A Total War Saga: Thrones of Britannia

A Total War Saga: Thrones of Britannia

1,000 ratings
Shieldwall Overhaul: + THE POPULATION UPDATE
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Tags: mod, overhaul
File Size
Posted
Updated
585.370 MB
20 May, 2019 @ 4:42am
3 May, 2022 @ 7:17pm
38 Change Notes ( view )

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Shieldwall Overhaul: + THE POPULATION UPDATE

Description
Current Mod Version 0.7.1: The Old Enemies Update. New content for Gwined and Mierce.

Latest Changelog and FAQ:

https://docs.google.com/document/d/11uUooP9T8XVwxtKLwl2UyGpWbMncPiU_goTuq35gXf4/edit?usp=sharing

Please note: Shieldwall was designed to be used with MEDIUM UNIT SIZES. If you want population numbers to match men in units one for one, then you have to play on medium. Everything will work on other sizes, the population numbers just will not match directly to the number of men in the unit.



Welcome to Shieldwall: a full game overhaul for Thrones of Brittania!


All the factions are finished to about the level you would expect from say, Rome 2 or Shogun 2, with redone rosters and all of the global mechanics like pop and tech trees. The only things that are missing for some factions are historical events and faction-unique mechanics like legitimacy and decrees.

The Saxon Northanhymbre is available as our first custom faction. We are currently focusing on content for the existing factions right now, but we'll get back to making new start positions in a bit.


We recommend that you play with Medium Unit sizes. These can be found under graphical options. The mod fully functions on any unit size, but medium will cause the size of battles to roughly reflect historical sizes, and will match the population numbers 1:1

Shieldwall has been most extensively tested on Hard Campaign difficulty. However, all difficulty levels are set up, so you may pick any campaign difficulty.

Battle difficulty isn't moddable, sadly. We have tested the mod mostly on Hard, but other difficulty settings work.

Political difficulty has not really been modified, but should be ok on any setting.


  • Completely Redone Unit Rosters for every single culture.
  • Overhauled military tech tree in the style of Shogun 2
  • Four fully fleshed out population mechanics for Peasants, Nobles, Foreigners and Clergy.
  • Completely redone battle balance with an emphasis on period tactics and well, the shieldwall.
  • Food storage system
  • Completely redone traits, each with their own dilemma to allow more player choice developing their characters.
  • Wiped out building effects and rebalanced them.
  • Redone effects for skills and character attributes.
  • pappaBear's amazing historical landmarks and wonders flavour events.
  • Dozens of new events, with more being added every week or two.

We've tried our best to make sure the features are easily understandable in game, but we will also be writing a ton of Steam Discussion pages on this mod page to help people get a grasp of the feature set. Those take a lot of time, but they'll be starting to appear this week.


Shieldwall is far from finished. We have tons of features left to add, many of which are still in very active development right now. We do, however, need to make sure that all the crap we are making is actually good! That means giving it to you and enduring weeks of verbal abuse with bug reports sparsed in between.

In our minor updates, which will occur frequently and largely contain bug fixes and balance tweaks, you can look forward to seeing new events, unit abilities, and traits appearing in your game. We may also add more buildings through these patches. These will always be save compatible.

In coming major updates, we are planning the following:
  • New Missions: The long term plan is to ensure that each faction has a set of missions guiding them to the endgame. Currently most missions have yet to be implemented.
  • Decrees: We intend to fully rework the decrees system to be a more integral part of gameplay: but once again doing this for every faction takes time and work!
  • Playable Factions: We have an internal shortlist for factions who should be playable, and once we've finished the core mechanics to a point where we are satisfied we are going to work on these. We don't just want to unlock factions, but make them full entertaining campaigns.


For feedback, please open a discussion or leave a comment.

For bugs, please come onto the Discord with a brief description of the bug and other very basic info. We look at every issue that is raised.


Kinjo Unit Design and Art Direction.
DrunkFlamingo Gameplay Design and Development.
pappaBear Writer, assistant DB editor, historical research.
Johnny Assets Textures and Banners
RobbStark Assets and Submods
Bonsai Icon art, assistant DB editor, historical research.
DETrooper UI Layout File Editing
Hrobatos Shield Textures and Assets
Baldy Database Development
nik000 Event Art
Zoktor Doidberg Unit Cards Help
Sinulf Historical Research
Ragnarr Historical Research
ThePoshBarbarian Community moderation and testing


If you like Shieldwall and want to follow development, chat to us about your thoughts, or otherwise hang out, feel free to hop on our public dev discord!

You can join right here:
https://discord.gg/DBWMdQ9


Shieldwall is a comprehensive overhaul that touches most part of the game so unless we list another mod as being compatible then it is practically guaranteed to break something. 95% of the bug reports we receive happen because of old mods that the user forgot to delete from their list. Here is a list of mods that should be compatible:



My faction mechanics don't work!

Yes. Certain faction mechanics like Legitimacy are not yet implemented and will remain at their starting level. We felt it was best to focus on finishing mechanics that affect everyone before we moved onto faction or culture specific stuff.

We'll be adding the rest of the culture mechanics sporadically over the next few weeks/couple months, but for now if you absolutely have to have them, they work fully on the Saxons, Welsh, GVA and Seakings.

You jerks broke my treasured save!

Fear not, peasant:

Popular Discussions View All (32)
21
2
5 Dec, 2023 @ 9:00am
Shieldwall Update #2: Upcoming Changes to Population
DrunkFlamingo
4
1 Apr @ 3:49am
Mod causes stutter on campaign map
Driesmann
9
1
3 May, 2023 @ 9:07pm
Crashing to desktop on Start Battle
tree of gingers
2,314 Comments
Trenchfoot 7 Jul @ 9:16am 
Gladiator. I play it a lot and think it is great.
Uncle Pockets 4 Jul @ 12:35pm 
why do I have 15 fps with this mod? rtx 3080
Gladiator 29 Jun @ 1:04am 
Hi guys, is this mod still working, or is it as full of bugs as everyone is saying? Does the population update fix things ?
TOBITO 12 Jun @ 6:00pm 
Is it possible to play a cooperative campaign with this mod? I have an error when creating the game
[TPPL] King Leonidas 3 May @ 12:32am 
i guess the mod is dead?
Lionheart 21 Apr @ 4:00pm 
the units ugly
HerrDoc132 20 Apr @ 7:55pm 
i have a issue some units say i need to wait 9990 turns to recluit more its a bug from de mod or what is
Trenchfoot 20 Apr @ 8:56am 
Pastaman, the legitimacy mechanic has been disabled I think. The guy who made the mod disabled a few things with the intent to put them back in. However I read on reddit that he is no longer in the community and the mod is no longer being updated.
Ider 11 Apr @ 2:33pm 
@Redmonkey_17 there is 3 viking invasions if I'm not wrong. One in the south, one in the east and another in the north
Redmonkey_17 6 Apr @ 2:17am 
I've destroyed the viking invasion fleets and didn't get the ultimate victory, I then destroyed the other "sea viking" factions and still didn't get it. Is this a bug?