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The higher a corruption is the higher the debuff to other corruptions. Each present corruption can add a max of -5 to all other corruptions when at a high enough level.
This means you need to produce at least +6 of your desired corruption to be able to increase it in a province with 1 maxed corruption, +12 with 2 other corruptions, etc.
Some factions can also increase their corruption by a lot after winning a siege battle. At least the Warriors of Chaos ones IIRC.
So all corruption types are now standalone, and you can have multiple of them at once. As explained above, you needed to exceed +5 to make progress against 100 "other" corruption types. Assuming there are no external effects reducing corruption in your adjacent provinces.
Factions are very different in their corruption spread. Example with Tzeentch, you get +12 local and +1 adjacent province corruption, from the money-bonus building you have in every minor settlement. And their Dimensional capital building gives up to +6 adjacent province corruption.
In turn, if you play e.g. Belakor, you can only have enough corruption for Undivided, but never any of the sub-gods. So you can never recruit e.g. Tzeentch units from warband recruitment, due to lacking the relevant corruption (and all the other bonuses coming with it).
Show a screenshot then. The word "untainted" doesn't even exist in WH3 tooltips.
Just the explicit corruption types have a scale of 0-100. Factions without their own corruption have buildings to reduce "all corruption", except Skaven which add Skaven Corruption and reduce all other corruption at the same time.
Probably they changed this because they added the 4 chaos god corruption types.
Right, but should it change immediately? I thought corruption total changed slowly over several turns. I've attacked VC in a 100% undead corrupted region and had it drop to almost nothing in two battles. There's something more going on than just removing the army's +2 (or whatever) corruption.
I wouldn't be surprised if some army would provide like +30 in a specific corruption by themselves. Remove them, it goes away real quickly.
But again, it depends of circumstances and scenario.
Generally speaking, I feel Corruption in TWWH3 is better than TWWH2 (but that's my opinion).
Testing this. Starting as Belakor, using the console cheat mod to do this all on the first turn. So there are no in between turn changes.
He only uses Undivided corruption at game start, so we're only counting that for now.
1. Initial battle: 25 > 27 (+2)
2. Konquata siege: 27 > 31 (+4)
3. Occupying Citadel of Lead: 31 > 34 (+3)
Note that the existing Tzeentch corruption seems to go down too, but i'm not recording that.
So the gain from battles with the small starting army seem fairly minor, and not a fixed value.
I am now adding 2 undivided Chaos Sorcerors to the army, and saving up skillpoints to see if their bonus corruption skill makes a difference later. Also filling up the army to 20 units.
4. Razing Couronne: 0 > 14 (+14)
5. Defeating Leoncoeur: 14 > 25 (+11)
6. Defeating the Mousillon army: 25 > 29 (+4)
7. Razing L'Anguille: 29 > 33 (+4)
8. Sacking Castle Artois: 0 > 10 (+10)
9. Occupying Artois: 10 > 10 (+0)
10. Occupying Gisoreux: 10 > 17 (+7)
11. Razing Bastonne: 0 > 16 (+16)
So by now, it mostly seems like target strength, or the sack / post battle loot value is deciding the corruption impact. And only battles add instant corruption, not taking an empty settlement.
Lastly, i am now adding 50k XP to all characters, to see if perhaps their bonus corruption skills make any difference.
12. Razing Bordelaux: 0 > 10 (+10)
13. Razing Mousillion: 0 > 13 (+13)
So, seems like just the battle size is relevant. Belakor's final skill with +3 of each monogod corruption has no effect (still only adds undivided).
For a final test, i am going to raze Nagashizzar three times. It always is a fully built-up T5 settlement with 0 chaos- and 10 skaven corruption.
1st Nagash: 0 > 24
2nd Nagash: 0 > 24
3rd Nagash: 0 > 24
So... of course this is very random sample testing, you would have to repeat each battle with different parameters for more reliable insights.
While the different settlement and field battles appear to be very random, the identical results for Nagashizzar suggest that there is a fixed formula. Or perhaps it uses a pre-rolled RNG number, like savescumming a hero action always gives the same result.
In provinces with multiple corruptions present, only the ones involved in the battle change.
(need to check a 3-4 corruption battle since these are fairly rare, might just be primary-attacker/primary-defender)
Yeah, total number/strength of the units involved determines the amount corruption changes from a battle.
Don't recall it mattering whether anyone has more units, but starting strength may have an effect. Or whether the battle results matter beyond victory/loss.
Or ... nevermind any of that - found "corruption_swing.lua" and looked through it.
Each unit in the defeated army adds 0.5 + 0.001 * unit-gold-value to the total swing.
0.5 of the swing is applied to increasing winner's corruption and 0.5 is applied to decreasing defeated's corruption. One being No-Corruption applies both to increasing/decreasing corruption.
Only the attacking and defending factions are checked. Rebel factions and some temporary stuff are invalid.
There's also the per-turn effect which appears to be 0.1 + 0.0001 * unit-gold-value recalculated on reload or end-of-turn.