|
On November 10 2017 02:31 Yoav wrote:Show nested quote +On November 09 2017 18:46 Biff The Understudy wrote: It’s a pity because arabs can be a fascinating point of departure for sci fi and fantasy creative process. Think Fremen in Dune universe, who are unbelievably badass: nomad tribes with their rites in a super hostile environment with a super strong religion and culture. But no, GW went for the 1001 night orientalist paternalistic bullshit because it takes less effort to think through. Or how about Homeworld? Equal parts Arab and Hebrew influence, full of Biblical and Quranic reference, embracing both the heroic underdog nature of the stories and the strangeness and brutality of their agonists.
Apparently UNESCO oversaw the creation of Araby.
|
On November 10 2017 05:33 Jerubaal wrote: I always thought it was weird that the empires of the Old World engage in a cataclysmic conflict to determine the fates of the world and somehow 3/4 of the world don't pay any attention to it.
That's because they're engaged in their own cataclysmic conflicts to determine the fates of the world...
In the grim darkness of fantasy, there is only war
|
On November 10 2017 00:18 JacobShock wrote:Show nested quote +On November 09 2017 18:46 Biff The Understudy wrote:On November 09 2017 03:00 Yoav wrote: For fun, and given everbody's assumption Araby will eventually be in the game, I just spent a little time reading the lore on them.
It's pretty lolracist. I'll be very intrigued to see how this gets put in the game.
Some highlights: -"Arabians have some knowledge of gunpowder weapons, but their religious dogmas prevent them from developing socially and technologically. Arabians worship a single god, who is manifested on the world by his chosen prophets and share a common language - Arabic." -"The Sheikhs, Emirs and Sultans of Gopher, Lashiek and Martek live in unimaginable luxury, served by hundreds of slaves who will fulfil their every whim, their harems are filled with voluptuous beauties from across the world and their treasure chambers with all the splendour and wealth of that distant land." -"Most Arabians are shortish and swarthy, with hook noses, and dark hair and eyes. Some of the Arabian Kingdoms - or Caliphates - lie upon the northern borders of the Southlands and the people there are negroid, although they share a common culture with other Arabians." The whole of Warhammer universe is a compilation of dumb stereotypes badly mixed with stuff stolen from Tolkien and Moorcock. Don’t misunderstand: it’s still glorious nonsense and i love it. But Araby lore is the most cringeworthy, cliché and lazy faction; i kind of hope it doesn’t make it to the game unless they rework it drastically. I mean, flying carpets, harems, caliphates and religious dogmas? That’s sooooo imaginative, really. About as good as a british colonial era children book. It’s a pity because arabs can be a fascinating point of departure for sci fi and fantasy creative process. Think Fremen in Dune universe, who are unbelievably badass: nomad tribes with their rites in a super hostile environment with a super strong religion and culture. But no, GW went for the 1001 night orientalist paternalistic bullshit because it takes less effort to think through. Of course you are entitled to your opinion, but I personally quite frankly like the idea of an 1001 nights inspired faction with cliched units as long as it's not entirely hamfisted, which it sounds like it could be, but I'll reserve judgement. But honestly I can't think of a fantasy game where I actually get to play in or with such a faction. Especially if you give it a bit of a "grim dark" feel, which Warhammer is known for.
I also have no problem with it being all sultans, genies, camels and magic carpets - it's meant to be a mashed together stereotype of the myths and legends of a bunch of cultures - see Bretonnia. That said, it would be nice if they took some of their Norsca creativity and made the faction a bit more interesting and unique- but it's never going to reach Fremen levels.
Better yet, put Araby on the back-burner and do a Dogs of War army. The table top roster was incredible - filled with crazy creative units that would be super fun to play, and they could have some cool mechanics as a full mercenary army (e.g, being paid by other factions to join wars, and with a more complex reputation/diplomacy system).
Just look at some of these unit names and tell me you wouldn't want to play this army:
The Birdmen of Catrazza Bronzino's Galloper Guns Leopold's Leopard Company Long Drong's Slayer Pirates Lumpin Croop's Fighting Cocks Pirazzo's Lost Legion
Details and pictures here http://warhammerfantasy.wikia.com/wiki/Dogs_of_War
|
On November 10 2017 05:33 Jerubaal wrote: I always thought it was weird that the empires of the Old World engage in a cataclysmic conflict to determine the fates of the world and somehow 3/4 of the world don't pay any attention to it. Honestly if humanity one days goes down to a cataclysmic event, that's precisely how it's going to happen. We'll have a bunch of usual do-gooders who will try to make a difference and actually be right this time, a bunch of media-outlets who will try to explain everyone the big cataclysmic catastrophe and get half of it wrong while overexaggerating the other half. So everybody thinks it's just the usual bull and nobody can be bothered.
