A Total War Saga: Thrones of Britannia

A Total War Saga: Thrones of Britannia

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A Shieldwall Companion for New or Hurried Players
   
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Tags: mod, campaign
File Size
Posted
Updated
1.030 MB
Dec 23, 2022 @ 5:14pm
Sep 23, 2023 @ 8:03am
11 Change Notes ( view )

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A Shieldwall Companion for New or Hurried Players

In 1 collection by Sheph
Thrones Collection Mods only by LS
13 items
Description
Purpose
The Shieldwall campaign is built for veterans with a lot of free time on their hands to endure 300 plus turns to victory.
The purpose of this mod is to accelerate the player to victory conditions in half that time.
Difficulties are set so that Veteran players can experience the original Shieldwall campaign at difficulties of Very Hard or Legendary.

The base income for humans has increased from 250 to 400 for players and for AI (originally had 1500 base income).
Players also get several bonuses (see handicaps) that add a small amount of food and gdp so that key buildings can be built up within 15 turns.

AI gets the same food and gdp bonuses, but at about double the human per difficulty level.

For Hard to Legendary players, unit food upkeep has increased to six to be more in line with Vanilla and realism.

Buildings need changing

Isolated city-factions and cities cannot sustain small armies without owning a city or food-producing region, which isn't possible much of the time.

In this first Beta, the following have been modded:

Granaries
In SW, having a province where the 1 food-yielding is held by a non-enemy makes the settlement non-viable for supplies and other things. The building changes here make them viable.

Granaries are currently storage buildings in the countryside.
A new granary building as been added called a Feudal or Smallholder Granary that can be built in the cities.
It works like a combination of a small warehouse and a food producing building as in Vanilla.
Because the food is taken from "small-holders" it causes a hefty public order hit and has significant upkeep.

Souterrains are now designed to be like the new Small-holder Granaries in effect and location.
They cost 50% more but provide more food, storage and supplies than the other new granary type to compensate for the low food-levels in Scottish lands.


Garrisons
Garrisons are much cheaper and build quickly. Their upkeep is almost the same.
In SW, garrisons are much more expensive than the equivalent standing army even though they deliver no bonuses as in Vanilla.
They are meant to be a temporary building in lands distant from ones' armies.
The unit makeup has not been modified in this mod.
The cai building value has been reduced to make it less likely that the AI will spam them.
Seriously, use the garrison mod for minor towns at the bottom of this description.

More Food from buildings
Low food income is the main limiting factor on armies in SW. To enable easier army support, the following have been changed:
Dedicated food buildings (farms, pastures) deliver 33% more food
Other food buildings deliver 20-30% depending on whether food is the primarily income they bring in.
Sheep farms give a small food return per level.

Other Boosts for Human and AI
Removed or pushed up many building technology requirements.
Faster Research
Larger base income for all factions (SW penalizes human faction and major factions for some reason).
Easier supplies
State Gifts cheaper
Faster unit pool replenishment
Other changes readily viewable in Campaign Variables and Handicaps
Units (for hard and easier) have slightly cheaper unit gold upkeep
For areas where challenge lacks:
--More corruption for human
--Base happiness decreased by 5-10 for human
--Higher construction costs and military upkeep for human

Related mods
Shieldwall More Garrisons Mod

Help those improving Attila and TOB

Little Shep Modder Collection
53 Comments
PaulPacea Jan 27, 2024 @ 10:58am 
So for example, first technology it request 2 turns, while with your mod on the top of shieldwall, it request 4 turns. So instead of lowering turns as you say it gives more. P.S. Also AI doesn't consume food. One of my ally has 1 city and 13 units :steammocking: with only 5 food on +
Sheph  [author] Jan 26, 2024 @ 7:27pm 
That doesn't make much sense.
PaulPacea Jan 26, 2024 @ 11:14am 
Dude, your mod double the technology request , is not lowering..
sam.pidgeon Sep 27, 2023 @ 6:00pm 
yeah classical empires a good md but bugged and expanded slots buggered
Sheph  [author] Sep 27, 2023 @ 3:03pm 
I find that Classical Empires and DEI follow a similar approach. The idea is to make it feel historical as the vanilla game wraps up in about 15 game years. This mod takes about 50-100 game years. That's about 7X slower. Not my taste.
sam.pidgeon Sep 26, 2023 @ 5:58pm 
i just find income in shield wall so low takes forever get eco going
sam.pidgeon Sep 23, 2023 @ 2:25pm 
yeah shield wall mod not been developed for a while and is unbalanced at times and some people probably had bugs at some stage as well
Sheph  [author] Sep 23, 2023 @ 1:42pm 
Maybe we need someone to publish a slight Shieldwall overhaul to address the unbalanced things about this mod. This mod has a narrow scope: food buildings.
sam.pidgeon Sep 23, 2023 @ 11:24am 
ok just found income buildings produced bit too low just my opinion
Sheph  [author] Sep 23, 2023 @ 8:06am 
Upgraded the mod. More food storage and food from the small-holder granary by about 20%. All granary-line buildings have lower upkeep to address the no gold complaint. It's not a good idea to add gold income to a food-chain building. Things will get mixed up.