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So yes, their mechanics have fundamental flaws, and I use various mods to make it so that their mechanics, roster, buildings, etc., are all fun and useful.
Maybe someday the CA devs will have the time to look over the mods and issues people keep presenting with the Vcoast and fix some of their issues.
Could just chuck those in as extra bonuses for a few existing researches.
If it's just for painting the map, and it's generally balanced for the first 100-200 turns, could put it at the end of the tech tree, if they need help earlier, put the bonuses earlier too.
I do also want to note, that part of the reason for the cooldown, is probably for fighting against vampire coast, and making sure destroying a cove is actually worth your time, and they can't just auto-rebuild it a few turns later. So if it gets made easier to make coves, individual locations will probably need their own cooldown, preventing one from being rebuilt in that city for ~30 turns or something.
The ai doesn't really use coves themselves, nor undercities (unless specifically hard coded to do so, like in end game crisis). For whatever reason these things got nerfed quite a bit, but are still somewhat relied on for faction parity in theory, so it doesn't quite work out. These days, in vanilla, cheesing with both Vcoast and Skaven (which works out better for Skaven and "looks" less cheesy, but isn't *really* how they're meant to play) is the way to go. (Vcoast need coves for things like research, income, lord/hero levels, hero capacity...)
But the idea of adding things into the tech tree/s could be quite good and help things to get rolling more in the late game.
Pirate cove creation is bound on cd to the hero that created the cove. You can use a vampire captain to establish a cove. Disband the hero and recruit a new one. Then use this new hero to create another cove.
Ad infinitum.
The first flaw in that argument is that different races have different incomes and costs and can't economically be compared 1 to 1. A thousand gold for x race doesn't have the same value as a thousand gold for y race. Some races gets a ton of income from settlements but little from combat. Some gets tiny amounts from settlements and everything from combat. Some have free units but expensive buildings. Some have extremely expensive units. Etc.
The second flaw is that vampire coves is more of a bonus mechanic for the vampire coast, rather then a core mechanic they are supposed to focus their entire campaign on (similar to the Skaven under empire). I believe the intention is/was that you are supposed to use normal settlements as well (You can easily make +1800 gold from a major port settlement alone).
With Skaven, their economy is bad until it isn't. They can eventually actually make higher than average income from settlements. The reason why Skaven can't just blanket the map and make bank is actually just the food mechanic, which if you really want to, you can fix with undercities.... Or you just make the same sort of money pirates make from pirate coves using undercities. The only real way undercities are worse than pirate coves is that you sometimes need to invest into reducing discoverability.
Really, the mods that change their campaign from frustrating to enjoyable and feeling like I'm a pirate, are the ones that make coves cheaper and have little to no cooldown. Then I'm able to run around to every port with my heroes and slowly build up with that, then I have the eco to back up my bad land locked settlements and generic lords swarming with raise dead.
I did not have this same experience. I found their units to be extremely effective and cheap. The only expensive stuff they have are the single entities or depth guard and honestly you don't need those. You play like a mix of skaven and vampire counts.
Bam, right there.
I haven't done VCoast in a while, but don't you want to use those to increase your hero counts and spread corruption to make your raids more effective?
Each race has different values for how much gold they make from these actions, so even if a faction doesn't have specific tech/skills that boost it further, they can have an inherent boost and just be naturally good at it.
Sure, we can ignore the bad units or the units that aren't efficient and "aren't needed" and just cheese the AI all day long. This isn't about beating the game per se, this is about playing the Vcoast as... The Vcoast.
One of the issues with simply raiding, sacking, razing, etc., is that the Vcoast doesn't really get much more out of that then other factions. Heck, you could play the Empire the same way and do just fine comparatively, and what's more is that the Empire's economic base is also better. The best raid/sack/raze playable factions are the WoC, Norsca, Beastmen, and Khorne. The Vcoast are nowhere near as good as them at that. The Vcoast needs to go further afield, further from the places they can easily hide and recuperate, gets less out of it (with cooldowns and increased costs too!), doesn't have the power in their armies to just keep going without spending more money on Raise Dead, their tech tree is slow and not super helpful, they have the additional infamy mechanic that locks some of their most needed and powerful options, it goes on and on. Add to that compared to other "raiding" factions, they tend to struggle more with being at war with the same number of people. Sure I can go sack every port of Ulthuan to get coves and build up, but that will take so long to pay off that by the time it does you can bet the donut has confederated and is sending their armies across the world to destroy your settlements. Vcoast also has the issue that they still need their settlements, you can't just abandon those without the "no settlements" attrition taking place.
For the people that play Vcoast regularly or recently, that aren't happy with cheesing and ignoring entire portions of a faction in order to win, the Vcoast needs adjustments.
They basically forced post battle loot into being your main source of income by making sure everything else is useless. It only works because post battle loot is so stupidly overtuned that even middle of the pack post battle loot is enough income by itself to win a campaign, and even crappy low tier armies can kill everything if you get a level 50 LL and rank 9 units.
If people in this game ever come to the obvious conclusion that player strength effectively scaling with difficulty is a really bad idea, vampire coast will cease to function. Or there will be like 10 players who like vampire coast still complaining about how easy every other faction is while everyone else refuses to touch them (we kind of already have that tbh).
The post is over analyzed though. The entire thing could be changed to "vampire coast are incredibly poor because they have no buildings to make decent money, poor trade, and average post battle" and that single sentence would cover basically everything.