And even if people take it seriously, prepare for a bunch of opportunists to jump at the first chance for quarreling the moment it doesn't look completely dire anymore. Hell look at the mess the crusades where when many of crusaders actually believed that they were doing something important. Zero trust that humanity alone can work together. Now throw in some other races that have led war against each others for centuries.
|
Man, Malekith is so OP in the campaign. My black guard have 50 melee attack and 70 (yes, that's seventy) melee defense and I haven't even got all of their upgrades up... They can hold the line against pretty much anything and dish out the pain no problem.
|
Started playing this game about 2-3 weeks ago, just started playing as the high elves, got to about turn 90 atm, have a few questions for those who are a little bit more experienced.
How many turns does the game actually end up going? How is the end game? If i were to try another race/class what would you guys recommend for someone who really has never played a total war game before?
Thanks.
|
On November 11 2017 06:55 NbSky wrote: Started playing this game about 2-3 weeks ago, just started playing as the high elves, got to about turn 90 atm, have a few questions for those who are a little bit more experienced.
How many turns does the game actually end up going? How is the end game? If i were to try another race/class what would you guys recommend for someone who really has never played a total war game before?
Thanks.
If you're brand new to Total War, then you're actually more free than most to simply pick whichever race you like the best since you arent hung up on existing strategies from older titles.
The campaigns themselves can go as long as you feel like they should, that's part of the fun of them, you're free to pretty much dictate how you want to win the game or if you want to conquer the entire map rather than just the core objective.
Since I'm assuming you're playing the Vortex campaign your options for which races to pick are limited to only the 4 main ones without mods, Lizardmen, High Elves, Dark Elves and Skaven. Both High Elves and Dark Elves have pretty "NORMAL" unit rosters that have varieties of Infantry, Calvary, Monsters and Artillery those are all of the main categories that each unit type falls under, there are other sub categories underneath.
The most "Normal" unit roster is actually the Empire which has a wide variety of basically every unit type but very few that really stick out as super strong, compare that with someone like Vampire Counts who have access to no ranged units but have access to unique spawning mechanics as well some of the most powerful Monsters and Calvary in the game.
I'd recommend playing around the Vortex campaign for a bit, dipping your feet into each of the 4 races and then if you decide you like how everything plays, I'd really recommend picking up Total Warhammer 1 for the Mortal Empires campaign (especially if you can grab it on sale) which includes something wild like 10 playable races instead of just 4, each one different from the others with unique campaign or battle mechanics.
|
On November 11 2017 07:27 Vindicare605 wrote:Show nested quote +On November 11 2017 06:55 NbSky wrote: Started playing this game about 2-3 weeks ago, just started playing as the high elves, got to about turn 90 atm, have a few questions for those who are a little bit more experienced.
How many turns does the game actually end up going? How is the end game? If i were to try another race/class what would you guys recommend for someone who really has never played a total war game before?
Thanks. If you're brand new to Total War, then you're actually more free than most to simply pick whichever race you like the best since you arent hung up on existing strategies from older titles. The campaigns themselves can go as long as you feel like they should, that's part of the fun of them, you're free to pretty much dictate how you want to win the game or if you want to conquer the entire map rather than just the core objective. Since I'm assuming you're playing the Vortex campaign your options for which races to pick are limited to only the 4 main ones without mods, Lizardmen, High Elves, Dark Elves and Skaven. Both High Elves and Dark Elves have pretty "NORMAL" unit rosters that have varieties of Infantry, Calvary, Monsters and Artillery those are all of the main categories that each unit type falls under, there are other sub categories underneath. The most "Normal" unit roster is actually the Empire which has a wide variety of basically every unit type but very few that really stick out as super strong, compare that with someone like Vampire Counts who have access to no ranged units but have access to unique spawning mechanics as well some of the most powerful Monsters and Calvary in the game. I'd recommend playing around the Vortex campaign for a bit, dipping your feet into each of the 4 races and then if you decide you like how everything plays, I'd really recommend picking up Total Warhammer 1 for the Mortal Empires campaign (especially if you can grab it on sale) which includes something wild like 10 playable races instead of just 4, each one different from the others with unique campaign or battle mechanics.
