Hello.
For supporting players and C.A. knowledge.
Tomb kings need to double their limit of units per building via techs or some achievement in campaign, like after attaining 4 or 6 books of Nagash. Or even all 8 in mortal empire campaign. Make it ultimate reward then please.
And second thing, they need additions and improvement on mortuary cult.
Particularly on legions of legends. Like a new dynasty, all special mortuary cult units must have and option to be awakened multiple times.
And, please, add all 3 heroes types to awaken. "Hero capacity: +1 for all heroes". For the same cost as awakening new dynasty.
So awakening not only for lords, because new awakened army with a new lord but with no physical option to add a hero is very frustrating.
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I believe the LoLs function like RoRs and can be recruited again after they've been dismissed or killed. If you mean being able to recruit more of them, well it kinda takes away their novelty as they're supposed to be kinda like RoRs except they're called differently for whatever reason.
As for hero capacity, I think it's easy to get loads of tomb princes. The only thing I would agree to is more priests. In my last campaign I found myself short on them, so maybe some techs should give +2 instead of +1
Other than that, I feel like they're in a right spot. They're not my favorite, but their faction feels thematic and they're in a good spot right now.
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1 · 1LikePlus every lord had aoe heal, on ultra 1k healing for only cooldown, without cost.
If you made army mostly single entities/low number in squad, you can heal whole your army like hell.
Example 4 armies reinforce each other, if you remove check mark and made battle only 20v20. At battle start just retreat with 3 units, as reinforcements will come 3 lords. So you had army 4 lords and 16 units vs enemy 20. And each lord had aoe heal 1k hp with cooldown 60 seconds.
Your army just refuse to die.
And ofc crafting items, made from lords super powerful units.
TK craft > dwarf
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0 · LikeAnd high and dark elves economy? With unlimited dragons stacks? When tomb king even by early-middle game forced to use basic skeletons (if, like, not all building slots wasted for recruitment buildings and no economy and defense). When others have shades (great weapons), swordmasters of Hoeth and sisters of Avelorn armies by that time.
They are good. But, not near as "snowballing" before you have minimum like 20 full provinces with level 4 or 5 buildings. Elves can be as strong with like 3 provinces. And Bretonnia will have 20 provinces, with their new confederation, 3 times faster.
So, few at least late game adjustments will help to stay in line.
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0 · LikeIt's literally impossible to have negative upkeep so even if your enemies start wrecking your settlements you can still maintain your armies and never have to cut units to save costs; making settlement losses not nearly as punishing as on other factions.
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0 · LikeAs for the unit limitations they are only ever problematic in the beginning of the game where you are struggling foremost with a lack of money to build military buildings. As soon as you start rolling in money and settlements you can ignore unit limits more or less.
And controlling just the desert parts of the Southlands you can support a humungous amount of high tier stacks. I mostly just consolidate Ancient Nehekhara and then turn it into a fortress and let the rest of the world do whatever it pleases while I go around with a stack or two and have fun.
Favourite campaigns: Clan Angrund, Followers of Nagash and the new Huntsmarshall’s Expedition
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0 · LikeBut player still can not fill all 8 armies with the best units. Basic or even bow ushabti are not interesting, with their abysmal low stats. So, basic skeletons or nehekhara warriors still in the late game? Or you can have 152 hierotitans by that late game? When they are hard limited by number of provinces (not regions). No? No.
So, end game bonus of doubling unit limit from the buildings will help to finally transit at least at turn 150+ to real late domination impressions as a reward for player!
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0 · LikeI would love to have a Mortuary Cult research for additional hero capacity though.
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0 · LikeIf I want to fill my armies with necrosphinxes and hierotitans? Let's count. 2 of these units per 1 whole province. To fill only 16 of them in every of mentioned 17 armies we need total of 272 units. Divided by two, this will result in 136 level 5 provinces...
I do not even know if we have so many provinces in the game at all?
Anyway, who needs this when 100% of the map already painted in your color? Maybe it will be nice to have this army composition opportunity at least at point of owning half or one third of the world. When player can conquer the other part of the world using her/his dreamed armies.
And have potential opportunity for multi mortuary cult units awakened for the money and resources, in which we invested so much time.
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1 · 1Like30 major settlements? 30 provinces... Ask some anti-high elves agenda spreaders how much can do high elves that have 30 level 5 provinces. They can have like 20 stacks full of star dragons by that point. At least 10 times more tier 5 units that are, at the same time, more expensive than tomb kings' units.
Do you guys ever even played high elves or dark elves campaigns? When 1 province can give you like 100 000 gold per turn, free 2 tomb kings units vs 80 star or black dragons, supported by that economy might, of just one province, is like nothing. 60 of level 5 units from 30 provinces is nothing when player can have 600 dragons as dark or high elf.
