A Total War Saga: Thrones of Britannia

A Total War Saga: Thrones of Britannia

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Longer Land Battles Mod
   
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Tags: mod, battle
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199.724 KB
24 Jul, 2018 @ 12:21pm
8 Mar, 2021 @ 6:54pm
16 Change Notes ( view )

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Longer Land Battles Mod

Description
This mod is intended to lengthen battles so that the large battles are not a frantic click-frenzy. This mod makes changes similar to my Longer Battle Mod created for Rome 2, Attila and Shogun 2. It is save game compatible and also works with all expansions.

***The changes are intended to be minimalistic in nature. No unit values are adjusted!***

Unique changes:

-Base "to hit" percentages reduced over the standard version of the game.

-Base "knock down" percentages adjusted.

(Note: The fatigue related changes are made so that you are required to manage your fatigue better. The side that effectively manages fatigue well (i.e. from reserves) will have an advantage. It also seeks to prevent the perpetual "running battlefield" phenomenon where there is no incentive to walk anywhere).

-Reduced fatigue recovery by 1/2 (idle, idle-rain, idle-snow). The problem with the original values is that it only takes a matter of minutes to recover full fatigue from exhaustion to fresh, where as in reality it should take at least twice as long in order to better stress and reward intelligent use of reserves.

-Increased fatigue threshold levels so that units will become very tired and exhausted quicker.

-Increased fatigue accumulation for running (both man and horse), but decreased it for light cavalry. This was done because fatigue accumulation does not happen fast enough from these activities, especially from running. In the standard game, you can essentially run halfway across the map before dropping one level in fatigue to "active". This change encourages approach marches (which gives more time to skirmish) as opposed to one side running completely up to the other and engaging.

-Adjusted battlefield terrain data so that restricted terrain now has a more significant impact on movement. Forests now provide a substantial penalty to movement speed, especially for large units. Rocks and scrubs also slow movement more than before as well. The result is that built up terrain will slow movement in such a way that becomes a more significant factor in the tactical equation (terrain only provided a slight movement penalty before, making it more or less the same with no significant advantages).
56 Comments
Mad Nomad 29 Jul, 2022 @ 9:16am 
i have several mods installed.some shieldwall submods and a few minor,like better camera or bloody aftermath and shields down while marching,so mostly graphical changes,but i tried without shieldwall mods and also only with your mod,but only the initial battle in a new campaign(playing with wessex on campaign very hard and battles on hard).i did see a difference,especially in the fatique change.i was also trying a few other mods,that makes longer battles, but only two were making the battles really longer(real viking battles and i put even radious mod below shieldwall and it was working,but then the battles took so long until almost the whole units got wiped out and the recruitment cost was much higher then usually)
i´m reinstalling the game now and then i´m going to start another campaign with all the mods i was using before,if still no change i will have to wait until shieldwall will hopefully change something about that and try another overhaul.
Volcano  [author] 27 Jul, 2022 @ 2:27pm 
Hmm, yeah it should be pretty obvious that the battles are longer, no matter what the unit size is. Maybe try turning shield wall off and see if anything noticeably changes? You also sure you don't have any other mods active? Sounds like something might be overriding this one.
Mad Nomad 25 Jul, 2022 @ 7:23am 
i tried both,above and below,with or without your mod.and i don´t really see a difference.the battles aren´t really longer,maybe because i play shieldwall with medium unit size and mostly against smaller armies or garrison units,against 20 stacks armies it takes a bit longer,but not even close to 20-30min.any ideas?
Mad Nomad 23 Jul, 2022 @ 2:03am 
ok,thanks!
Volcano  [author] 22 Jul, 2022 @ 10:24pm 
Ah I missed your question earlier. I think it can either above or below it, because I don't think they conflict at all. But if in doubt, I'd probably put Shieldwall above this one.
Mad Nomad 21 Jul, 2022 @ 1:23pm 
should it go above or below shieldwall mod?
Volcano  [author] 5 Jul, 2022 @ 12:33pm 
It seems like it should be compatible with that mod.
vo 3 Jul, 2022 @ 8:09pm 
I’m sorry if I missed it keep looking through the comments but is it compatible with shield wall mod ?
Korpen 25 Mar, 2021 @ 6:21pm 
Alright, great. Thanks. :)
Volcano  [author] 25 Mar, 2021 @ 2:43pm 
Yes, it should be as the changes are focused, and minimal.