A Total War Saga: Thrones of Britannia

A Total War Saga: Thrones of Britannia

Brytenwalda: Try to unite Dark Age Britain. An Overhaul based on Radious TW TOB
78 Comments
Sheph  [author] 6 Jul @ 12:16pm 
I think I found a way to make coop play available. Let me know if anyone is interested.
Sheph  [author] 3 Jun @ 5:48pm 
I haven't worked on the multiplayer part yet. Modding Shieldwall reforged but am coming back to this mod. What do you like about this mod?
Manikin 1 Jun @ 7:17am 
Seems like it is not working in multiplayer, can u confirm? We have tech tree issues when launching a campaign in coop, etc
Sheph  [author] 10 Feb @ 1:19pm 
I don't think so. This mod incorporate 90% of Radious mods and adds fixes and new features. Radious made some errors that this mod overwrites. This mod has the same startpos as Radious mod so there will be a conflict.
cpep3302 10 Feb @ 6:22am 
can this be used with radious mod together
Sheph  [author] 13 Nov, 2024 @ 2:19pm 
I won't be doing so.
reyemperador1415 1 Nov, 2024 @ 10:18pm 
Oh I see. So it will not be possible to use TOB to make an Athelstan era overhaul game then?
Sheph  [author] 29 Oct, 2024 @ 6:13pm 
It sounds like you might the one. But maybe not with TOB. I am interested in making what is good here great. Those fellows spend months on discords trying to find unavailable information. There are also multiple modders at any time trying to recreate different eras via different platforms. The Bretwalda team from Bannerlord is building out an England-Viking split era that might be post-Alfred.
reyemperador1415 28 Oct, 2024 @ 9:10pm 
Oh so you won't be able to make an Athelstan era overhaul then? Because I've seen other modders overhaul the game to various other eras of British history like Roman Britain, Arthurian Britain, Offa's Britain and Conquest Era/1066 Britain. So I was wondering if an Athelstan mod would be possible considering he's the first person to unite what became the Kingdom of England!
Sheph  [author] 28 Oct, 2024 @ 8:28pm 
I was joking. If I was unemployable or able to retire, I would overhaul games to make history mods. But I am fortunate enough to have a demanding job in software engineering. I only have time to tinker with what's already built. This game is hard to tinker with.
reyemperador1415 26 Oct, 2024 @ 3:36pm 
What's your minimum price? We can negotiate something but I'm willing to wait 6 months and just play other mods first in the meantime!
Sheph  [author] 25 Oct, 2024 @ 6:08pm 
That would take at least 6 months of work considering how they built the game to be difficult to mod. How much money do you have?
reyemperador1415 25 Oct, 2024 @ 5:22pm 
Ok cool! Because I was wondering if there was a mod that was set 2 generations later during the time of Alfred's grandson Athelstan! He was arguably the first King of all England since he united it by conquering the Danelaw in 927.
Sheph  [author] 24 Oct, 2024 @ 7:23pm 
Yep. Alfred and all of them. I was overhauling it but am now working on combining it with Shieldwall since they released their startpos files.
reyemperador1415 23 Oct, 2024 @ 5:26pm 
Is this mod set in vanilla time period?
Sheph  [author] 31 Aug, 2024 @ 2:18am 
I misspoke below. Public order reduces steam rolling and allows you to take bordering regions from distant kingdoms when they rebel. The CORRUPTION occurs when the faction fails to build the required buildings or does not level up their governors, generals or kings with the right traits. There are other effects that reduce corruption as well. Civil and religious buildings are now essential to have a kingdom that can raise war funds. It's not just markets and military buffs.
sam.pidgeon 31 Aug, 2024 @ 1:43am 
I do find corruption is tad too high but not played for a while
Sheph  [author] 30 Aug, 2024 @ 8:47pm 
The corruption is needed to make steam-rolling more difficult. It also encourages rebellions of far-away provinces which allows kingdoms to have contiguous territories rather than the crazy vanilla patchwork that ruins everything. The upkeep is needed because buildings are much more powerful at high levels. The levels more than pay for their upkeep.
Locked In Alien 24 Aug, 2024 @ 10:58am 
As some others have said the corruption and building upkeep can feel a bit excessive at times but I get what you were going for, before I would get a zerg going so fast but now I have to actually manage my empire before just uncontrollably growing, which while bothersome at times is more realistic
Locked In Alien 24 Aug, 2024 @ 10:54am 
This plus more formations had mad the game alot of fun thanks
Sheph  [author] 19 Apr, 2024 @ 3:14pm 
What is the faction unlocker? To appear with a faction, a unit must be given permission to be there. One saxon unit needs 5 or so permissions to appear with all saxon factions.
sam.pidgeon 19 Apr, 2024 @ 6:31am 
i do not think it works properly for faction unlockers the newer radious units only available to main factions and not the unlocked ones like noble swordsmen for saxon kingdoms
sam.pidgeon 18 Apr, 2024 @ 6:40pm 
Could I use this mod to make a submod I wanna try to balance economy bit more as I feel corruption penalty and building upkeep needs reducing or buildings produce more as the corruption really screwed me up in my suth seaxe campaign I ended up deleting the save I just wasn't getting anywhere.

