The faction goals do add a little bit of flavor to the proceedings, with each faction earning bonuses or penalties depending on how well you perform. The factions have little differences that set them apart, like the Vikings overabundance of ax melee units, or the Gaelic archers being more than an arrow shaft better than any other ranged units. The lack of real variety didn't lead me to experiment with playstyles that varied wildly. Each is a variation on human, whether they are English, Gaelic or Viking, as opposed to both race and tonal differences with the factions in a larger release like Warhammer. One of the overall downsides to Thrones is the sameness of the factions. Split between about ten factions, you deal with the aftermath and your own faction’s designs on the Isles itself, as obviously, only your faction is capable of uniting the people and ruling the land. Picking up after Alfred the Great’s defeat of the Vikings in the year 878, Thrones deals specifically with the British Isles, the island of Great Britain and Ireland. One of the largest and most easily recognizable changes in Thrones is the scope of the game.