> For the complete documentation index, see [llms.txt](https://thrones-reforged.gitbook.io/thrones-reforged-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://thrones-reforged.gitbook.io/thrones-reforged-docs/welcome-to-thrones-reforged.md).

# Welcome to Thrones Reforged

Thrones Reforged is a full-scale overhaul built upon the exceptional foundation of the SHIELDWALL mod. It continues that legacy by expanding core systems, deepening campaign mechanics, and pushing the game toward a more demanding, dynamic, and historically grounded experience.

Every system has been reworked or expanded with one goal: to transform Thrones of Britannia into a deeper, more strategic, and more immersive Total War campaign.

***

### Join Our Discord

[Click here to join the community](https://discord.gg/D7MVXMSAJf)

All tutorials, system explanations, development updates and the roadmap are available on our Gitbook and Discord.

***

### Support Development

If you would like to support the ongoing development of Thrones Reforged, you can do so here:

[Support Thrones Reforged on Ko-fi](https://ko-fi.com/thronesreforgedmod)

Completely optional. The mod will always remain free and will continue to receive regular updates.

***

### Difficulty Warning

**This mod is NOT a casual experience. It is designed around scarcity, active resource management, and intentional hardship.**

**This is Attila-style survival mechanics applied to the Dark Ages of Britain.**

Expect food shortages in winter. Expect loyalty crises. Expect death spirals if you expand faster than your economy can support. None of this is a bug, it is the design. The mod rewards methodical play: seasonal unit rotation, raiding, careful building choices, and strong governors.

Balance will be refined with each patch as new systems are introduced to give players more tools to manage the challenge. Some areas, particularly minor factions, may still feel rough in the current version.

If you go in expecting a standard Total War experience, you will struggle and likely bounce off. If you embrace the systems, it becomes one of the most rewarding campaigns available for the title.

There are community submods on the Workshop that significantly increase food production and income. While they are compatible, using them fundamentally changes the balance and produces a different experience from what is intended. If you find the mod too harsh, consider them a last resort, but understand you are opting out of the core design.

***

### Important! Before You Play

* This mod is in active development (Beta). Expect balance changes and incomplete features.
* Designed for **MEDIUM unit sizes**, otherwise the population system **WILL NOT** work as intended.
* Designed for and tested on **VERY HARD / LEGENDARY** difficulty (all sliders).
* Minor factions are extremely challenging and recommended only for experienced players.
* The game **MUST** be played in **ENGLISH** to avoid crashes.
* **UNSUBSCRIBE** from the original Shieldwall mod.
* Make sure to put Thrones Reforged at the **TOP** of the mod loader.
* If the Steam download fails: [TWCenter](https://www.twcenter.net/resources/thrones-reforged-shieldwall-continued.4732/)

***

### Core Features (from SHIELDWALL)

* Completely redesigned unit rosters, uniforms and graphical fidelity for all cultures
* Overhauled military tech tree (Shogun 2-inspired structure)
* Four population classes: Peasants, Nobles, Foreigners, Clergy
* Rebalanced battles focused on historical tactics and shieldwall combat
* Food storage system
* Revamped character traits with dilemma choices
* Rebalanced buildings and effects
* Expanded skill and attribute effects
* Historical landmarks, wonders, and flavour events
* Dozens of custom events (regularly expanded)

***

### Reforged Additions and Expansions

* 55 playable factions (major factions fully developed; minor factions functional but still being balanced)
* Custom faction traits for all major and minor factions
* Major/Minor faction classification system
* Reworked faction selection UI
* Shieldwall mechanics extended to all new factions
* Victory conditions for all factions
* Integration of multiple historical community submods
* New Riot event and additional dilemmas (ongoing)
* Reworked cultural mechanics

***

### Recent Development Highlights

**Burh Mechanic Overhaul**

* English factions gain a new settlement management system tied directly to kingdom stability
* Burhs act as fortified population centres with meaningful trade-offs in how you develop them

**Population System Overhaul**

* Population bonuses now vary by culture, rewarding faction-appropriate playstyles
* All four population classes are interconnected with the economy and kingdom stability
* Numerous fixes across the population framework

**Legitimacy Mechanic Improvements**

* Several mechanics rebalanced for better pacing and impact

**New Viking Invasion System**

* Five invading factions appear on the map annually
* Invasion pressure scales over the course of the campaign

**Economy, Food Production, and Seasons Reworked**

* Multiple new income and expense systems to manage
* Historically grounded seasonal effects with real campaign impact

***

### Planned Development

A full development roadmap is available on our Gitbook. Current priorities include faction-specific missions, cultural mechanics reworks, expanded dilemmas and events, and ongoing base game fixes.

[View the full roadmap](https://thrones-reforged.gitbook.io/thrones-reforged-docs/patch-notes/roadmap)

***

### Official Submod Collection

[Official Submod Collection](https://steamcommunity.com/sharedfiles/filedetails/?id=3581421620)

***

### Credits: Integrated Submods

Special thanks to the following modders:

* Musculus Maximus: Colourful Buttons
* Anisvara: Old Languages
* Il-Khan of Persia: Late Game Invasion Replacer
* Vic and Caligula: Longbow Animation Fix
* Filay: Shields Down While Marching
* WhiteSushiEater: Ultimate Animations
* VOTRR: Units UI Tab Reorganized

*These credited mods are now integrated and should be **switched off** in the mod loader.*

***

### Original SHIELDWALL Team

* Kinjo: Unit Design and Art Direction
* DrunkFlamingo: Gameplay Design
* pappaBear: Writing and Historical Research
* Johnny: Assets and Textures
* RobbStark: Assets and Submods
* Bonsai: Icon Art and DB Editing
* DETrooper: UI Layout
* Hrobatos: Shield Textures
* Baldy: Database Development
* nik000: Event Art
* Zoktor Doidberg: Unit Cards
* Sinulf: Historical Research
* Ragnarr: Historical Research
* ThePoshBarbarian: Community Moderation and Testing


---

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