I had big kingdom but corruption penalty screwed me up like over 100 percent
sam.pidgeon 30 Oct, 2023 @ 6:14pm 
i think adding new units require new start pos file with thrones unlike attila
Sheph  [author] 30 Oct, 2023 @ 4:01pm 
This mod is primarily an economic and building rebalance with my unit special abilities mod added. If you add units, be sure to include them the the land units special abilities table following the custom name scheme that is clearly called out in the pack file.
sam.pidgeon 30 Oct, 2023 @ 2:29pm 
could even import units i done from anno domini unit submod pack that uses some thrones stuff already created they just have to do stats etc
sam.pidgeon 30 Oct, 2023 @ 2:28pm 
ok i may use this with faction unlockers i wish people did updated versions of them with new units for factions
Dunestyler 29 Oct, 2023 @ 5:19pm 
is there a submod that can increase unit sizes for this?
sam.pidgeon 27 Sep, 2023 @ 1:21pm 
compatible with faction unlockers? and other overhauls
Sheph  [author] 17 Aug, 2023 @ 10:16pm 
I hear there are a few balance problems in certain situations. I am going back to correct those in the coming months. Resource balance is a main feature. Food buildings give more food and other buildings have less food upkeep than Vanilla. Troops have almost double food upkeep. The only downside is that the first few turns is a scramble to build the first food building to support an army.
Gman9090 17 Aug, 2023 @ 4:09pm 
Sounds amazing I can't wait to try it out! Thank you @littleShepherd! Going to finally give TOB a go!
Sheph  [author] 7 Aug, 2023 @ 12:00pm 
Look for the new script I published for the research tree unlock mod. It is historical and makes the game much more fun.
idiotdoomspiral 7 Aug, 2023 @ 8:19am 
Thanks for the quick reply. Sorry I must be wrong about the library/scribes, seems it is not buildable in most cities by default (even with the tech). I may also be wrong about slaves as I am new to the system. I'll play some more and let you know how it goes when I finish a campaign.
Sheph  [author] 6 Aug, 2023 @ 11:29am 
If you are playing as Vikings, you should be able to with the proper tech. Without my new script mod, that requires capturing one of the primary Irish monastery cities or Iona as in Vanilla TOB. I"m interested in hearing more about what you have seen with the slave mechanic. I am working on a newer version of this mod so other pointers are welcome, especially in one of the discussions like Advice Thread. The special abilities being too powerful is a hard one. Many players like it because they are short of units in this mod. I suggest not using it. The AI is not too good at using it.
idiotdoomspiral 6 Aug, 2023 @ 10:31am 
Hey I am mostly enjoying the mod but is it correct that I cannot build a library or scribes? The problem is not having those buildings gives governors bad traits.

I am really interested in this but there are a couple of issues. Playing as Dyflin I had some nice realistic feeling battles, although they can be a little bit easy as the AI is somewhat exploitable, ammunition refill is too overpowered as you can just keep refilling and slowly kill an army when they go into defensive posture, the AI does not know how to deal with some of the new abilities. Also the slave mechanic doesn't seem to work properly. I like the campaign changes, accentuating the existing systems well, such as influence, allegiance and supplies.


(I'm also using (Kam's) Proper Battles mod, and basically no other mods.)
Warriordude 8 Jun, 2023 @ 2:33pm 
#littleShephard I kind of figured it would be a major project.
Sheph  [author] 7 Jun, 2023 @ 5:23pm 
I looked at the mod. It faces at least a year of dedicated support. TOB is handicapped in that it doesn't allow the creation of new factions or have a religious system. It looks like he was trying to do jsolve both of these problems. If I saw 2-3 other people working on it, I would join them. It would be easier to work with Bannerlord than the TW system to bring this vision to life.
Warriordude 6 Jun, 2023 @ 1:33pm 
@LittleShepherd Here is what the Bretwalda mod says on his mod page, seems like a lot of work to improve the mod, maybe if you're interested in improving or finishing the mod, maybe you can combine this mod with his if you can get a hold of him?


This is a mod project that aims to bring a setting based in the 7th century to Thrones of Britannia.

At the moment the only things that are complete is the general placement of factions on the map and also the allocation of "religions" to regions on the map.
Sheph  [author] 5 Jun, 2023 @ 6:41pm 
Interesting new mod idea. I haven't played it and wonder what its best features are.. I have been busy with work and working for an Attila overhaul. I would like to get back to releasing new improvements I was testing for this overhaul.
Warriordude 5 Jun, 2023 @ 3:06pm 
I think this mod would be great if you combined it with the Overhaul Bretwalda {Alpha W.I.P.} mod by Mr Steal Your Tech in the steam workshop Overhaul.

I don't know what happened to the guy he was almost finished and just gave it up.

I thought about subscribing to the Bretwalda and this mod and adding a few other mods by way of the mod manager to see if any of them work together. I have no idea how to make mod compatible with each other.

