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HOWEVER, the devs undermined chaff heavy armies pretty badly in WH2. In WH1 redline buffs were more powerful(honest steel for empire for example was +12 +12, now its only +8 +8, and Skarsniks gobbo buffs were ludicrously good) and the penalty in upkeep for additional armies on higher difficulties was only something like 3-4%. Now it's 15% on VH/Legendary, which is exorbitant, and means that a player is much more incentivized to spam a few elite armies rather than a bunch of low-mid tier ones.
You might like the Tomb Kings though, since they have buildings which cap the number of units they can train globally. Also, their monstrous units are literally constructed, no breeding required.
the same with elite soldiers or monsters.
it is not as much of building the things to "create them" but more to "sustain them" and with the rates you can spit these out is just absolutely not sustainable (you would run out of monsters willing/capable of breeding at those rates and out of soldiers with enough talent to even consider them ever being elite much less having the experience for the "elite status".
the time to created them is not an issue when you can easily recruit 5-10 at a time if need be (yer 3 turns out and you got an army of dragons... it is just very silly and makes both elites and big monsters feel extremely common.
So again, if it bothers you go play TK. I'm sure you'll love all of the caps. If the game was changed to suit your vision, the first major battle of a war would be decisive. The loser would be guaranteed to continue losing because it would be impossible to recover, no matter how large your empire is. That *might* be more realistic, but I fail to see how that would make the game any more fun.
It also has some upgrade mechanics - when you research better tiers of units you can upgrade existing units to next tier. And to start research for each unit at first you need to complete some requirement, like hire 10 spearmen to start research in spearmen improvement thread.
"you don't feel attached/involved/rewarded in the progress of obtaining these big scary monster or a heavy elite units neither does it feel particularly bad to lose one as these units are extremely commen and easy to acquire once you got the tech (or in the case of full Rng you are just not involved at all and feel like nothing you do/did matters to this progress so you are not invested)"
one of the places a mechanic feel correct with this is the "blessed spawns" of the lizardman, as you got to complete a quest to even get them and they are truly rewarding and special to have, you also Really don't want to lose them as they are very hard to replace, but you want to use them because they are so good and reasonably easy to keep alive.
this place gives you the feel which should be there when also gaining higher tiers of units; gaining a giant should be a really cool quest setup to acquire such a monster and acquiring more took you to different places on the map, maybe even sidequest of helping local people or eating them etc.
not on subject but would also be nice if they went through the quest and attached race specific quest for search ruins and general quest, as well as making them dynamic so they Know if you got a giant army with you (as some bandits properly shouldn't be able to hurt you or other such nonesense).
as it get really silly and stupid with some of them as it is.
"Growth" is pretty much the same as a regular experience bar, just under a different name and with a wider stat gap. Problem with this would be how to balance it. It would probably be easier for a modder to post it than have CA implement it since only those that are ok with it would take it.
For the "breeding" thing, how is that supposed to work for VC's terrorgheists? There's a lot of balance stuff involved when implementing a global mechanic like this. You really just have to RP it yourself if you want to enjoy it the way you want to.
1)Theyre random.
2)A lot of the quests youre given are basically undoable, even if you throw your all into them
3)A large portion of the blessed units are functionally useless/pointless. Only a handful of them provide significant worthwhile benefits over their vanilla counterparts.
2)again true, the quest types are not good in general, but that goes with EVERY none main story quest that they are just badly written/made and makes little or no sense to a "emperor/lord/etc with a large army behind your back". should really be improved.
3) they are all better than their counterpart, but it is true only saurus and skink types are worth it (and late endgame only saurus types are worth, temp and war). but that's because feral beast are just not worth the 1/20 unit spot and croxi's are generally just overlapping what your infantry is already doing in mid/late game (they are super nice in early game, but fall off extremely.)
which is why you have a lord specificly for recruiting units and bring them to your other armies.
which removes the need for anything else, you can produce 5 tier 3 units in 3 turns, without having to do anything other than let a random lord just stand there and magically Spawn very rare monsters and elite troops as if there was unlimited of them available at all time.
here is my problem with it.
no matter How much money you have you Cannot produce more top elite soldiers than what the talent and experience pool available allows.
you could throw as much money into a military pool as you wish and very quickly you would reach a limit of talent and general real combat experience to produce the highest or second highest of tiers of soldiers.
besides that the cost of sustaining them would be roughly the same as sustaining any other soldier, once they are fully equipped and rdy for combat.
not 10 times more for some "arbitrary reason".
it just comes down to them ignoring way to many factors to simplify everything into gold+time+tech=everything and nothing more.
there is no consideration of whether or not there is the needed supplies to sustain 10 cronosaurs (which would eat an absolutely absurd amounr each day, most of which they couldn't gather themselves due to limited ressources of the size of a pray they can use),
or whether or not there are soldiers available with the combat experience and the pure raw talent which it takes to become a top tier fighter (considering how few amazing fighters we have irl, the iddea that you can just pop out like 1.000 elite troops in 2 years from somewhere with a few houndread thousind individuals is absolutely absurd; not to mention the leadership issues when you start desperately clawing Anyone who are even remotely talented into creating these elite units).
i just feel there is So much going last and the entire campaign map setup for progression, controlling etc. is very bare bone.
one of the big issues is how recruiting and upkeep works.
another part is the extremly barebone "diplomacy system" which allows for so little, and got so few options to work around that it comes down to "am i killing or trading with these" and that's about it.
as for growth it is a way to limit, in a more realistic way, how many rare/elite units you can get, i came up with that on the spot so obviously there is a better way if i am paid to design it or used some hours with sheets figuring it out.
for breeding, terrorgheists would be a creation of necromancy (if i recall correctly) which obviously takes a lot of special material to accomplish, material which doesn't just magically spawn, i presume, so this would be something you would need to acquire to put together a terrorgheists; which also would limit how fast you could acquire these.
the problem it is trying to solve is you reaching saurus tampler tech, then 4 years after you got an army of over 1,500 tamplers out of nowhere.
or you reach dragon tech and 3 years after you got 2 sun dragons in Every fighting army, or simply 5-10 in one, out of "nowhere".
there need to be an actual time progression to get each one of these units, and it needs to feel like you actually got an influence on that time and that your effort is rewarded (not just that you got random stuff thrown at you for doing next to nothing, or you reached a tech and now you can mass produce etc.)
so it is not that i want to remove the super high tier armies completely, i just want it to feel like something you build up over a long game, not just sitting there being meeeeeh for the first 50-70 turns (ofc. invading taking over stuff etc. as normal) and then BOOM suddenly everything is super elite and giant dragons and monsters Everywhere.
so NOTHING cool and special for the first 50-70 turns then completely overflooded the rest of the game (and all you can do is max out the hero lvl's at that point, which doesn't feel intune with the progression of the units which are just thrown at you at this point; so it feels like a weird uncoherent progression design setup).
it just creates a very suboptimal progression experience imho, compared to what it should be.
however if you are like me, then it is annoying that i need a pointless "throw away lord" just to not idle around and it would be Far more enjoyable if instead of waiting the x-turns the build just happened in the cities itself and once it was build it was added to the garrison and ready to be picked up; kind of like the might&magic heroes games city setup.
You playing with some money cheats or something? The purchase and upkeep costs for those units are not trivial.