Thank you for taking the time to go over a few things, getting the moral empires campaign seems like its almost a must with how much more it provides in terms of content, maybe it'll go on sale during xmas or something.
Thanks again.
|
On November 11 2017 06:55 NbSky wrote: Started playing this game about 2-3 weeks ago, just started playing as the high elves, got to about turn 90 atm, have a few questions for those who are a little bit more experienced.
How many turns does the game actually end up going? How is the end game? If i were to try another race/class what would you guys recommend for someone who really has never played a total war game before?
Thanks.
Games typically last in the 150-300 turn range averaging around 200 for me. End game depends on faction. A lot of endgames get pretty autoresolvey. Bretonia and WE have really cool endgame battles. Skaven endgame can be more challenging that most.
Dwarfs are the easiest start, if that's what you're looking for. Lizardmen are my personal favorite faction (love Kroq-Gar in particular, though his startpos is crazy different in experience from Mazdamundi's. Campaigns feel really different.). Empire is a really fun position to start in, and are similar to HE in having a little bit of everything.
|
On November 11 2017 07:34 NbSky wrote:Show nested quote +On November 11 2017 07:27 Vindicare605 wrote:On November 11 2017 06:55 NbSky wrote: Started playing this game about 2-3 weeks ago, just started playing as the high elves, got to about turn 90 atm, have a few questions for those who are a little bit more experienced.
How many turns does the game actually end up going? How is the end game? If i were to try another race/class what would you guys recommend for someone who really has never played a total war game before?
Thanks. If you're brand new to Total War, then you're actually more free than most to simply pick whichever race you like the best since you arent hung up on existing strategies from older titles. The campaigns themselves can go as long as you feel like they should, that's part of the fun of them, you're free to pretty much dictate how you want to win the game or if you want to conquer the entire map rather than just the core objective. Since I'm assuming you're playing the Vortex campaign your options for which races to pick are limited to only the 4 main ones without mods, Lizardmen, High Elves, Dark Elves and Skaven. Both High Elves and Dark Elves have pretty "NORMAL" unit rosters that have varieties of Infantry, Calvary, Monsters and Artillery those are all of the main categories that each unit type falls under, there are other sub categories underneath. The most "Normal" unit roster is actually the Empire which has a wide variety of basically every unit type but very few that really stick out as super strong, compare that with someone like Vampire Counts who have access to no ranged units but have access to unique spawning mechanics as well some of the most powerful Monsters and Calvary in the game. I'd recommend playing around the Vortex campaign for a bit, dipping your feet into each of the 4 races and then if you decide you like how everything plays, I'd really recommend picking up Total Warhammer 1 for the Mortal Empires campaign (especially if you can grab it on sale) which includes something wild like 10 playable races instead of just 4, each one different from the others with unique campaign or battle mechanics. Thank you for taking the time to go over a few things, getting the moral empires campaign seems like its almost a must with how much more it provides in terms of content, maybe it'll go on sale during xmas or something. Thanks again.
The important thing here is that Total War: Warhammer was intended to be split into 3 games from the beginning (simply too much content for one game to be released in a reasonable time). Stuff like the Mortal Empires campaign is there to bridge them together.
When buying TWWH1 make sure that the deal includes DLC's since you get 3 totally unique campaign experiences with that (as in: 2 have completely different map and objectives and one is super unique and adds a lot of cool things to the regular campaign, making super bland norscan factions interesting by adding 2 legendary lords and playable, unique stuff to them) along with new factions.
|
On November 11 2017 07:38 Yoav wrote:Show nested quote +On November 11 2017 06:55 NbSky wrote: Started playing this game about 2-3 weeks ago, just started playing as the high elves, got to about turn 90 atm, have a few questions for those who are a little bit more experienced.
How many turns does the game actually end up going? How is the end game? If i were to try another race/class what would you guys recommend for someone who really has never played a total war game before?
Thanks. Games typically last in the 150-300 turn range averaging around 200 for me. End game depends on faction. A lot of endgames get pretty autoresolvey. Bretonia and WE have really cool endgame battles. Skaven endgame can be more challenging that most. Dwarfs are the easiest start, if that's what you're looking for. Lizardmen are my personal favorite faction (love Kroq-Gar in particular, though his startpos is crazy different in experience from Mazdamundi's. Campaigns feel really different.). Empire is a really fun position to start in, and are similar to HE in having a little bit of everything.
