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
The logic seems to be confederating for the Empire requires you to basically orders a faction inside yours. So you spend some. But in truth: game balance, I guess.
i have more fun in empire campaign then before .
if you get confed offer don't do it you gain 1authority that way first try to take middenland and the other place a ll lord is then slowly build up authority ( sitting at 8 in my campaign atm cause i'm taking it slowly with confeds)
^ This.
The recent overhaul have made the Empire campaigns far more enjoyable; albeit there are some quirks that need to be fixed (diplomatic penalties during defence missions, for example) but having events and some pathway to confederation gives it more proximity to the lore of the Warhammer universe and Empire's politics.
Not for me.
No more offices, instead, throughout 200+ turns, an authority rating of 0 ("stagnant") and thus a constant negative buff, despite me growing stronger and stronger every turn, slaughtering enemies by the thousands, building up provinces, making a hell of coin, with 100+ order in almost any region. Most powerful faction in my mortal realms campaign is my Empire now with all other Empire factions confederated. I didn't even once get any opportunity to raise my authority.
I don't get it.
I've seen three types of dilemmas that offer to increase Authority, thus far.
The 1st dilemma option was a binary choice to choose between spending 1000 Prestige and gain 1 Authority, or decline (or if unable due to insufficient prestige) acquire +200 Prestige.
The 2nd was a dilemma with four (4) options:
- Let faction A declare war on B.
- Join Faction B in defence to faction A.
- Due nothing and let them fight it out
- Prevent the war (at the cost of -1000 prestige) and gain +1 Authority.
https://steamcommunity.com/sharedfiles/filedetails/?id=1860797237
Edit: And the third option is to defer (for 20 turns) Confederation with a faction that you have acquired the necessary 10 Fealty and instead gain +1 Authority.
https://steamcommunity.com/sharedfiles/filedetails/?id=1862213611
If you never got a option to increase authority in 200 turns it sounds like a bug. Perhaps scripts broke or something.
But, the other bad consequence from this disaster is losing a general from your pool. I wonder if at least after losing you get the +1 relations with the faction for good faith effort, otherwise it's a total loss.
A couple things to clear up here:
First off, you're better spending 2000 in cash, rather than the 1000 Prestige, due to the fact that income acquires much faster than Prestige. Prestige is much better spend to improve relations, and saved up for the other dilemma's you'll be presented with.
Secondly, whether or not you win or lose, you still gain the +1 Fealty for the faction to which you've rendered assistance.
Third, the Lord you get in battle, disappears after the battle regardless of the outcome; so you were never going to keep them if you had come out victorious.
The only glaring issues from those defence missions are:
A) If you Do not have military access with the faction you're assisting, you will get a -10 diplomatic penalty for Trespasses.
B) Any followers gained do not show up in your pool; I got a +20 to starting Winds of Magic, and it never appeared for me to select for any of my Lord's (Gelt) or Heros (Mages).
Followers and items are probably taken by the general when he deserts, which is something which should be fixed. Why would the general not come back?
Well the Lord was technically never yours to begin with, neither are the units you're provided for the battle.
But one assumes with the followers that those would go into the follower pool since they're interchangeable depending on your Hero/Lord type (Meaning some can't used by certain Lords/Heros), as such I'm just theorizing it was an oversight.
Much the same way that the diplomatic penalty for trespassing is most likely an oversight.
I also recall that when I got a follower post battle it said that the vanishing general had received it.