Total War: WARHAMMER II

Total War: WARHAMMER II

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Buurz Feb 22, 2019 @ 9:36am
Pirate coves cooldown
I know coves are strong, but 15 turn cooldown? Its just anoying and boring to me. I cant even find a research or talent that lowers it, which is even more boring.

Is there a mod for this? Cant find one of those neither haha.

I wont respond to people saying its not needed becasue the coves are OP, I dont care about balance in all my playthroughs. :) Sometimes I just want to do what I want :P
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Showing 1-6 of 6 comments
zefyris Feb 22, 2019 @ 9:51am 
You can set several coves per turn. With your armies, which is the normal intended way, the heroes setting coves is supposed to be an additional way to do it, on the side.
Fast Johnny Feb 22, 2019 @ 2:46pm 
Wait, isn't it a cool down for a better price to establish a pirate cove? I think you can still establish them, it just costs more. You can do it every single turn if you want, you just have to pay more to make one.
Last edited by Fast Johnny; Feb 22, 2019 @ 2:47pm
Gentlest Giant Feb 22, 2019 @ 2:51pm 
They were crazy OP back at launch when there was no CD at all. Nowadays it just means you have to get as many vampires as you can as quickly as you can, sometimes dismissing a vampire in order to recruit a fresh one.
TVMAN Feb 22, 2019 @ 2:55pm 
The game mechanics seem to actively discourage using agents to establish coves, since the agent action and the cove buildings are pretty expensive, and the cooldown is so long. On the other side of the ship, shooting your way into the settlement and establishing a cove nets you quite a bit of gold with the right skills.

The cooldown does seem pretty excessive, but maybe it's to encourage sacking the port and establishing coves by force instead? I do agree that there should be a research option or something that reduces the cooldown, though.
Last edited by TVMAN; Feb 22, 2019 @ 2:55pm
zefyris Feb 22, 2019 @ 2:55pm 
Originally posted by Fast Johnny:
Wait, isn't it a cool down for a better price to establish a pirate cove? I think you can still establish them, it just costs more. You can do it every single turn if you want, you just have to pay more to make one.
There's a cooldown per hero, for 10 (I don't think t hat's 15 IIRC) turns you have -1000% chance of establishing the cove, so each fleet captain can effectively only make a cove once every 10 turns.
Which is perfectly fine since you can establish coves each turn through attacking the settlement with armies, so yo ucan put some in lots of place by simply moving around with your lord (I did exactly that with Sartosa and I never felt like I wanted more cove, I was getting 15-30k of cash per lord actively running around and per turn anyway with just sacking).
Last edited by zefyris; Feb 22, 2019 @ 2:57pm
Buurz Feb 23, 2019 @ 3:51am 
I guess its meant to set up coves with Lords. The cooldown is 15 turns, iv counted and the tool tip even says so. When using a agent i get a "campaign debuff" which is showed among the other campaign effects up in the ui where it shows my income and such.

Withing these 15 turns my % chance to establish a cove with the same agent is 0%, not increasing even a little untill those 15 turns have passed.

I will check if its seperate cool downs for different agents, I havent double checked that actually. :)
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Date Posted: Feb 22, 2019 @ 9:36am
Posts: 6