BTW, with updated Magic, and Legendary lords at level 40, the Errantry War battles for Bretonnia are MUCH easier than they were before. Just make sure you level up that Damsel of the Heavens you start with and she can do some serious work later on once she's leveld up.
|
On November 11 2017 10:47 Manit0u wrote:Show nested quote +On November 11 2017 07:34 NbSky wrote:On November 11 2017 07:27 Vindicare605 wrote:On November 11 2017 06:55 NbSky wrote: Started playing this game about 2-3 weeks ago, just started playing as the high elves, got to about turn 90 atm, have a few questions for those who are a little bit more experienced.
How many turns does the game actually end up going? How is the end game? If i were to try another race/class what would you guys recommend for someone who really has never played a total war game before?
Thanks. If you're brand new to Total War, then you're actually more free than most to simply pick whichever race you like the best since you arent hung up on existing strategies from older titles. The campaigns themselves can go as long as you feel like they should, that's part of the fun of them, you're free to pretty much dictate how you want to win the game or if you want to conquer the entire map rather than just the core objective. Since I'm assuming you're playing the Vortex campaign your options for which races to pick are limited to only the 4 main ones without mods, Lizardmen, High Elves, Dark Elves and Skaven. Both High Elves and Dark Elves have pretty "NORMAL" unit rosters that have varieties of Infantry, Calvary, Monsters and Artillery those are all of the main categories that each unit type falls under, there are other sub categories underneath. The most "Normal" unit roster is actually the Empire which has a wide variety of basically every unit type but very few that really stick out as super strong, compare that with someone like Vampire Counts who have access to no ranged units but have access to unique spawning mechanics as well some of the most powerful Monsters and Calvary in the game. I'd recommend playing around the Vortex campaign for a bit, dipping your feet into each of the 4 races and then if you decide you like how everything plays, I'd really recommend picking up Total Warhammer 1 for the Mortal Empires campaign (especially if you can grab it on sale) which includes something wild like 10 playable races instead of just 4, each one different from the others with unique campaign or battle mechanics. Thank you for taking the time to go over a few things, getting the moral empires campaign seems like its almost a must with how much more it provides in terms of content, maybe it'll go on sale during xmas or something. Thanks again. The important thing here is that Total War: Warhammer was intended to be split into 3 games from the beginning (simply too much content for one game to be released in a reasonable time). Stuff like the Mortal Empires campaign is there to bridge them together. When buying TWWH1 make sure that the deal includes DLC's since you get 3 totally unique campaign experiences with that (as in: 2 have completely different map and objectives and one is super unique and adds a lot of cool things to the regular campaign, making super bland norscan factions interesting by adding 2 legendary lords and playable, unique stuff to them) along with new factions.
Think there's a steam sale starting in a week or so, I plan on picking up as much TWWH stuff as I can and diving in assuming the first game's dlc is on sale.
|
Crap, the chaos taint in Ironfrost Glacier region sucks.
|
On November 11 2017 18:25 Immersion_ wrote:Show nested quote +On November 11 2017 10:47 Manit0u wrote:On November 11 2017 07:34 NbSky wrote:On November 11 2017 07:27 Vindicare605 wrote:On November 11 2017 06:55 NbSky wrote: Started playing this game about 2-3 weeks ago, just started playing as the high elves, got to about turn 90 atm, have a few questions for those who are a little bit more experienced.
How many turns does the game actually end up going? How is the end game? If i were to try another race/class what would you guys recommend for someone who really has never played a total war game before?
