Installer Steam
connexion
|
langue
简体中文 (chinois simplifié)
繁體中文 (chinois traditionnel)
日本語 (japonais)
한국어 (coréen)
ไทย (thaï)
Български (bulgare)
Čeština (tchèque)
Dansk (danois)
Deutsch (allemand)
English (anglais)
Español - España (espagnol castillan)
Español - Latinoamérica (espagnol d'Amérique latine)
Ελληνικά (grec)
Italiano (italien)
Bahasa Indonesia (indonésien)
Magyar (hongrois)
Nederlands (néerlandais)
Norsk (norvégien)
Polski (polonais)
Português (portugais du Portugal)
Português - Brasil (portugais du Brésil)
Română (roumain)
Русский (russe)
Suomi (finnois)
Svenska (suédois)
Türkçe (turc)
Tiếng Việt (vietnamien)
Українська (ukrainien)
Signaler un problème de traduction
To give you an example of War Totems - if I am not at war it costs me -15K a turn, while at war +4000. So that's about a 20K swing at this point. The Orcs march on. Evengaad was a walk over which you would expect from a peaceful trading nation. Their civilization wept as the Orcs swept over their lands. The Mist Dragon never came into play, only fighting in the last battle. During this war the great leader of Odenheim died. Did he fall from a broken heart of what he saw was coming? Without their legendary leader, Odenheim could provide little resistance to the Orcs. They too were engulfed without too much trouble. After swallowing up Odenheim I attacked Beraska next. They were actually kind of scrappy for a weak nation, putting up more of a fight than Evengaad and Odenheim. I had massive numbers though and they could only resist so long before coming under the Empire of the Iron Barony. During this time I had surrounded Sonneneve with armies, launching an invasion after Beraska fell. The cries of the Dryads echoed long into the nights as the Elves simply could not stop the Orcs. Attacked on all sides, the Elves had no hope of stemming this tide. With 195 provinces now taken, Orc victory is close.
We hear you on rebel navies. This will be put on a patch, post-release, as will a correction to the siege weapon auto-battle exploit.
Note: Feb 2 is our release date.
While interesting in theory, it just has never worked very well in practice, and makes for "cheap" kills of a a realm's most heroic units.
I think we're just going to remove that designation altogether, and treat all units as "units," but that is something that will have to wait post-release.
Breca
Iron Barony 1635
Averine 425
Myrmont 383
Cor Vilaad 285
Calland 252
It is interesting to note that Cor Vilaad became a great power by staying on peaceful terms with us. The campaign world now makes for a fairly interesting story as an RPG setting. The Empire of the Iron Barony stretches across the land. Island nations like Ariselle and the Azure Isles are relatively safe bastions with no Orc navy to threaten them. Will a future Orc King try to learn the mysteries of ship building to take the fight to these nations? The south central core of Human Nations holds out. Calland and Myrmont have a mutual defense pact - will they stand with each other if the Orcs invade? Can they get Averine to join them? Will Elidon be able to bank roll this with so much wealth in Orc hands now? What about the once proud Knights of Berany? Does Valegorn get off the sidelines? Can a War Captain push back the Orcs from their former lands? The Giants remain in Cloudfells, never venturing out of their mountain halls. Cor Vilaad and Aevinwode are the last bastions of demi-humans, can they maintain their peaceful existence with the Orc so close to the Iron City? Crivia has just their city, but Orc power is spread far throughout the land, might they be able to carve out a foothold in the South supported by pirates from the Azure Isles? Khazoth has a non-aggression pact with the Iron Orcs, will that hold? Or might they have ambitions of their own in this new world order of Orc? A lot of fun stories could be told.
Oh and if you weren't mentioned in the above paragraph - your people are dead.
Palemoor must be very happy then.