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Total War Saga: Thrones of Britannia

  • Thread starter A horse of course
  • Start date

A horse of course

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https://www.totalwar.com/blog/what-the-teams-are-working-on-07-06-17/

HISTORICAL NEW CONTENT TEAM
UOvv2qo.png

The most recent project team to kick into full production is now working on a particularly large Campaign Pack DLC for one of our more recent historical releases. It’s an expansion we’ve been wanting to do for a while now, so very happy that we’ve been able to get it into the schedule for later in the year.



At the moment, this team is building art content and working on the update for the main game needed to accommodate the new expansion. We will certainly be sharing more details when we can.

HISTORICAL FLASHPOINT TEAM


We’re pleased to say that our plans for a new stand-alone title have come to fruition, and this team are now in full production on an exciting new release. We are planning to set this in an era we have already visited, but will cover a particular period we are very fond of and haven’t done enough justice to yet.



We’ve been thinking a lot about how our major releases cover eras, our character-based follow-ups span the events of iconic lives (like Napoleon, or Attila), but that we are also interested in flashpoint moments. Those shorter, intense periods where events could have unfolded in any direction, dramatically changing the course of history in only a handful of months or years.



‘Fall of the Samurai’ being based on the Boshin War is a great example of this, and we are planning this new title to be similar in intent. It will also arrive before the next major historical title that the team above are working on.

NB: This is different to the "real" mainline historical title coming at some point after the Warhammer trilogy.
 
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Hellion

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Concept art in the pic looks like a Celt-Gaul Campaign DLC for Attila.

Hopefully the "New Historical Game in previously unexplored setting" will be WW1.
 

Tytus

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Concept art in the pic looks like a Celt-Gaul Campaign DLC for Attila.

Hopefully the "New Historical Game in previously unexplored setting" will be WW1.

WW1 would be great, but I don't think their current engine could support the shift in required gameplay mechanics. I mean the collision issues themselves would be a clusterfuck while performing a charge at the enemy trenches.

Not to mention they would have totally rework the routing system, morale system, ammunition system etc.

And oh god, if they would decide the use naval system from Empire Total War I would probably shoot myself.
 
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RNGsus

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The flashpoint, 100 Years War I'm guessing.

WWI's unlikely their next, given they're committed to the warscape engine, and it just doesn't support the tactics of the time. From beginning to end, WWI's probably impossible on warscape. The Victorian Era's definitely pushing it, but that seems to be a fan favorite, so who knows?

One thing I do, if CA don't implement proper chain of command or logistical depth, I'm not buying their next AAA, regardless of when it takes place. They haven't taken this series anywhere since 2002's Medieval.
 

mbv123

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Just do a Pike & Shot era Total War - 16th-17th century.
You got - colonization of the New World, Italian Wars, Reformation, 30 Years War, Ottoman conquests. It's such an underrepresented period and would tie the gap between Medieval 2 and Empire nicely.
 

Jazz_

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They should do a pre-roman scenario with the greek city-states, Persia, Peloponnesian Wars, etc, up until the rise of Macedonia.
 

Beastro

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All the other complaints are just a distraction at this point to me. Never played Attila, but looking at the province map I see they continued with their shitty massive provinces that includes shoving north, central and north western rance into one mangled upside down L. It's better than ETWs provinces, but it's still the same crap from them I've always been annoyed at.

Until they start making actual decent numbers of provinces instead of having places like France or Italy consist of only half a dozen or less of them I don't see their games being worth playing anymore (think about all that would dpirl out from even doubling the provinces with wars having more of a camapign feel, more nuace to where you attack, defend and counter attack and how all of that would effect other parts of the game like diplomacy.

At the very least it would stop so much of the "ancient" warfare in their games turning into Blitzkrieg gobbling up provinces to kill a faction before they can react.
 

Norfleet

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Unless they drop Warscape, anything involving muskets or rifles will be unplayable.
I thought Warscape was designed for muskets, since it was the engine they brought out Empire on, with its correspondingly fidgety unit-to-unit collision that made for weak, floating-looking melee battles that gave them grief in Rome and Shogun II.
 

