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It is also possible to play as one of the Viking ‘Sea’ factions and become the invaders. These invasions never really proved much of a threat for me, though this will vary depending on where your faction is located and where and when these invasions occur. The last several major Total War games featured some kind of twist to shake things up, such as the magical vortex in Warhammer 2 or the Mongolian Hordes and nomadic factions in Attila, and Thrones of Britannia attempts to continue this with Viking fleets that will occasionally invade the coastline. Some differences do exist as the Vikings you must keep up the morale of your armies by fighting and pillaging, while Gaelic forces must worry about legitimacy, a metric that will help your faction gain and keep respect, while the Anglos have access to cheap Levy units who can quickly increase the armies’ size. Compared to the the Warhammer Total War games and even Attila, the factions are fairly similar to each other, with their starting location, political and cultural affiliations defining the experience at least as much as each faction’s unique strengths and weaknesses. There is a healthy number of factions to play as, spread out across the Welsh, Vikings, Gaelic and Anglo groups who resided in Britannia at the time. Creative Assembly have seen success in simplifying the Total War formula in the past, such as with Shogun 2, and the good news is that the core of what makes these games so engrossing is mostly intact even if some elements are a bit shaky.
FACTIONS IN GAME OF THRONES SERIES
Given how different that series is, I expected Thrones to pick up roughly where the excellent Attila left off, but it ends up feeling like a more stripped down and straightforward approach to the grand-strategy formula. Perhaps what's most notable about Thrones is that it marks the return to historical settings, with the previous two releases in the series taking place in the Warhammer universe.