And I do not said that they are bad (in early campaign especially) but at snowballing they are second-grade.
I am for every faction to have their O.P. late game staff.
Right now even Bretonnia (who has 0 supply lanes, which is good) is two heads above tomb kings in middle and late game. And tomb kings are paid DLC.
C.A., please give us O.P. fun staff at least at the end of campaign. Because right now they can not confederate, they have so many other limits.
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0 · LikeI certainly wouldn’t want to do it. But if one would want it in the endest of games then having an end tech that doubles up on unit limits could be a thing to keep the earlier parts of the campaign more interesting.
My point about the TKs stand though. You can have a shedload of high tier balanced armies by controlling relatively little land.
Favourite campaigns: Clan Angrund, Followers of Nagash and the new Huntsmarshall’s Expedition
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0 · LikeYour idea of fun is centered around being completely overpowered. I don't think we should balance the game around that axiom. There are mods that remove all limits on TK units, so you should try that instead of advocating for these changes.
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2 · 2LikeAnd yes, late game fun is to become absolutely overpowered. Well, for many players.
Like in R.P.G. too, to create the strongest character to totally dominate. Can't deny it.
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0 · LikeAs for in game mechanics; nobody forces you to abuse them, such as stacking tons of nobles in Lothren. You use the mechanics in such a way that the developers never intended it to be used, or at least weren't aware beforehand that such synergies existed. If you think a singleplayer game is about playing as efficiently as possible and you can't help yourself but to create doomstacks and abuse mechanics; then the problem quite clearly isn't the game, but it's you.
It's great that you mention RPG's because that's a perfect example of games where people deliberately restrict themselves in order to fulfill a role or play a certain build.
Like I said, there are mods that give you unlimited build options. So I'd say your needs are covered and there's no need for CA to change it now.
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0 · LikeThankfully, this is not multiplayer balance, when many users from this forum, just want to make everything bad and weak, and actually require "skill", insane clicking in reality, to work somehow.
This mind pattern is bad in multiplayer and even worse in single player.
Give customers their O.P. toys as a reward in the late game.
Make the game legendary word domination in the end. Not a constant struggling with a game that is working in not fair, but exclusively anti-player manner, for 200+ turns.
That what restrictions, and proposed by some players, even more restrictions will do.
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2 · 2LikeAnd play on hard, but not against playing on normal, it is just that game has this "avoid player" mechanic on normal difficulty. I do not like A.I. to cheat much.
Plus, this challenge-driven part of players are relatively small. Maybe like 1 of 10 maximum.
If someone still needs this so badly, then they should ask C.A. for new, insane difficulty when the A.I. will cheat even more.
Or hope C.A. will make machine-learning A.I. for battles and campaign and then... Well, all of us will be dead from the turn 1 already.
Game, in the current state, is challenging for basic player that had 0 experience with "total war". Or, for an average total war player with some past game experience. And to her/him, very hard and legendary difficulties are quite challenging. For the first time campaigns especially. And company need to hear them, because they are the backbone of financial success.
Sorry to say, but even maniacal micro focused games like "starcraft" has very easy campaigns for pro-players, that can abuse them at the highest difficulties like piece of cake. There can be no challenge in the game for wide audience, after certain point of knowing it, or so called "skill" (neurotic fast clicking).
This rare people just need the bravery to accept the truth.
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0 · LikeAs for the Tomb Kings their current restrictions only slightly impact my stacks in that I have to vary them a bit and even then is mostly because I don’t expand to own vast swathes of land.
Favourite campaigns: Clan Angrund, Followers of Nagash and the new Huntsmarshall’s Expedition
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3 · 3LikeEasy elite spam means the game requires less strategy. You want more elite spam, ergo you want less strategy.
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1 · 1LikeAs Ephraim rightly points out, if you don't want the game to present a challenge, play on easy mode, it is strange that you seem to think that the game should cease to challenge the player in the late game (though in truth the problem with the end game is the lack of challenge, players can bulldoze and Chaos is a dud). As has been said, TKs can access huge numbers of T5 units in the late game using buildings and Necrotects, the rewards are there for players.
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0 · LikeThat 100k gold thing is something you can amuse yourself with in the late game.
As for TK, you do need to expand quite a bit, and then wait for the expanded area to grow up, but you're missing a crucial detail. TK global recruitment is free. And with enough recruitment buildings around your empire, the recruitment time will drop. Eventually you will have 1 turn global recruitment of everything.
In other words, you really don't need to have 10 stacks of nothing but hierotitans, because you can move them across the world if you want to. Disband and recruit, mix and match, everything is completely expendable.
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3 · 3LikeFavourite campaigns: Clan Angrund, Followers of Nagash and the new Huntsmarshall’s Expedition
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