Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I hope so. N'Kari is/was right up there with Archaeon and Bel'akor for me on Chaos Playthroughs so I really hope they change this around in the future.
Ideally a full Slaanesh DLC would be nice.
You are correct, the building cost 500 initially and has a 90 visibility and a 300 gold maintenance, the upgrade takes 10 turns and cost 3000 gold for a grand total of 6500 gold. When set up in Tyrions capital making 4k+ generates 150ish+ per turn with two building slots.
The Old cult that made the magnus can now make that building chain again, becoming a magnus factory.
I can see putting the far right building (adds growth and control for owner) in friendly/vassal cities. The new system reduces the amount of cultists one can potentially have and the fruits of slaaneshi cults don't seem worth the effort
I made a thread a few days ago about this exact topic with all of these points.
Imo, Slaanesh got boned (thematically fitting) with the new cults.
It exposes how the seduction mechanic was hard carried by the abuse of the old cult spam, making the entire mechanic almost unusable/not worth fling compared to just conquering.
I really hope in the slaanesh dlc they do something with seduction.
Hopefully they can move N'kari somewhere else on the map for his rework, So sick of looking at spearman/archer spam.
There's a TL;DR version second from last paragraph. It just isn't labeled as such:
"I guess my main frustration is that at least for Slaanesh, the cults and seductive influence, two championship features of Slaanesh, have been reduced from being actual gameplay mechanics that you can levy to make your game easier, to now being basically gimmicks."
The Magus Ritual is the one that's supposed to refund, not the Magus Spawn.
Since Slaanesh already had and used the Cults, instead of relying on random spawn in corruption, Khorne/Nurgle/Tzeentch got much more out of this than Slaanesh did.
Half of the buildings are still useless - Cultist chain-spawn being the clear winner of the old system, with the occasional Disciple Army (always 3 marauders, 2 daemonettes).
I weep for the future of mankind.
Slaanesh definitely got done dirty ye, but felt like that was coming as soon as they said they would be "reworking the cults". Khorne cults, outside of an emergency eject for your faction leader, seemed utterly pointless tho so I understand the desire to want to do something with em.
I guess in short regardless of buff/ nerf I at least appreciate the effort to try and make them more interesting, because they really weren't, but I do get not liking the nerf that took away the only thing Slaanesh really had going for it
Is that a thing? Will Slaanesh/N'Kari be getting a rework at sometime?
Yes. I apologize. I hadnt actually finished the 10 turn wait when I made this post and only then did I see that it doesnt destroy the cult, just the building.
Still though, with a +90 visibility... theres nothing you can do with the cult during that trip