Fedora Master

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Unless they drop Warscape, anything involving muskets or rifles will be unplayable.
I thought Warscape was designed for muskets, since it was the engine they brought out Empire on, with its correspondingly fidgety unit-to-unit collision that made for weak, floating-looking melee battles that gave them grief in Rome and Shogun II.

Technically you're right but look how firing lines in Empire and Napoopan (still don't) work. Units will fire into terrain, fire by rank doesn't work properly and so forth.
 
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RNGsus

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At the very least it would stop so much of the "ancient" warfare in their games turning into Blitzkrieg gobbling up provinces to kill a faction before they can react.
One would think, except that Warscape's comically fatal AI struggles under the most basic siege mechanics, so when you add 100 new provinces, as somebody did for Shogun 2, you still get a campaign favoring human players, because the overwhelming number of battles are siege battles. Even bigger, continental maps, as seen in M2 & R2, exasperated the stupid AI, because if armies didn't wander around in bad campaign paths (M2), few battles ever took place outside of sieges (R2).

What they really need is brand new source code for meaningful logistics, making siege warfare an ordeal and the least common battle scenario.
 
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mbv123

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Doesn't help that siege battles are the most tedious shit ever, so you always starve the defenders out just so you don't have to deal with shit unit pathfinding. Even worse when the defenders attack you, but stay in their fort, so you either attack anyway or wait until the battle timer runs out.
 
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RNGsus

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Its telling that siege mechanics haven't altered since they debuted in Medieval 1.
 

Space Satan

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Because Empire: Total War was SO fun to play. Especially hour long multiplayer artillery duels with unlimited ammo. And uberretarded AI with fucked up volley shooting mechanics.
 

LESS T_T

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Codex 2014
Total War Saga announced: https://www.totalwar.com/blog/a-total-war-saga-announce-blog/

It's a new historical series in the vein of Fall of the Samurai, smaller region and timeline than the major series but same scope in gameplay and more detail. The first game is "a spiritual follow-up to Total War: ROME II" and more details about it will be released in a few months (likely Gamescom).

A Total War Saga – Announce Blog

Today we’re thrilled to announce a new class of historical Total War game on PC. Released under a new badge, Total War Saga games will be standalone spin-off titles focusing on exciting pivotal moments in history rather than whole historical eras.

I sat down with the game director on our first Total War Saga game, Jack Lusted, to find out what kind of Total War experience fans can expect from his team.


Michael: So what makes a game a “Total War Saga”?

Jack: With our big releases that cover entire eras, like Rome or Empire, we’ve been following them up with standalone games that focus on a single character’s life and the time around them; like Napoleon or Attila. But there are also these key, pivotal points in history which don’t necessarily revolve around a single character, and only lasted a few months or few decades at most. Such moments also tend to be constrained to a tight geographic area as well.

These moments are perfect fuel for Total War. They’re a powder keg, where anything can happen and history could have gone in any direction. Sagas are epic stories, and we felt that name described those moments well, and allows us to go into the kind of individual detail we love.

So, Total War Saga games will be the same mix of turn-based campaign strategy, real-time battle tactics and hundreds if not thousands of hours of gameplay as a regular Total War game, but focussed down on a distinct moment.

Sagas won’t be revolutionary new titles or introduce brand-new eras; they’ll follow-on from previous Total War games and inhabit the same time-period, or at the very least relate to it. But these are certainly Total War games.

We’ve got more games in production than we’ve ever had before, and historical games form the majority of our forthcoming releases. We thought that badging these “A Total War Saga” would help players understand that they are a spin-off and not the next major title.


Michael: How is this different to previous Total War games?

Jack: In terms of core gameplay, it’s not. If you’ve enjoyed previous games, you’ll certainly be interested in Total War Saga games. It’s more about focus. There might be as many playable factions or conquerable territories in them, but that could all be focussed down to one specific region or country and a particular point in time.

In fact, we’ve done it before. Fall of the Samurai is exactly the kind of thing we’re talking about here. It was a standalone spin-off from Total War: SHOGUN 2, focussed on the pivotal event of the Boshin War. A concentrated Total War game which puts you right in the middle of a really dynamic moment of history, where the outcome could have gone in a huge number of different directions.

