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I was going to post this in "Suggestions & Feedback" but I need your opinions on my propositions first.
To preface this : With the recent Under-City update, it's now the time for the Pirate Coves Mechanic to feel incomplete. Also, if we focus on the main flaws of the Vampire Coast, another one comes directly to one's mind, the poorly implemented Lord Aranessa Saltspite and her faction Sartosa. Here are some cheap and easy tweaks which could improve this feeling (IMO):
Pirate Coves :
- Add a detection mechanic like the Under-Empire (it is weird to have to destroy an entire faction to get rid of one cove) - Reduce the delay between each creation of Pirate Coves for Admiral heroes (thus, the destruction would be less impactful on your economy) - Remove the limitations for the AI ( the AI is only able to build economic structures for now because of this "no pirate coves detection/destruction" rule)
Aranessa Saltspite :
- Favorite corruption : Untainted - Immune to attrition from Vampire Territories - +30% Upkeep with undead units - Not sure about the percentage (Excluded : Mournguls, Prometheans and other "Sea monsters" which are not regular zombies) - At least one more human unit (because the Free militia of Sartosa is a joke - CA already have human animations thanks to the Empire so it's only a reskin : why not dual sword pirates and some pirate gunners ?) - Replace Vampire Lords by Pirate Lords (it's easy, you remove the white faces and the red eyes, you stick an eye patch and you have a pirate lord - the vampires in the tech tree can stay)
With all this, we could have a true human focus for Aranessa who feels really far away from her lore for now.
PS : I know there is probably a mod to do that but this is not an overhaul but how things should be.