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Orcs + Dwarves
Beastman&Chaos + None
Woodelves + all (but only build outposts)
There is a mod that allows every faction to hold every City but it makes the campaign total unbalanced and easymode.
All the Best,
Welsh Dragon.
No, it doesn't. These restrictions are perfectly in line with Warhammer lore and only make sense.
Regional Occupation isn't present in the Vortex Campaign (Warhammer 2 main campaign) nor the Combined Campaign (Warhammer 1 + Warhammer 2 Free DLC, on a map covering both game areas and with all races you own playable.)
All the Best,
Welsh Dragon.
honestly who the ♥♥♥♥ thinks like that? That is as moronic as saying someone establishes a mining company to look for diamonds and once you finally find them you grab the tiniest handful and end the project even though you have knowledge that there is more to be gained in the long run.
that must not be a new city, but maybe some kind of outpost there, so you get replenishments and can cure ground from chaos.
Was extremely annoying fight chaos by that corruption that does weaken own army.
Orcs and Dwarfs make shoddy undead, slaves, undead slaves and food for vampires at best. Lurking in mountains and uderground has no meaning for them.
Humans are just not good enough to survive for long in the mountains and in underground passages with all the mutated beasts, ratman, greenskins and god knows what else as neighbours.
Dwarfs think that lшving above ground level is not a proper way of things. They scorn those clans that are forced to leave among humans.
Greenskins are just not into building things, they use what was left from previous settlers. And dwarf architecture is more orcproof then flimsy humans buildings. Aaaand they need dump dark caves to grow all the essential fungi.
Wood Elves are not even building cities in your common sense. All of their cities are grown and shaped over centuries and are the part of Athel Loren. They do however have hidden outposts in some forests from where scouting parties watch over outside world and beastmen in general, ever vigilant for signs of Morghur and corruption of the Weave.
What you describe is a series of lore cop outs that should have no bearing in the case of a total war game, just like how not all historical factors are used in a historical title. Immersion is critical aspect and I can respect the need to strive for that. However they didn't need to sacrifice one of they key aspects of a total war game and limit the player choice both in a strategic and freethinking sense, in order to accomplish it. Especially for the fact that its based in a fantasy setting and you have an even wider sense of leeway in terms of how you can set things up. This was a poorly implemented and unpopular mechanic that did nothing but harm the game and ultimately lead up to it being scrapped from Warhammer 2. Again if you want to do something where you reflect the environment based around individual races, give them reasons to either encourage or discourage settling there. Instead of outright banning people from doing so.
So what about those that dont know the lore nor care? It is stupid honestly. I didnt know about this when i bought the game yesterday. I assumed you could conquer the map like in every other tw game.
I guess ill use the mod, but does it disable achievments? Also does it really unbalance it that bad as suggested above?