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you hit the nail on the head right here man. you become a powerhouse long before a campaign is "over" (per victory conditions). the game just gets boring since you can just auto resolve every battle and steam roll through territory. even upping the difficulty from normal to hard to very hard ends up with you doing the same things.
i feel like that's where CA needs to focus. the early game is like a curated experience almost which makes starting a new LL campaign fun since it's like a puzzle that needs to be solved. they need to bring that to the post mid game, but also make it to where it retains it's replay-ability instead of being too linear.
i dunno, but I really hope they do something about it and make warhammer 3 an amazing experience from start to finish!
The campaign desperately needs some sort of mechanic to limit growth after a while. Some sort of corruption or maintenance cost that the player has to balance with new conquests by building infrastructure or deploying heroes. Until they do this, the campaign will always just be a steady, linear increase in power until you eclipse everyone.
I have a different take on the matter. The campaign becomes harder the longer it goes. Specially if you didn't progress in the optimal form.
The changes to growth hurt the player, not so much the AI, as the AI gets better relationships with other factions, is not bound by the fog of war, can confederate faster because of those relationships and it has bonus resources and growth. So they really don't care.
The other issue is the upper cap on income and the ludicrous supply lines. On other games, tou could boost the income of your cities and turtle if you wanted to, but on this one, the income part is so streamlined that you get 1 income building/settlement and thats it.
Usually a whole province would pay for an army, but given the not-actual-supply-lines mechanic, this ends up not being the case. The more you expand, the more land and directions you need to cover. And this means more armies. However paying for the army to defend a province whilst also developing it is a hard thing to do. Since the developing is so slow and the gains from it are a fixed amount, expansion is usually the best answer to money. Just use othet lands to finance the growth of the core regions and so on.
And finally the more you expand, the more the relationships with othet factions drops. So usually also end joining a war against you.
As the game progresses, trading partners might get desteoyed, so thafs another loss there.
It's kind of a system that doesn't allow for many options and punishes the player for the advancement.
I think you're absolutely right about everything you said. The other big problem is the AI is totally brain-dead, and just uses copious, obvious cheats to compete. I've seen 20 stack armies appear out of nowhere, armies move beyond their (supposed) maximum distance, badly damaged armies healed to full. It just totally ruins the experience, and that's not even to get into the egregious cheat the AI gets in battles!
True. I feel this way when I played Rome/Rome 2 and Empire. It reaches a point when either I rush to finish or I just give up.
Maybe something like a huge Chaos invasion!!
I am trying to be sarcastic, but yeah.... they need to beef up the chaos event. A lot.
Usually just the "Short Campaign Victory" but did "Long" 2-3 times.
I dont see the point in stopping midway through a campaign? But maybe i am just more patient and i actually love city micro managment in the late game.
Helps of course that i autoresolve 90% of battles anyway and only play a few interesting fights manually. So a campaign rarely takes longer then 10-15 hours or so.
One thing I would wish is an ability to give some of my army to the AI to manage.
Otherwise, 20+ armies are just too much micro for me.
Eeeehhh quit to windows.
Because you can't solve it that easily, even if at all. In strategy games you always snowball after certain breakpoints.
If you progressively make end game harder, players will complain about not being rewarded at all for their any effort, even though it would make the endgame better.
If you make game a bit more static like it is now, you get to feel the rewards of the for your efforts, but you 'snowball' over the time and it becomes repetitive overall in the end game.
One could argue there is a middle ground between those 2 approaches, but the first approach is already the 'incremental' middle of the road approach.
One of the ways to partially solve it, i would say, is army cost cap. That way you cant have 20 stack of elite units, but you have to mix and match according the to the cap. If you wanted just elite units your whole army would be smaller than 20.
Ai would also get caps depending on difficulty. At highest difficulties, it could field a better quality army than the player, as it would have a higher cap.