Thanks. If you're brand new to Total War, then you're actually more free than most to simply pick whichever race you like the best since you arent hung up on existing strategies from older titles. The campaigns themselves can go as long as you feel like they should, that's part of the fun of them, you're free to pretty much dictate how you want to win the game or if you want to conquer the entire map rather than just the core objective. Since I'm assuming you're playing the Vortex campaign your options for which races to pick are limited to only the 4 main ones without mods, Lizardmen, High Elves, Dark Elves and Skaven. Both High Elves and Dark Elves have pretty "NORMAL" unit rosters that have varieties of Infantry, Calvary, Monsters and Artillery those are all of the main categories that each unit type falls under, there are other sub categories underneath. The most "Normal" unit roster is actually the Empire which has a wide variety of basically every unit type but very few that really stick out as super strong, compare that with someone like Vampire Counts who have access to no ranged units but have access to unique spawning mechanics as well some of the most powerful Monsters and Calvary in the game. I'd recommend playing around the Vortex campaign for a bit, dipping your feet into each of the 4 races and then if you decide you like how everything plays, I'd really recommend picking up Total Warhammer 1 for the Mortal Empires campaign (especially if you can grab it on sale) which includes something wild like 10 playable races instead of just 4, each one different from the others with unique campaign or battle mechanics. Thank you for taking the time to go over a few things, getting the moral empires campaign seems like its almost a must with how much more it provides in terms of content, maybe it'll go on sale during xmas or something. Thanks again. The important thing here is that Total War: Warhammer was intended to be split into 3 games from the beginning (simply too much content for one game to be released in a reasonable time). Stuff like the Mortal Empires campaign is there to bridge them together. When buying TWWH1 make sure that the deal includes DLC's since you get 3 totally unique campaign experiences with that (as in: 2 have completely different map and objectives and one is super unique and adds a lot of cool things to the regular campaign, making super bland norscan factions interesting by adding 2 legendary lords and playable, unique stuff to them) along with new factions. Think there's a steam sale starting in a week or so, I plan on picking up as much TWWH stuff as I can and diving in assuming the first game's dlc is on sale.
It usually is but it's usually only like 33% off so it's still kind of pricy to pick up the Wood Elves/Beastmen I also kind of have a hard time justifying picking up either of the Regiments of Renown packs, the Dwarf one is probably better since it unlocks new factions but the Human/Vampires one only gives you new legendary lords which sucks.
|
On November 12 2017 21:07 Vindicare605 wrote:Show nested quote +On November 11 2017 18:25 Immersion_ wrote:On November 11 2017 10:47 Manit0u wrote:On November 11 2017 07:34 NbSky wrote:On November 11 2017 07:27 Vindicare605 wrote:On November 11 2017 06:55 NbSky wrote: Started playing this game about 2-3 weeks ago, just started playing as the high elves, got to about turn 90 atm, have a few questions for those who are a little bit more experienced.
How many turns does the game actually end up going? How is the end game? If i were to try another race/class what would you guys recommend for someone who really has never played a total war game before?
Thanks. If you're brand new to Total War, then you're actually more free than most to simply pick whichever race you like the best since you arent hung up on existing strategies from older titles. The campaigns themselves can go as long as you feel like they should, that's part of the fun of them, you're free to pretty much dictate how you want to win the game or if you want to conquer the entire map rather than just the core objective. Since I'm assuming you're playing the Vortex campaign your options for which races to pick are limited to only the 4 main ones without mods, Lizardmen, High Elves, Dark Elves and Skaven. Both High Elves and Dark Elves have pretty "NORMAL" unit rosters that have varieties of Infantry, Calvary, Monsters and Artillery those are all of the main categories that each unit type falls under, there are other sub categories underneath. The most "Normal" unit roster is actually the Empire which has a wide variety of basically every unit type but very few that really stick out as super strong, compare that with someone like Vampire Counts who have access to no ranged units but have access to unique spawning mechanics as well some of the most powerful Monsters and Calvary in the game. I'd recommend playing around the Vortex campaign for a bit, dipping your feet into each of the 4 races and then if you decide you like how everything plays, I'd really recommend picking up Total Warhammer 1 for the Mortal Empires campaign (especially if you can grab it on sale) which includes something wild like 10 playable races instead of just 4, each one different from the others with unique campaign or battle mechanics. Thank you for taking the time to go over a few things, getting the moral empires campaign seems like its almost a must with how much more it provides in terms of content, maybe it'll go on sale during xmas or something. Thanks again. The important thing here is that Total War: Warhammer was intended to be split into 3 games from the beginning (simply too much content for one game to be released in a reasonable time). Stuff like the Mortal Empires campaign is there to bridge them together. When buying TWWH1 make sure that the deal includes DLC's since you get 3 totally unique campaign experiences with that (as in: 2 have completely different map and objectives and one is super unique and adds a lot of cool things to the regular campaign, making super bland norscan factions interesting by adding 2 legendary lords and playable, unique stuff to them) along with new factions. Think there's a steam sale starting in a week or so, I plan on picking up as much TWWH stuff as I can and diving in assuming the first game's dlc is on sale. It usually is but it's usually only like 33% off so it's still kind of pricy to pick up the Wood Elves/Beastmen I also kind of have a hard time justifying picking up either of the Regiments of Renown packs, the Dwarf one is probably better since it unlocks new factions but the Human/Vampires one only gives you new legendary lords which sucks. Fortunately you can pick and chose the ones for the factions your interested in playing and ignore the rest :p
|
On November 12 2017 21:14 Gorsameth wrote:Show nested quote +On November 12 2017 21:07 Vindicare605 wrote:On November 11 2017 18:25 Immersion_ wrote:On November 11 2017 10:47 Manit0u wrote:On November 11 2017 07:34 NbSky wrote:On November 11 2017 07:27 Vindicare605 wrote:On November 11 2017 06:55 NbSky wrote: Started playing this game about 2-3 weeks ago, just started playing as the high elves, got to about turn 90 atm, have a few questions for those who are a little bit more experienced.
