Hello guys,
the climate that came with WH2 is one of the few points in my opinion that needs to be changed in WH3.
Don't get me wrong, i like the climate more than the solution in WH1 where you only can conquer certain settlements. But i think there could be a better way to implement this feature.
I would like to remove the climate and give each race his own "corruption". In my opinion the vampire counts are the best example for my idea. The missing corruption in new conquered territory will make it difficult to maintain order (alias public order) and thereby it's more difficult to expand.
Also you can see on the map the changes of the corruption. This gives me a more immersion in the world and my own achievements.
So here are my ideas for the different types of "corruption".
Empire: untained
The standard corruption fits here the most. The map should change more than it is now. Today only the vegetation changes. I think that there should emerge more little villages on the map. Not real settlements only little villages to represent the "colonization" of the men.
Bretonnia: untained
Also the standard corruption. The difference to the empire would be the change on the world map. Bretonnia has the knights and the peasantry. And i think the peasantry should be shown on the map. So in my opinion this would be best shown with farms and fields. The vegetation should be the same as today. Also in every main settlement should emerge a lake for the lady.
Dwarfs: industrial
The dwarfs are primarily miners. So that could shown in more mines on the map. I think of open-cast mines or quarries. The style from isengard in the lord of the rings with the open cracks could work.
Vampire counts: vampiric
No change needed.
Greenskins: waste
The GS are more of a nomadic race. There settlements are shown more as tents and conquered dwarf fortresses.
Also they are more for war than peace and are not really civilized. So the map should change in to "the wastelands". The vegetation should be chopped down and every know and then could be little fire or a totem.
Wood elves: wilderness
The WE have one goal. To protect Athel Loren and the Oak of ages and spread the Wood. So the map should show these. No more flatlands, no more villages only a big dense forest with few pathways.
Beastmen: chaos
No change to today. Chaos corruption locks badass.
Norsca: burned
Norsca only goal is to destroy and to raid. to represent this the world map should look burned down.
Chaos Warriors: chaos
No change needed.
High elves: pure magic
The HE are in tune with magic. I think that should show on the map. In there territories should always be a shimmer to represent the winds of magic.(white and gold) The vegetation should look like ulthan.
Dark elves: dark magic
The DE are the opposite of the HE. So the shimmer for the wind of magic should become more sinister.(black and red) The vegetation should change to a more dark and more barren. Also the slaves should be shown more on the map. (like the old trading routes of Medivel2 or Rome)
Lizardmen: jungle
The LM are working to the plan of the old ones. So on the map this should show in that they are spreading the jungle and the geomantic web should be visible on the map all the times.
Skaven: skaven
Skaven have already a own corruption, but this does not show on the map. I can think of little ruins on the map. (Like the villages for empire) maybe even some rats, who run across the map.
Tomb Kings: desert
The TK are a dessert kingdom, to represent this the map could become a giant dessert. They don't need living creatures in there territory so this would make sense.
Vampire coast: swamp
To represent the nature of sea loving vampires the map should become a giant swamp with the typical vampire taint.
Now to future possible races in WH3 and possible pre-order race: (i know some are unlikely but this is here not the point)
Kislev: ice
Kislev has his own unique lore of ice. because of this even chaos has problems when fighting same. So the map should be under a constant snow layer or where it isn't logical (like jungle in Lustria) the settlements should have a own little sphere of ice.
southern Realm: untained
The SR are mostly like the empire and bretonnia. So i think of a combination of the two races. (more farms and fields but not as much as bretonnia and some new villages)
Chaos Daemons: chaos
No change needed.
Chaos Dwarfs: industrial
Like there normal dwarven kin they should industrial the lands. But not as much as mining more like factories. I don't know if the CD are in tune with Chaos, if so the map should also become a chaos taint.
Ogre Kingdoms: burned
Like Norsca the Ogre are a raiding race.
Cathay: untained
Like empire and bretonnia only with an chinese touch to the villages.
Araby: desert
Similar like the TK only with more oasis and more villages near them.
So these are my thoughts. This could also effect the settlements optic. The original race settlement with HE are with magic shimmer, WE have trees in them, VC have spiderwebs and a blue shimmer, etc.
What do you guys thinking? Do you prefer the climate? Do you prefer the WH1 style or do you want a complete different style?
PS: Sorry if there are spelling mistakes. English is not my main language.
0 ·
Comments
The climate system is just pointless and stupid because it has no impact on the AI.
- Report
0 · Disagree AgreeIt'd be and improvement to current system imo. As the system went thru complete rework between wh1 and 2 the question is should it now be changed entirely, made better or leave as is.
The corruption system isn't very god mechanic either because it barely touches the AI and is mostly nuisance to player, not something you could make work for your benefit very well.
If the climates were changed to corruption i think the corruption effect themselves should be changed aswell. Maybe limiting max lvl of main settlement building to 1 at 0-20% corruption, 2 at 21-40% etc. Might enable too much farming tho compared to current rebellion farming. Hard to tell.
Also i like the atmospheric change idea. Changing the deserts in to wood elf paradise sounds something i would already do a campaign for.
- Report
0 · Disagree AgreeBut I agree that more different "corruptions" could also be a good idea. Also something I plan to rework in my mod at some point by the way.
- Report
1 · Disagree Agree- Report
0 · Disagree AgreeI feel what we actually need is a greater variety of climates and maybe a few more mechanics tied to it.
New Forum Rules: - https://forums.totalwar.com/discussion/287645/new-forum-rules#latest
- Report
1 · Disagree Agree- Report
0 · Disagree Agree