Для тех, у кого нет времени смотреть миллион роликов и читать кучу статей. Вот краткая выжимка основных новых фич от чувака из IGN.
Вообще могу сказать, что в стратегическом плане перелопатили многое, и большинство изменений мне нравится. Проблема в том, что на тактическом уровне это по-видимому всё та же аттила с её быстрыми как первый секс подростка боями.
"Highlights"
Leaders are not like Warhammer heroes. They can die pretty easily.
No religion mechanics. CA says "everyone was basically Christian at this point", which I take issue with but whatever.
Culture is important. Province culture is fixed and can't be changed. Affects unrest and what units can be recruited.
Gaelic unique mechanic is Legitimacy, gives bonuses for owning Gaelic-culture provinces and defending allies in Call to Arms.
Formable kingdoms are in (Ireland, Wales, Scotland, Danelaw, England, etc), unlocked by completing quest chains.
Fame victory is a new way to win playing tall. Capture historically-significant settlements, win battles, etc.
War fervor is back.
Sieges are like Attila (can attack any part of the city), not single wall like Warhammer.
Minor settlements can't have walls or automatic garrisons. Have to manually leave armies there. They have only one building that can be upgraded but never swapped out (farm, abbey, mine, etc), but there are more minor settlements per province than past games.
Combat feels very similar to Attila. Short/bloody battles.
Faction, region, and map-wide events pop up frequently. A common one is off-map viking minor factions showing up to raid/settle. Event chains, "quest" events, and decision-based events kinda reminded me of Crusader Kings 2.
Long Victory will include an "endgame challenge" that they won't talk about but it's probably based on 1066.
Limited unit recruitment pool that replenishes over time and is based on your land ownership.
Focus on a small retinue of elite troops supported by low and mid-tier levies, instead of an entire elite army by endgame.
Newly recruited units must Muster - start at 25% manpower and ticks up over a few turns.
Units have food upkeep in addition to gold upkeep.
New Supply system - armies have a supply bar that ticks up when Raiding or in friendly territory, ticks down when not raiding in hostile or neutral territory. Supplies run out = you take attrition every turn.
Tech is unlocked by deeds. Tech for tier-2 swordsmen unlock by training 10 tier-1 swordsmen. One of the civic tech unlocks by owning a certain number of monasteries.
Can pay off viking minor factions to leave you alone.
Family trees, governors, character traits, followers, and Loyalty are in
Trade is automatic as long as you're not at war and have a valid path between capitals. NO MORE TRADE AGREEMENTS.
Agents removed. (Not joking)