The Wood Elves need an overhaul. The current Wood Elves are a unique and nuanced faction, I am aware they have many advantages to counterbalance their inability to grow settlements outside of their forest, but these abilities don't really make a lot of sense and the idea of Wood Elves LEAVING THEIR FOREST to take over the world is preposterous, it just doesn't fit the lore. However, you can't have a faction in Total War that can't compete for global domination in the main campaign. I think the solution here is give the Wood Elves the ability to expand the forest in a way very similar to the Vampires spreading corruption--or Chaos or Skaven, you get the point. Some reasons for doing this:
It fits the lore a little better. The Wood Elves probably wouldn't try to conquer the world, but if the did they would want to heal the forest, not occupy barren landscapes--to them everything but forest is barren. They would be the protectors of all nature, not just foreign 'liberators' from a strange distant land.
It gives a little more depth and consistency to the faction without compromising the unique aspects of the Wood Elves. Most of the current abilities the Wood Elves have can stay and be utilized during the long period a settlement is less than fully forest--attrition immunity needs to go. It should take longer to grow the forest than to turn the land to undeath, and settlements would naturally be limited during this process, so the hard work CA to get the Wood Elves to where they are now would not go to waste. I'm advocating building onto the existing design, maintaining the nuance--even adding to it--while creating a compelling late-game gameplay that the faction currently lacks.
If fits the existing mechanics for other races. There is already a mechanic in place to handle corruption...this would be almost exactly the same thing. Other factions already change the landscape of a province to better suit their needs. While adding trees might be a little more work graphically, Wood Elves would not be the only factions that changes the actual appearance of a province.
Now, I'll throw out my ideas for some of the SPECIFICS.
Make this conversion take longer than spreading corruption. Limit the settlements' main building chain to the conversion(eg when the province is 20% converted allow the settlement main building to be upgraded to tier 2, at 40% tier 3, etc). Limit the maximum conversion to forest by base biome type. Example: 100% for jungle and forest areas, 80% for plains(so tier 4 max here), 60% for mountains, 40% for swamps, 20% for frozen north. The Wood Elves can use magic to make trees grow, but they can't banish the snows.
The Wood Elves are a 'good-aligned' team, so they wouldn't expand the forest into neutral territory, require them to be at war.
Give the wood elf heroes and lords a bonus to climate change skill, an active ability to at least one of the heroes to 'sing to the trees' to make them grow faster, a bonus from any wood elf settlement main building to change the biome to forest, an additional perk to one of the existing buildings to do the same, and an influence on growth from a nearby forest that is say 60% or higher converted.
Obviously, other factions need a way to undo the conversion. I suggest that they get a hero skill 'woodcutters' that reduces the conversion to forest, and a main settlement chain attribute that reduces it as well. They should get a modest lumber per turn as a trade resource as well as a flat gold income both of which are related to how great the rate of conversion from forest back into the original was. The original Athel Loren provinces should be immune to this.
These changes make the Wood Elves an even more unique race, and more consistent and more balanced than they currently are. The changes work well with all existing mechanics including the penalties all races suffer from occupying biomes they aren't fit to live in. The changes give Wood Elves a story for competing in the grand campaign that Warhammer fans can get behind. Most importantly, the changes give Wood Elves a richer and more compelling gameplay.
Let me know what you guys think...and if you like the idea give it a bump so we can see this done.
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0 · Disagree AgreeThe last thing we need is another faction with corruption.
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2 · Disagree AgreeI also don't see how this "heals the forest". You're thinking best defense is world conquest.
And I don't understand your reasoning: it is merely "it fits the lore" and "gives more depth". Yeah, not good enough reason to make such huge changes to the game. It is not like Wood Elfs being Untainted violates the lore more than this idea.
The bigger problem is Amber mechanic which is definitely the reason you have to go and conquer or ally with factions. The main objective in the Wood Elf campaign is upgrade the Oak of Ages, which means you need lots of amber expended on the tree alone, plus much more on tech. I don't think amber itself was ever mentioned in any army books I've read.
