Total War: WARHAMMER III

Total War: WARHAMMER III

Statistieken weergeven:
Best deeps buildings?
Curious what others are thinking of the deeps buildings so far? I'm still early on and only have the guild halls for recruitment cost and research rate, what would ya'll prioritize?
< >
16-30 van 40 reacties weergegeven
Just a heads up, at least for me the deeps are blocking the ability to recruit new lords above level 1, the buffs to their recruitment level from techs and buildings don't seem to apply unless you recruit them from one of the other regions in the province or settlements without deeps built.
Origineel geplaatst door Tenhys:
I double on the Original Post and respectfully ask if anyone has managed so far to build the Deep in the three respective special spots ? (Skavenblight, Eight Peak and Zharr Naggrund.) Like, what do they provide that is special exactly ?

And also, yes, i prefer to pick the reduction of upkeep cost buildings. Past a point, on top of skills, reasearches, landmarks and ressources buildings bonuses, armies becomes so cheap it's insane.
The main building of those deeps gives a factionwide +1 control and those deeps have 8 slots that all start off unlocked. Eight Peaks also gives +10% exp for all characters, +10 diplomatic relations with Dwarf factions, -10 relations with Skaven, and pops up the event to move your capital to Eight Peaks. Skavenblight gives +5 growth in all provinces, -5 Skaven corruption in all provinces, and -10 relations with Skaven. No idea about Zharr Naggrund yet, I haven't built there.
I agree with the other people here saying deeps seem a little bit OP, you can net zero construction, recruitment and upkeep cost . as soon as you have one high king decree, you aren't that much slowed down by them.
I still can't figure out how to get more of the things that let you make more of the gates unfortunately.
Origineel geplaatst door Foxxy Renamon:
I still can't figure out how to get more of the things that let you make more of the gates unfortunately.

You have to upgrade the settlement buildings in your deeps, you upgrade to tier 2 it gives you 1 decree you max it, it gives you another 2, and on and on the cycle goes.
Origineel geplaatst door bmnoble981:
Origineel geplaatst door Foxxy Renamon:
I still can't figure out how to get more of the things that let you make more of the gates unfortunately.

You have to upgrade the settlement buildings in your deeps, you upgrade to tier 2 it gives you 1 decree you max it, it gives you another 2, and on and on the cycle goes.

Odd, I maxxed out the one in Skavenblight and didn't get any more from what I saw...

Does it need to be the non-unique ones?
none, cos none give you Golems :( i was hoping to get a big monster so i can finally play dwarfs!
Origineel geplaatst door Foxxy Renamon:
Origineel geplaatst door bmnoble981:

You have to upgrade the settlement buildings in your deeps, you upgrade to tier 2 it gives you 1 decree you max it, it gives you another 2, and on and on the cycle goes.

Odd, I maxxed out the one in Skavenblight and didn't get any more from what I saw...

Does it need to be the non-unique ones?

Are you mixing up the gate in your settlement with the deeps main building? upgrading the gates only lower the cost of your next gate, the main settlement building in your deeps/undercity, the one that unlocks the more building slots is what gives you more decrees.
The money one is so busted. I feel like it should be -10 per province owned if they're serious about the design encouraging dwarfs to build tall rather than just giving them infinite money.
Origineel geplaatst door pascal.difolco:
Origineel geplaatst door Questionable:
The one that increases income by 5% per turn is nutty if you have a settlement with big money generating resources and/or landmarks. Sure it loses 5% of its effect per settlement you control but its based on total turns that've passed in the entire game not just since it was constructed, so by turn 80 you'll be getting a 300+% (accounting for a -100% or so from settlements owned) bonus to building gold generation, add on top of that the guild counting house which generates a bonus % of income from the deeps itself based on the host settlement's income and you'll easily get a settlement producing over 6000 gold a turn, playing as Belegar on turn 86 Karak Azul is producing over 8000 gold.

Honestly all the deeps buildings are nutty, garunteed access to trade resources, massive trade value bonuses, huge recruitment and upkeep reductions, well worth the costs of the buildings, especially if you know how to reap a sack economy and use construction cost reducing traits effectively (Ancestral Blood - Grugni stacks are a massive money saver, paying a measely 1000-2000 gold a turn at most to reduce the cost of buildings by anywhere from 60-100%) which can let you get the Great Gate to access the deeps functionally for free. (unfortunately building cost reductions don't affect the deeps themselves but they're pretty cheap for dwarf buildings and their bonuses very much make up for their cost)

Not sure of how it works for the 5% penalty per settlement : it's for all settlements you own or only the ones in the province ?
If the latter then it's super good indeed !

Even if it was overall it's 5% increase each turn. It's beyond dumb.
Laatst bewerkt door Cyiel; 23 aug 2024 om 4:32
Origineel geplaatst door Cyiel:
Origineel geplaatst door pascal.difolco:

Not sure of how it works for the 5% penalty per settlement : it's for all settlements you own or only the ones in the province ?
If the latter then it's super good indeed !

Even if it was overall it's 5% increase each turn. It's beyond dumb.
Not really, by turn 60 I have at least 50 settlements, maybe more, in my Malakai campaign...
Origineel geplaatst door arcseed:
The money one is so busted. I feel like it should be -10 per province owned if they're serious about the design encouraging dwarfs to build tall rather than just giving them infinite money.
-10 per provinde woyld make it even more op, because provinces are typically more than 2 regions. I don't know a way to fix the building, but the deeps are really broken, -2/-1 factionwide upkeep, increased settlement income, oathgold based on income/ income in exchange for oathgold, increased trade, mines, reduced construction cost, fortification
Origineel geplaatst door ik vind geschiedenis leuk:
I agree with the other people here saying deeps seem a little bit OP, you can net zero construction, recruitment and upkeep cost . as soon as you have one high king decree, you aren't that much slowed down by them.


Origineel geplaatst door Cyiel:
Origineel geplaatst door pascal.difolco:

Not sure of how it works for the 5% penalty per settlement : it's for all settlements you own or only the ones in the province ?
If the latter then it's super good indeed !

Even if it was overall it's 5% increase each turn. It's beyond dumb.
I mean yes its OP, but dwarfs are already a little OP right now, their gyrocopters and turn the tide as a tier 2 unit with only 175 gold upkeep with strong guns and their bombs decimate anything other than super heavy elite troops fighting a dwarf infantry line.

I say just enjoy it while it lasts.
Origineel geplaatst door Foxxy Renamon:
Origineel geplaatst door bmnoble981:

You have to upgrade the settlement buildings in your deeps, you upgrade to tier 2 it gives you 1 decree you max it, it gives you another 2, and on and on the cycle goes.

Odd, I maxxed out the one in Skavenblight and didn't get any more from what I saw...

Does it need to be the non-unique ones?
Yes, the unique ones don't give more decrees.
Origineel geplaatst door DarkFenix:
Origineel geplaatst door Foxxy Renamon:

Odd, I maxxed out the one in Skavenblight and didn't get any more from what I saw...

Does it need to be the non-unique ones?
Yes, the unique ones don't give more decrees.

Ah well that explains it, and kinda odd they don't...
< >
16-30 van 40 reacties weergegeven
Per pagina: 1530 50

Geplaatst op: 21 aug 2024 om 16:59
Aantal berichten: 40