The Saxons and The Druids are 2 DLC campaigns which serve as "what-if" scenarios. The player controls a king of the Saxons and the Welsh respectively, and set their victory conditions in order to win the game.
Changes to Mechanics Edit
As compared to the Original Campaign (OC), several mechanics have been added or changed.
- Sandbox Campaign: More freedom as players can now set their own victory conditions. Objectives are given in a looser manner.
- Stronghold and Armies: Both the Saxons and the Welsh start with a Stronghold (Norfolk and Norgales respectively), allowing you to start construction and research right from your first Winter. Starting armies also have some experienced units.
- Leadership requirements for multiple Knights in 1 army introduced: For an army to have 2 heroes, the army leader must have at least 10 Leadership, 15 for three heroes and 20 for four.
- New provincial borders and Strongholds: Borders have been redrawn to create more provinces. Also, Exeter in Dumnonia is now a Stronghold, making Arthur a formidable foe.
- Diplomacy Button: New interface which allows you to conduct diplomacy with kings, Knights and 4 neutral factions. Beware: hostile kings may send these neutral factions after you as well. There is also a choice of 4 princesses who bring different benefits to the realm should they accept your marriage proposal.
For recruiting Knights and wooing a princess, there are various ways to earn reputation; note that Knights and princesses are partially influenced by their liege/father, the king. Thus, having good relations with the relevant king can make securing the Knight/princess you want a bit easier.
- Increased penalties during and after conquest: Armies in hostile territory have double the usual upkeep costs. A newly-conquered province requires conciliation for 1 year, whereby armies within the province still incur double upkeep costs and no recruitment can be done.
- Starting morality and changing alignment: Unlike Arthur, the Saxons start as Christians and the Welsh are Old Faith followers. In addition, due to a lack of scripted quests, it can be hard to change alignment in the DLC campaigns. Note that some ways to resolve disasters can change alignment.
Neutral Factions Edit
Note that actions other than gifting require a certain reputation with the faction, and that requesting troops from factions will lower reputation; as such, you cannot lower your reputation with the Guild of Outlaws via diplomacy.
All factions can be sent gifts to improve the player's reputation with them. Other than the Bishop's Council, the player can also pay for Protection to the other 3 factions to leave the realm alone.
- Guild of Outlaws: Can spy on a province to reveal armies and the units in them, incite rebellion (cannot select provinces which are being contested; if a previously selected province becomes contested, the incitement is cancelled), assassinate heroes, and poison supplies to reduce the size of armies. Besides spying (which lasts for 1 turn), the guild will send an update on their progress in the various actions every Spring, making Winter the best time to hire them.
- The Sidhe: Can invade a province bordering Bedegraine forest, offer Sidhe troops and heroes for the player's recruitment.
- Marauders: Can invade a province bordering the sea, and offer Northern troops for the player's recruitment.
- Bishop's Council: Can call a Crusade against the Sidhe, offer Christian artifacts, troops and heroes for the player's use/recruitment.
Invasions and Rebellions Edit
- Invasions by Marauders and the Sidhe are limited by geography; when fighting a kingdom, you might want to leave an enemy province or two alone while you occupy other provinces which are outside the factions' range.
- Unlike Invasions, Rebellions (if successful) are not led by heroes. Instead, every Location in the targeted province becomes occupied by rebel troops. This also means that rebellions in small provinces (like Somerset) are going to be more easily put down than rebellions in large provinces (like Norfolk).