Corrected action is the most sincere form of apology.
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6 · Disagree AgreeNo player of total war is going to sit around and do nothing...so as long as Wood Elves are a playable race they have to have the ability to conquer the world. I agree in lore the Wood Elves aren't interested in world conquest, but Total War players are, and if they paid for the Wood Elf DLC, then they want to conquer the world as the Wood Elves. I'm just suggesting some changes to improve their gameplay. I don't think these changes are actually that expansive or that difficult to implement. Besides adding a few skills and effects, it's just adding a corruption type to the existing corruption system--at least it could be. The most time consuming part is designing the graphics for the various stages of growth in different provinces...but the code is already there for this too, because the existing corruption factions do change the appearance of provinces incrementally. So it is some work, but less than creating a faction from scratch like the upcoming DLC.
I could have more accurately said the Wood Elves would want to "heal the land," in other words, undo the habitat destruction that other societies commit. They are literal tree-huggers. In fact, Argwylon is a faction of trees. Their 'corruption' is natural growth accelerated. To achieve the completion of this 'corruption' in a province is to have restored the land to how it would be without the destructive influence of the sentient species. Doubtless, all this destruction and mistreatment of nature infuriates them...it is the reason they are so isolationist, and it shouldn't take much to convince them they should ride out and restore the order of nature across the world. Perhaps they could add a new Wood Elf faction with a vengeful spirit legendary lord who wants to defend all nature, not just Athel Loren, they could give this faction an interesting starting quest similar to the Angrund dwarves having to retake Karak Eight Peaks. They could add all these changes, making every Wood Elf faction more enjoyable package it together and sell it as a DLC.
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2 · Disagree AgreeThe Wood elves placed the waystones TO KEEP THE FOREST FROME EXPANDING
Where is Boris Todbringer? Have you seen him? For a Middenland DLC with Boris and the Ar-Ulric!
Every wrong is recorded. Every slight against us, page after page, ETCHED IN BLOOD!
Queek could smell their hatred, ratcheted to a degree that even he could not evoke in their simple hearts. He stepped over the old orange-fur’s body, eager to see for himself what it was they saw. But he heard it first.
'Waaaaaaaggh! Gorfang!'
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13 · Disagree AgreeMinor improvements such as ritual or minor changes to some mechanics? Might happen.
DLCs adding missing units and LLs? Sure, may happen.
Complete reworking of the game 1 races? It's not gonna happen.
And WE are fun as they are. They only need some changes to their early game, which is slow as hell.
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2 · Disagree AgreeHer voice was as rustling silk. "In the darkness I dreamt of you, cousin."
"Hawk no longer. My wings are dust and bone. I crawl through time now, like an asp."
"You took my wings, Neferata. You made me crawl. Now I return the favour. Crawl, cousin. Crawl."
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1 · Disagree AgreeCA clearly have the idea for WE Campaigns to be about Outposts and a few proper settlements.
Any Major change would have happened by now and it hasn't especially for factions that actually need better Campaign mechanics i.e the EMPIRE.
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4 · Disagree AgreeYour idea of "they do not leave the forest" yet opt to "heal it" by letting it grow is contradictory to the lore. The Wood Elfs are isolationists, not irredentists.
Corrected action is the most sincere form of apology.
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3 · Disagree AgreeGiven that Wood Elves are isolationist in nature and actively against corruption they shouldn't have it.
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5 · Disagree AgreeI would actually suggest that Wood Elves don't even get to occupy settlements. Instead, they will operate on war/peace cycles (seasons), where they get bonuses to either battle or economy, respectively. During times of war, they will receive objectives such as raid this region / sack this settlement, the completion of which gives amber. Their main objective is still to grow the Oak of Ages, this just changes the way in which that happens, from focusing more on occupation/diplomacy, to focusing just on fighting.