How many turns does the game actually end up going? How is the end game? If i were to try another race/class what would you guys recommend for someone who really has never played a total war game before?
Thanks. If you're brand new to Total War, then you're actually more free than most to simply pick whichever race you like the best since you arent hung up on existing strategies from older titles. The campaigns themselves can go as long as you feel like they should, that's part of the fun of them, you're free to pretty much dictate how you want to win the game or if you want to conquer the entire map rather than just the core objective. Since I'm assuming you're playing the Vortex campaign your options for which races to pick are limited to only the 4 main ones without mods, Lizardmen, High Elves, Dark Elves and Skaven. Both High Elves and Dark Elves have pretty "NORMAL" unit rosters that have varieties of Infantry, Calvary, Monsters and Artillery those are all of the main categories that each unit type falls under, there are other sub categories underneath. The most "Normal" unit roster is actually the Empire which has a wide variety of basically every unit type but very few that really stick out as super strong, compare that with someone like Vampire Counts who have access to no ranged units but have access to unique spawning mechanics as well some of the most powerful Monsters and Calvary in the game. I'd recommend playing around the Vortex campaign for a bit, dipping your feet into each of the 4 races and then if you decide you like how everything plays, I'd really recommend picking up Total Warhammer 1 for the Mortal Empires campaign (especially if you can grab it on sale) which includes something wild like 10 playable races instead of just 4, each one different from the others with unique campaign or battle mechanics. Thank you for taking the time to go over a few things, getting the moral empires campaign seems like its almost a must with how much more it provides in terms of content, maybe it'll go on sale during xmas or something. Thanks again. The important thing here is that Total War: Warhammer was intended to be split into 3 games from the beginning (simply too much content for one game to be released in a reasonable time). Stuff like the Mortal Empires campaign is there to bridge them together. When buying TWWH1 make sure that the deal includes DLC's since you get 3 totally unique campaign experiences with that (as in: 2 have completely different map and objectives and one is super unique and adds a lot of cool things to the regular campaign, making super bland norscan factions interesting by adding 2 legendary lords and playable, unique stuff to them) along with new factions. Think there's a steam sale starting in a week or so, I plan on picking up as much TWWH stuff as I can and diving in assuming the first game's dlc is on sale. It usually is but it's usually only like 33% off so it's still kind of pricy to pick up the Wood Elves/Beastmen I also kind of have a hard time justifying picking up either of the Regiments of Renown packs, the Dwarf one is probably better since it unlocks new factions but the Human/Vampires one only gives you new legendary lords which sucks. Fortunately you can pick and chose the ones for the factions your interested in playing and ignore the rest :p
But but... I want all the shinies! Need my warp token stash!
|
Any suggestions on how to get rid of the Chaos Taint in Ironfrost Glacier?
|
On November 13 2017 04:06 Jerubaal wrote: Any suggestions on how to get rid of the Chaos Taint in Ironfrost Glacier? Each province has a 'local population' that modifies corruption (untainted, chaos, vampire) this cannot be changed.
You can reduce the chaos corruption's influence on Order with buildings/characters/edicts that give 'Untainted'.
|
I think many heroes have the untained +1/2/3 ability no? St least one per faction id say.
|
On November 13 2017 04:06 Jerubaal wrote: Any suggestions on how to get rid of the Chaos Taint in Ironfrost Glacier? There is no way to remove corruption caused by the populace afaik.
If you play DE you can build one of the khaine-buildings (the high-tier building-chain that gives executioners), a single one of them should press corruption down to manageable levels. The tier 3 building gives +6 untainted and you only get 4 from pop, so it should end up below 50% which IIRC is the threshold for attrition. Or you spam the +order buildings to keep the area stable and keep your Lords out of the region.
You usually don't want to park your heroes in your regions for long unless they grant major eco boosts imo. +Untainted-heroes help accelerating corruption going down, but aren't really a long-term solution.
|
|
|
|