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The basic concept will not change to a finish mode, because a few do not even know what they are buying.
Yeah, same here. I remember my disenchantment when while playing the Third Age mod for TW:Medieval 2, my faction leader, king Thranduil, died at the baby age of 125 years or so, and maybe about 10-15 turns before finally winning the campaign after around 180 turns, I got a pop-up window telling me that I´ve actually lost despite basically beating everyone, just because I hit a time limit that I had never been informed about. ♥♥♥♥♥♥♥♥♥ that pissed me off lmao.
Not really the mod´s fault though I think, it was restricted by what the base game was designed to be like. Pity.
1) I can play the races I actually like (none of the races in 3 are beating out skaven/de for top slots for me. Ogres are alright.)
2) I dont have to deal with arbitrary "You lose" mechanics.
This games campaign I personally find frustrating. Ive lost 3 campaigns in a row between 30-50 without doing anything wrong, losing no battles, just AI cheating, (even though I expect the kislev loss was a bug, an AI faction with no souls won on turn 40). My slaneesh campaign was lost because I jumped into khorne's realm, then so did cathay. Then on the AI turn all the khorne armies in the realm kamikazed into cathay, who autoresolved all of them, then went and claimed the soul on her first turn in the realm. Ogre kingdoms, there was no way I could send my one army away when I had 6-7 20stacks of empire bearing down on me. I'm gonna try the other ogre next, but so far I cant wait to have a sandbox mode where winning lets you win.
I feel like a lot of this games mechanics punish you for doing whats in the title twice: war. You should claim your 2-3 territories, make nice with all your neighbors and do nothing until the rifts appear, then pray to rnjesus that the ai doesnt steal the win.
I didnt really like the vortex campaign (although I did like the map, and I liked vortex with non-vortex DLC races), but at least the mechanics there rewarded you for expansion (although the chaos invasion was BS depending on what race you were playing dropping in your backfield) Mostly I liked ME though, some of my favorite campaigns were malus and rakarth, and throt, because I got to fight something other than HE's. (almost every other campaign eventually devolved into me vs HE's. Im very good at killing HEs from all the practice but it gets tedious). ME's biggest map flaw was with the edges cut off, a couple factions lost easy access to the main ocean (malus in particular, who goes from "heres a starting black ark to terrorize everyone with" to "heres a black ark in a lake you can use for the first 20 turns then its next to useless")
I certainly dont mind narrative victory conditions. I think one of the best campaigns is the vampire coast shanty campaign. But again, thats a campaign that rewards you for going forth and fighting. Malus as stated above, was also one of my favorite campaigns, which I usually considered "won" once I had the recipe.
TLDR;
so for me its not so much that I am drooling over ME, as I want to play my favorite races and *NOT* play *THIS* campaign.
In WH3 however You will face only some and it makes every battle is the same. BORING!
2. 140~160 turn
I play stellaris, civilization, age of wonders 3 and age of wonders planetfall. Age of wonders, for example has inferior battle system by turn, but at the campaign level it has random spawn locations,bunch of RNG elements as random neutral factions that spawn and random spawn locations, random enemies and attitudes pre-disposition towards you. Also in-deep diplomacy is essential.
But the difference is that all these games are more "sandbox", have more RNG elements with much more replay factor. TWW is "empty" IMO for a purely sandbox game, its much script dependent and little content to play without a campaign.
I've played TWW1, TWW2 vortex, Atilla. But what holds these are purely the story and events of the campaign, because the "free" part is very limited for a strategy game.
The thing is, as much as I like the battles, I see little appeal in a purely free "sandbox" mode in a game like TW. The game just wasn't designed for that.
i enjoy making up story objectives for myself like "i play high elves and my goal is to unite all high elves and force the empire to help fight (insert whatever enemy i want it to be) or take over their lands by military power and then kill whoever may rebel" playing like that is imo the way it should be played and then maybe put on a movie on the side if u have an extra monitor just so that have something to look at in the rounds where nothing is really happening =) if you find something boring then make it fun by being creative =)
And the only reason those 3 games exist is because Rome, Shogun, Medieval, etc... were all successes, and they had little story either, so clearly most of their fanbase is ok with a more "sandbox" campaign.
Big maps with a lot of things to do. No randomness as in Stellaris, more like starting puzzle to solve - where to go, what to do.
No end turn/final date. This actually gives freedom. Play wide or play tall. Stay in your starter area or migrate and settle down elsewhere. Play risky like trying to storm dwarfs holds as greenskins with starter units without extra armies, or wait and overwhelm without any risk.
As for goals, grand campaign has goals for each LL/faction. Some are just conquer those settlements, but there are different ones like collect old books, forge relics, invoke rituals, which often may not require to capture whole map (example - Sister of Twilight ME campaign). More important, this goals are very different, often creating more diplomatic options, especially with W3. (Like Tomb King don't give a ♥♥♥♥ about settlements outside of desert, so you can use it).
Options to experiment instead of clear straightforward path comparing to story. In story - do this or you fail, especially in W3. In ME, if you fail, you may recover (or not, depends on you).
Game length varying from LL... I've done WE campaign in 140-160 turns, where last 40 turns was just sitting and defending ritual sites. Greenskins short victory come close to 300, because at some point I was involved into several fronts, and had no allies, while Grimgor was hunting for Archaon to kill chaos. I'm personally like long campaigns, since I see them as long stories which I don't want to end.
So far, I've been trying to just expand and conquer as much as I can. I always thought the game forces you to develop like that. I find it really fun to play with a "peaceful" faction on stellaris, where I just defend myself and can't even conquer territories deliberately.
That's the kind of freedom that gives a sandbox game a lot of depth.
Something I really like about TWW and I won't stop playing are the battles. In TWW3, for example, I find myself playing the multiplayer battles more than the campaign.
Perhaps what bothers me is the lack of grand strategy elements in the campaign map compared to other games I play.
But maybe I'm being too demanding and annoying. I think I wanted TWW3 Immortal Empire to be very in-depth, as it is the last opportunity we will have for a true freedom experience with this franchise.