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0 · Disagree Agree-New Rules: https://forums.totalwar.com/discussion/287645/new-forum-rules#latest
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0 · Disagree AgreeNot every faction has to be dedicated to conquest. You can do so as the WE or you can stay in the forest, form alliances and go out only to destroy armies of your enemies.
I see why people wouldn't like the current WE campaign but it is appropriate to the faction, it fits. Giving them corruption would be as fitting as giving them walls; it would actively go against the lore.
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1 · Disagree AgreeThey don't want it spreading as that would be difficult to control.
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3 · Disagree Agree"Meanwhile, the Wood Elves utilize waystones differently. The forest of Athel Loren is a mystical place whose shadow lies far across the Old World, its outer bounds marked with waystones, placed there by the first Elven settlers to contain the wild lands within, the branches of great trees ever straining to escape the magical barrier thus created."
Warhammer Armies: Wood Elves (8th Edition) Page 9
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3 · Disagree AgreeWhere is Boris Todbringer? Have you seen him? For a Middenland DLC with Boris and the Ar-Ulric!
Every wrong is recorded. Every slight against us, page after page, ETCHED IN BLOOD!
Queek could smell their hatred, ratcheted to a degree that even he could not evoke in their simple hearts. He stepped over the old orange-fur’s body, eager to see for himself what it was they saw. But he heard it first.
'Waaaaaaaggh! Gorfang!'
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0 · Disagree AgreeThe Main Goal for the Order/Neutral Faction should not be to conquer the World but instead to Wipe their sworn enemys of the map and than starting Fighting Chaos together.
I would like to have the order Factions more static/defending/allying an not so much Aggressive towards each other.
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1 · Disagree AgreeMore people have stated this doesn't result in better gameplay than otherwise, as well as citing lore from army books to support their argument.
If you want an unlorelike Wood ELf faction that wants to take down the waystones, you'd actually want a Slaanesh faction, as there's a section of the forest that is darker and avoided even by Wood Elfs and treemen. Unfortunately that section of Athel Loren would be such a tiny region in the campaign map. In their DLC campaign, that section has no unique features, just a copy paste faction.
I don't think it sounds cool, given the way Wood Elfs are designed and how your idea actually, by lore, fits better with a Chaos faction.
BTW in the lore, it was High Elf settlers that decided to place waystones to mark the boundaries of Athel Loren, to keep both intruders out and the forest in. No one, not even Beastmen, has any interest in removing the waystones. People either want it contained and preserved, or corrupted and destroyed.
Basically what you suggest is entirely outside of lore.
And like Vanilla Gorilla says, a FOURTH corruption wouldn't make it unique or interesting at all. Outposts already provide global bonuses to things like trade and replenishment.
Corrected action is the most sincere form of apology.
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3 · Disagree AgreeFrom a gameplay perspective, WE are already fully implemented. I've played, beaten, and enjoyed several playthroughs in TWW1 and ME. Nothing about their playstyle is broken. If anything, they currently enjoy one of the most unique campaign playstyles available! I'm opposed to altering any factions gameplay without a solid reason why, and one hasn't currently been stated in this thread.
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3 · Disagree AgreeForest regions couldve been a very interesting mechanic in the game. Like minor regions inside a region.
And they couldve been spread around the map.
Like the Drakwald Forest in Middenland, the Laurelorn Forest in Norland, The Shadow Forest in Ostland and of course the Great Forest in Talabecland.
These regions would be where most of the Beastmen Herds are, and just like the Wood Elves can build outposts outside forest, Beastmen can raise Herdstones in these regions spreading Chaos Corruption, forcing you to enter the forest region to clear it of corruption.
Also the Wood Elves would be able to settle this regions like Athel Loren settlements, giving them new bases of operations in the map and actually forming a forest empire.
And Greenskins would get some additional love, letting them conquer this places so that we can get a few AI Forest Goblin factions like the Black Pit or the Creeping Death.
Would've been very interesting.
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2 · Disagree Agree