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Some lore :)
Aarnau is a large town in The Wasteland which is the self-appointed guardian of the Wasteland's independence. Aarnau trades mainly in food - either fish or farmed food. The settlement is the home of the last remaining noble family in the Wasteland, the van Buurens. Martinus van Buuren: An elderly lord who has spent considerable coin equipping the town militia. The large (150 strong) and well equipped militia drills in front of the townsfolk every Festag, carefully watched by their Lord. Although they have gained the title the 'Wasteland Peacocks' in Marienburg, they fight fiercely and well against the Fimir warbands in the northern Tumble Downs.
Lore source:
Marienburg: Sold Down the River (sourcebook)
Sea of Claws (book)
(Btw, I'm curious Is it even possible to add a landmark/resource to a settlement via rpfm if it doesn't have neither to begin with? )
Landmark called 'Winkelmarkt' in Marienburg which gives the same effect as the 'Migration dillema'. The landmark would give extra growth but negative public order (and perhaps negative relation with Empire?) :D
"The Winkelmarkt is normally more crowded than anywhere else in Marienburg. Outside of the main thoroughfares, the streets are typically so cramped that not even wagons can navigate them. Buildings often share sidewalls, and many are built on top of older buildings, such that most structures have an almost ramshackle appearance, sagging into one another and leaning at uncomfortable angles.
Caught between the appalling wretchedness of the Doodkanaal to the south and the declining ports of the Suiddock, Winkelmarkt slides inexorably toward poverty as the ward decays and the more successful types flee to the northern reaches of the city.
To make matters worse, the Winkelmarkt shouldered much of the burden of housing the people of the Empire, creating tensions between the entrenched Marienburgers and the frightened, penniless, and devastated refugees."
Hoachland Hunting Range.
Tier 2-4
Each tier Provides Benefit and item for Long rifles and provide a Item for a total set in the end
Tier 1 (settlement level 2) Hoachland's Shooting range [2000 Gold, 3 turns]
Provides a -5% recuitment cost for Hoachland Long rfiles.
Description: Hunting in the Dalwark's Forest one need to learn to Hide not to be Prey.
Forest Cloak (Armour): a +10% missile Resist. +10% ammunition and stalk.
Tier2 (Settlement level 3) Hunter's Rifle Range [2700 gold 5 turns]
+2 to the recruitment rank of Hoachland Long rifles.
-10% Recruitment cost. Hoachland Long rifles.
Allows Stalk and Woodsman for Hoachland Long rifle units
Provides 1 Unit of Hoachland Long rifles for Garrison
Item Drakwald Forest Veteran's Broach Slot (Talisman)
Description:
: Provides a accuracy Bouns of +10% and WayFinder.
Tier 3 (Settlement level 4) Dalwark's Training Center. [4500 gold, 7]
+5 recruitment rank (Settlement)
-10% Recruitment Cost for Long rifle's Faction wide
-5% upkeep all armies
Provides Hoachland Long rifle unit's +10% range and Accuracy
provides 2 Hoachland Long rifles for Garrison.
Increase Cap of The Hergig Jaegerkorps Unit by 1
Item: The Hergig Jaegerkorps Repeater
Description a Modifed Version of the Repeater taking Design traits from the Hochland Long rifle. to improve it's Deadly Accuracy
effect: Sniper, +20% Range. +15% Ap Range Damage.
Tier 4 (Settlement teir is 5) The Hergig Jaegerkorps Barrack [7000 gold 9 turns]
-15% recruitment faction wide for Hoachland Long rifles.
-10% upkeep all armies for Hoachland long rifles.
Provides 2 The Hergig JaegerKorps as Garrison
Increase The Hergig Jaegerkorps Cap by +2.
Provide Hoachland Long rifles +20% Range Damage and Unspottable .
Item: Collage Forged Bullets (enchanted Item): (Requites the Hochland College of Sorcery to be built)
Description: these Magic Bullets are Created by the The Hochland College of Sorcery to Allmost always hit.
item: provide Magical attacks for the Character Equipped, +20 Reload speed, and Provides a magic Missile ability which is like Amber Spear In-terms of Damge ¬700 Ap that Home in on Targets.
When Equipped as a Set.
+30% range, Unspottable, +20% Speed and melee defence, gain's Fire whiles Moving (unmounted).
Lore source a bit of Imagination, the Heir of Sigmar RPG book, the eye for a eye Mini campaign in tww1 with the Dalwark Watch Tower buildings, Empire Heraldry & uniform book Hochland.
is this doable?.
Funnily enough I actually suggested a similar landmark over at Landmarks of legend but this is way, WAY more in depth! (lore wise you could have it as the "set your sights" competition)
Wait a second... haven't I seen you somewhere before...?
yes i post every now and then on various forums i did a post on LMOL. but that was around Nuln, and Middinhiem.
The Landmark effects:
- produce wine resource(obviously)
- increased diplomacy relation between The Empire and Bretonnia. perhaps around +10 or +20 diplomatic relation buff
- Unit buff for Melee Infantry(for The Empire) & Cavalry(for Bretonnia) or it can be both for both race too
- increased allegiance gained between Empire and Bretonnia. +10% allegiance points gained for alliance between the two race. so if the player build the landmark as The Empire, the player gained +10% for alliance with Bretonnia, and vice versa
the landmark could be placed at either Tier 2 or tier 3
!!!SPOILERS BELOW FOR BOOK CONTENTS!!!
In book woman Natasya corrupts Averheim and begins to constract Iron tower in city just above uried ancient chaos Stone. Tower channels power of Stone to tear reality apart, enables demons to walk freely and ultimately begins Natasya's ascension to daemonhood.
I think i'll make very thematic landmark for slaanesh and woc(sigvald and azazel). New silver pinnacle landmark mechanic which spawns armies until building completes can be used here to simulate Empire trying to stop Natasyas ascension (in book they were successful).
There's many easy options like +X resource. Labor, armaments, or materials.
Research rate or influence as they have so so many options to pick from.
I'd really love something flavored as better metals or smithing practices from maybe the dwarfs that gives missile resistance, mass, or missile block chance to their lower tier Daemons like the Skullcracker.
*cracks knuckles* one moment please...
Tier 1-5
Tier 1 (settlement level 1) simmering forges ("Little remains of the beating industrial heart of the Dawi-Zarr Empire after the Black Orc Rebellion... but it will be rebuilt, bigger and crueller than ever."): +20 Armaments and 125 gold, -120 or so materials and labor)
Tier 2 (settlement level 2) stoked forges ("A thousand massive furnaces burn within the vastness of Zharr-Naggrund, smelting the metals that are the lifeblood of the city."): +50 Armaments and 250 gold, -250 or so materials and labor)
Tier 3 (settlement level 3) machine workshops ("The city is a huge living workshop full of smoke and noise, illuminated by its inner fires and driven by machines of vast size and power.") (+100 Armaments and 500 gold, -250 or so materials and labor)
Tier 4 (settlement level 4) Arcane Machineries ("Gigantic steam-driven hammers stamp out sheets of iron and bronze with rythmic booms like the heartbeats of a cyclopean god.") (+150 Armaments and 750 gold, -500 or so materials and labor)
Tier 5 (settlement level 5) Heart of Industry ("Massive cauldrons of bubbling metal pour out their molten contents into twisted moulds of intrincate construction. The roaring of furnaces, groaning of huge wheels and grinding of arcane machineries fills the oily air. The noise and the labours never cease...") (+200 Armaments and 1000 gold, -750 or so materials and labor)
Source
https://warhammerfantasy.fandom.com/wiki/Zharr-Naggrund#Notable_Locations