apps.apple.com/us/app/war-lore-battle-arena/id6776630840

Android- https://play.google.com/store/apps/details?id=com.wnapp.id1779887096243

Or play here 👇 https://war-lore-battle-arena.replit.app/

u/Relic2610 — 10 days ago
▲ 10 r/historicaltotalwar+1 crossposts

Steam Machine to run Rome Total War 2?

The Steam Machine was announced by Steam today and I'm sure I'm not the only one in the Total War Community thinking it might be a fun experience to play Rome Total War II or Total War: Warhammer III on the big screen TV on Steam's latest hardware.

Do you guys think the Steam Machine has the specs to run all the Total War games without any issues or is our money spent better elsewhere for a compact PC? I currently play all Total War Games on Steam using Parallels on MacOS and Rome Total War II ran ok on my SteamDeck but it wasn't the best experience and would often crash during intensive activities like Naval Invasions of Cities in RTWII crashed the Steamdeck every time. How do you think a multiplayer campaign would run on the Steam Machine or a comparably priced Small-PC?

https://store.steampowered.com/hardware/steammachine?curator_clanid=45479024

u/aaronmgreen — 13 days ago