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Future historic titles/settings in the series will be...
  • Rajah, covering ancient and medieval India and other civilisations of South Asia, whether the Muhgal era or an adaptation of works like the the Mahabharata or the Ramayana.
  • Pre-Columbian America, whether a similar thing to the Warpath Campaign of Empire, or a Mesoamerican and Aztec-centric game like a Perspective Flip of Medieval II.
    • In this possibility, the obvious endgame crisis would start in the 1500s, when the first Spanish ships appear offshore and the timer starts until everyone is up to their ears in roaming conquistador armies and plagues.
  • Late 1800's western North America in the age of The Wild West, where you have Native Americans and various immigrants against each other and other groups, fighting for territory.
  • Africa, whether the Bantu expansion of the Iron Age or the era of the the Scramble for Africa (Zulus vs. the Brits for instance).
  • The Golden Age of Piracy.
  • Khan, about the Mongols in Asia, a Perspective Flip of Medieval II.
    • This one in particular would have a potentially very wide variety of factions, given that a full Mongol campaign would want to stretch from Novgorod and Ayyubid Egypt at one end to the Jin and Song Dynasties of China at the other.
  • Invasion, a game that's like The War of the Worlds with aliens invading Earth and the humans fighting back, ideally the same Victorian setting of the book.

Future fantasy titles/settings in the series will be...
  • Tolkien's Legendarium: Two possible time periods would be most viable as settings for a Total War-style game:
    • The First Age of Beleriand, when there is enough animosity between the Elven kingdoms for them to go to open war with another and when most of the ancient wonders, magic and monsters are still active in the world.
    • The Third Age, centered around either the War of the Last Alliance or the War of the Ring, which is the most culturally recognizable period to general audiences and the one when human cultures are most widespread and numerous.
  • The Chronicles of Narnia: Another series that benefits from a large map, a variety of distinct factions, and a long internal history of wars, alliances, and conflict. A particular local advantage would be Lewis' propensity for throwing in every mythical creature he found interesting, in contrast with Tolkien's more rigid worldbuilding or Martin's low fantasy approach, which increases the potential for unit variety.
  • A Song of Ice and Fire: One the one hand, the series' focus on wars, conquest, alliances and usurpations makes good ground for a Grand Strategy game. On the other, the low focus given to most army compositions in the novels makes unit diversity fairly low. The Others are a baked-in endgame crisis.
  • Redwall: A rollicking tale of woodland critters, castles, and wars. The series' Villain of the Week structure provides a long list of marauding hordes and ambitious conquerors, alongside an extensive world map dotted with fortresses and kingdoms.
  • Avatar: Naturally, the main campaign would be set in the Great War.

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