A Total War Saga: Thrones of Britannia

A Total War Saga: Thrones of Britannia

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Improved Stances
   
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Tags: mod, campaign
File Size
Posted
Updated
12.698 KB
9 Aug, 2023 @ 3:09pm
13 Aug, 2023 @ 10:57am
9 Change Notes ( view )

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Improved Stances

Description
Improved Stances

This mod changes stances to be more impactful and worthy of consideration. In addition, you will no longer lose movement when switching between stances, so you can switch back and forth before hitting the end turn button to see how far you can move or how valuable raiding or replenishment will be.

Scroll to the end for an explanation on how raid income works in this game if you don't already know.

Note:
    In order to keep this mod compatible with other mods, the "Costs 0% movement to assume" message will remain in the UI. Any fix I am aware of for this would ruin compatibility and/or cause a strange interaction between two values.

Basics (details below):

Raid:
  • Very good for food & supplies, best for hungry factions or far afield armies.
  • Good source of income depending on army comp and size (scroll to bottom to see)
  • Potential for strategic power.
Encamp:
  • Good for public order in newly occupied provinces or during civil wars, in winter, or to replenish.
  • Encamp if you know you won’t be able to escape.
Regular:
  • You lose movement to break camp or gather up raiders, watch out for enemies BEFORE you start raiding or camping.
Garrison:
  • Very powerful. Great for restoring armies and saving some money, but don’t put armies in settlements with low public order or low allegiance, or you are very likely to have rebellions.
Naval Raid:
  • A potentially very good source of income. Could be one of your best. Saves you some food, and you can move while raiding.
Naval Patrol:
  • Don't know what the effects of “piracy reduction” are, so the main use is probably to reinforce at sea

Detailed Changes:

Raid:
- Costs 0% movement to assume
- Reduces movement by 50%
- Increase supplies by +5 (15 base - 10 for being in stance)
- Reduce food upkeep by 2 (20%)
- Steal 3 food from region per unit (reduce food upkeep by 30% in enemy regions ony)
- Reduce public order by 6 (very likely to be able to cause some rebellions now if intended)
- Start combat winded
- Enemy suffers -1 morale on all units factionwide
- Enemy suffers -1 replenishment on all units factionwide (unknown how much this will affect the AI)
- x4 vanilla raid income base
- x1.3 vanilla raid income from region wealth

Encamp:
- Costs 0% movement to assume
- Cannot move in stance
- Unit morale +7 (represents finding a good spot to fight)
- Reinforcement range +50
- Public order +1 in province
- Reduce public order penalties due to other allegiances by 75% (works out to be about 30% in practice, unsure what other variables are at play)
- Increases replenishment by 100% (same as vanilla)
- Immune to attrition

No Stance (Move Stance):
- Costs 25% movement to assume (think before you end turn on raid or camp! If you aren’t careful you will get caught)

Garrison:
- Increase replenishment by 200% (50% better than fortify/encamp/vanilla garrison)
- Increase supplies by +5 (in addition to regular supply mechanic)
- Reduce upkeep by 20% (up to 1,200 dollars for a full high tier army)
- Reduce public order by 2
- Reduce public order penalties due to other allegiances by 75% (works out to be about 30% in practice, unsure what other variables are at play)

Naval Raid:
- Reduce movement by 50%
- Start combat tired
- Reduce upkeep by 20% (up to 1,200 dollars for a full high tier army)
- Reduce food upkeep by 2
- Regular vanilla raid income

Naval Patrol:
- Reduce movement by 50%
- Reduce piracy by 100%
- Increase reinforcement range by 200%
- Increase unit morale by +5
- Increase unit speed by +10%
- Increase factionwide trade income by +1%

Raid Income

Raid income in this game isn't stated anywhere that I know of. After playing around with the variables, it works like this:

  • You get 100 gold plus 75% of region wealth from raiding a region with 20 units
  • You get 100 gold plus 75% of trade route wealth from raiding a trade route with 20 units

If you have less than 20 units, you get a percentage of both those values, so each unit is worth 5 gold plus 3.75% of region wealth and 3.75% of trade route wealth.

In this mod, this is boosted to:

  • You get 400 gold plus 100% of region wealth from raiding a region with 20 units
  • You get 400 gold plus 100% of trade route wealth from raiding a trade route with 20 units

5 Comments
Sheph 3 Feb, 2024 @ 1:35pm 
Can we have a forced march stance?
Aristoxenus 19 Sep, 2023 @ 3:31am 
Is encamping makes you in a fort stance like in Rome 2 or attila total war?
Bobojax  [author] 12 Aug, 2023 @ 11:42am 
Shieldwall has its own stance modifications already, but in theory if you renamed this file to have a !!! in front of it, it would load before the stances from that mod
ShuriK 12 Aug, 2023 @ 6:59am 
Would this mod be compatible with shieldwall mod my friend?
Bobojax  [author] 10 Aug, 2023 @ 7:18pm 
Fixed a bug with the garrison stance and fortify stance allegiance from public order bonus/penalty