If you liked Fall of the Samurai, and the kind of gameplay we delivered with it, then you’re going to enjoy what we’ve got planned for our first Saga title. But it’s important to say that it isn’t our next major historical release. It is an iteration on a previous game, built on something we’ve already released.


Michael: In our recent blog post, we told fans that two historical games are currently in development. Where does your team’s game sit within that?

Jack: Our team is the Flashpoint project team mentioned in that blog, and our game will be out first. The other game is our next major historical game, with its own large and dedicated team, and will feature a new era we haven’t visited yet. That’s a huge title for CA and we’ll be talking about it much more in the future. It’s going to be a busy time for historical fans coming up.


Michael: What’s the scope of this Total War Saga game? How big will it be?

Jack: When we talk about games based around these moments in history that lasted months or years, we don’t mean short Total War games. They’ll have a narrower focus, but they will still be the epic sandboxes players are familiar with. Again, Fall of the Samurai is a perfect example of this. The period covered in that game was compressed down to a few months but a lot happened within those months. Future Total War Saga games may also cover time periods that short where a lot happens, while others may cover conflicts spanning a couple of decades but still focused on a single geographic area.

To help show the kind of scale we’re talking about, the game that I’m currently working on has a map that is comparable in gameplay size to Total War: ATTILA, but focused on a smaller geographic area, and the campaign will take as long to complete as any other Total War title does. Focusing on a single geographic location in this way allows us to go into greater detail with the period and setting.


Michael: Why is the focus on succinct but substantial moments in history important for you?

Jack: They’re what I like to call table-flip moments in history, where events are in the balance and could go any number of interesting and unique ways. This makes them a perfect fit for Total War games, where we give players the freedom to depart from the actual historical events and explore what might have happened had things gone differently.

When you think of the possibilities in and around those moments, some of those really classic and inspiring moments of history, there’s vast potential. Civil wars, great conquests, rebellions and uprisings, religious movements. As with Total War traditionally, there’s an almost endless list of possibilities of time periods and settings for future Total War Saga games.



Michael: Any hints yet as to the content? Why did you want to make a game based at this particular point in history?

Jack: We’ll announce it properly in the next few months, but I can say that it’s another spiritual follow-up to Total War: ROME II, like Total War: ATTILA, and moves the time period forward in much the same way. It’s great being able to build on and optimise the tech and the content from those games, like the work we did on ATTILA with Age of Charlemagne. Especially for a moment in history we’ve not spent enough time with yet as a studio.



Michael: When can we expect to get more information on your project?

Jack: Not just yet, but pretty soon as I say, if you follow the forums and social media we will keep you up to date!
 

Fedora Master

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Sounds like they are trying to sell what amounts of DLC campaigns for the price of a full game. They are aware that the scope of TW games has always been one of the selling points of the series, yes?
Then again I expected absolutely nothing from TW Warhammer and still ended up pleasantly surprised so maybe they genuinely bettered themselves.
 
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RNGsus

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My guess is something Byzantine, sense the East Romans were never short of enemies, plots, religious feuds, and the like that he named. Westerns since the 18th century have tended to disregard Byzantium, so text books usually won't cover them, but if we had asked the Byzantines who they were, they'd have answered Romans. So I can see a spiritual successor type to Rome 2, with a narrow regional campaign and "flashpoint" sort of premise, focusing on Byzantium. They already tried with the Belisarius expansion, but there's a lot of history between the 6th and 15th centuries.
 

Mr. Pink

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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
if I were in charge, I'd realize that campaign AI is going to be shit, so i'd simplify the map to nodes connected by lanes. free campaign movement is nice but you hardly left the roads anyways and this way makes it easier for the AI to know what routes to defend and prevents the one unit stack traffic jams the AI likes to do
 

Raghar

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if I were in charge, I'd realize that campaign AI is going to be shit, so i'd simplify the map to nodes connected by lanes. free campaign movement is nice but you hardly left the roads anyways and this way makes it easier for the AI to know what routes to defend and prevents the one unit stack traffic jams the AI likes to do
http://store.steampowered.com/app/24480/King_Arthur_II_The_RolePlaying_Wargame/

Have you played this shit?
If yes I wonder why would you want to have even larger simplification. Considering first game was decent. It's incredible how can a sequel be killed by oversimplification.
 

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