The Bretwalda mod if I remember correctly has the TOB Vanilla start year and Vanilla Kings and Generals in his mod which makes it kind of silly, pretty cool time period though, just to bad he abandoned the project.
KarlFooknTanner 16 May, 2023 @ 12:52pm 
The formation that is ON by default when starting battles is - Spearwall for every spear unit as far as I can tell. Except for the ones that come out from map edge into battle as reinforcements.
Sheph  [author] 16 May, 2023 @ 11:06am 
The battle mod gives most units 2 formations: a missile-protective formation and a melee formation. Charging units have shieldwall which loses its formation on charge. Elite units have up to 3 formations and tier 1 units have 1 formation, I will look into why they are set as default stance.

Yes the battle mod gives a reasonable amount of choices for the unit type to keep the player engaged. It's not as much as some mods but more than most overhauls.
KarlFooknTanner 16 May, 2023 @ 7:34am 
I am using your battle overhaul mod, along with your garisson mod and this overhaul mod. Nothing else other than visual mods such as reskins. Most sword units/axe units have what seems two different shieldwall type of stances which offer different bonuses. Maybe one is vanilla, the other one is yours. All spearmen units start with a different phalanx, as you say stance at the start of the battle (when they march they do the battle sound with it on). Reinforcing units do not have this stance when they arrive at the battlefield. It's not a big deal, I usually know by now to turn it off immediately as the battle starts as with this stance the units become very deffensive and slower.

I do however very much enjoy your varieties of choice of how the archers can shoot - volley, heavy, fire, standard, far shot. All are useful.
Sheph  [author] 15 May, 2023 @ 8:52pm 
1. which TOB mod has the Attila stances? It is in the database, but I assumed everyone gave up on it since it is not in the vanilla game.
2. Rebellions should scale with your imperium level so I will adjust that. I guess Wessex and Mierce might have more issues due to their large sizes.
3. I'm not sure which battle mod you're using. In my separate battle mod I did give certain units a phalanx-type formation which doesn't engage unless you drag them into the fight. They never lose their formation bonus unlike Vanilla shieldwall.
KarlFooknTanner 15 May, 2023 @ 8:05am 
Indeed public order is very negative in the beginning. Every province I controlled at the start as Mercia had about 10-20 chance of having a rebellion every turn.
Once I got some buildings upgraded with proper garrison armies the rebelions became easier to counter. I guess I just need to get used to this system.
The lack of marching stance really hurts. Ambush stance is not there either. Both were very useful stances in other Total War titles.
The formations seem a bit broken, tho. Spearmen always start the battle in a formation instead of default stance. The two shieldwall formations available to most units seem innefective in battle as the units fail to engage in battle usually and just stand in place like turtles. Maybe that's the idea ? I dunno, just seems redundant. I guess these are meant as defence for archers, nothing more?
On the plus side - the battles are very, very enjoyable. I love playing them manually. It feels very fair even on Very Hard difficulties.
Sheph  [author] 14 May, 2023 @ 3:39pm 
I'd like to hear more about the negative experiences here or in the discussion section so I can correct them. It sounds like you are finding public order is out of control from the beginning and governors are less loyal than Vanilla? The mod does make these harder but there are several counterbalancing factors that make them easier. For example, a high influence faction leader will now increase loyalty and overall allegiance more than Vanilla. And influence peaks out at 19 instead of 10 like in Vanilla. The goal again is for kingdoms to rebel against conquerors who fail to pacify them with either a garrison or the more-powerful happiness/allegiance buildings.
Sheph  [author] 14 May, 2023 @ 3:35pm 
This mod doesn't alter AI very much. I think this latest version was trying out Crucible AI but I will replace it when I have time. I recall the lack of diplomacy was always a feature. Is it worse now? I have been modding Attila CAI so I might bring some of that over for the next release.
KarlFooknTanner 14 May, 2023 @ 3:16pm 
Oof. Update. Sorry for flooding the comment section. But... Whole Ireland just declared war on me, like the wole island, every faction. Massive thousands upon thousands of troop armies flooding through the sea towards me. Assaulting my lands (they used to belong to Gwined).

Damn I didn't expect that. I have one more suggestion. Diplomacy. I don't know if it's just the game's core, but I have diplomacy set to "Normal" while all the rest set to very hard. Throughout my 92 turns that I made so far, none of the factions offered, trade, friendship, defence pacts or even marriage. The only thing they do is declare war. While my offers are usually met with "Insulting" or at best "Intriguing". Diplomacy seems to be a nonexistant mechanic in comparison to other Total war titles (and other than Troy, and the earliest Total war titles like medieval 1 and shogun 1, I played them all).

Is there a way to make diplomacy more prevalent?
KarlFooknTanner 14 May, 2023 @ 10:20am 
By the way, I do enjoy that the AI also gets these public order issues. I see a few lands taken by rebel armies among my borders. So AI also seems to have issues controlling its kingdoms. Makes it seem more like - everyone with their problems instead of just artificial Player gets negative bonuses while AI gets positive stuff to outweigh it's dumbness. Makes it seem more real, than just player amongs bots.