Hello everyone, i was wondering about the daemons factions and how CA will make them feel unique.
As there's nothing official we can only speculate and hope, here's my idea for Tzeentch:
Tzeentch is the Chaos God of "just as planned", there's nothing unknown to him and everything is crystal clear, his plans could take instants to millennia to play out.
One of his unique campaign mechanics could be knowing the auto-resolve outcome before you click the button; you start the game with a degree of accuracy (for example you just know your unit will lose 10-30% of its models) and, by progressing through the campaign, accuracy increases until you know the exact result.
It's not a game changing mechanic but it makes you feel like an all-knowing being like your god.
What do you think? Do you have other ideas about Tzeentch's mechanics? I'm curious to read your ideas
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I think the most obvious unusual mechanic could be seen in the pink horrors regiment; demons with numbers that increase as you kill them (by splitting them into a pair of weaker blue horrors). And though I doubt it'll be unique to him, I'm sure he'll get the most varied options for any possible mutations mechanic that gets introduced.
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2 · Disagree AgreeAlso, while cults could belong to any chaos god Tzeentch is the one that is most known for them, so maybe his campaign mechanics would play with that as well.
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3 · Disagree AgreeCult Deception:
Every 2-5 turns, random, Tzeentch will provide a new task to be completed in service of the Great Plan, going into a fancy UI log keeping track of each of the other missions. In keeping with his nature, this could be literally anything. From declaring non-aggression packs or war, to defeating a particular army or lord. Capture or kill a certain number of people, hire a specific hero, you get the picture. Completing these tasks furthers the Great Plan, and garners a faction resource called Deception. Deception functions very similar to Clan Eshin schemes, but with a greater focus on affecting diplomacy. So with it you could cause an enormous range of debuffs to enemy factions or armies by using Sorcerors just like you would Eshin Assassins. Proxy wars being one of the more powerful effects available through deception, but you could also steal vision, steal money, greatly weaken key points etc.
Khorne
Bloodshed:
Khorne demands war and blood, yours or theirs. The faction generates a momentum resource that has its own set of bonuses as you reach certain thresholds. Mostly campaign movement and upkeep reduction, but it would also improve the offensive effectiveness of units factionwide. This resource is generated by declaring war, fighting battles win or lose, and dedeating legendary lords. The more value murdered by both sides, the more Bloodshed is generated. The higher it is, the faster it drains, but the greater the bonuses as well. Encouraging a fast tempo and risk taking at every opportunity. If you've ever played Sun Ce in 3k, it's not too dissimilar from how his works. Minus the LL instant death for failure to maintain. The idea is that Khorne should be a rolling death ball of aggression compared to the other gods, and way stronger when allowed to just freely wage war.
Slaanesh
Perfection:
Slaanesh favors those who obsess over every fine detail no matter how arbitrary. For every lord and hero above level 20, for every settlement at rank 5, and each time you score a decisive or heroic victory, you gain the favor of Slaanesh over time. Slaanesh is fickle though, and anytime you score anything but a decisive victory, fail at a hero action, or just occupy without sacking/looting a settlement, you start to lose the favor of Slaanesh. You can use the favor of Slaanesh to influence key actiivities though, such as dramatically increasing success chance of a hero action, give a settlement a sudden burst of growth, or instantly complete a building. Slaanesh is the win more faction. It's not enough to battle and build, you must battle and build with the absolute maximum efficiency in mind.
Nurgle
Creeping Rot:
Nurgle does nothing quickly and here that remains truer than ever. More than any other god, Nurgle plays around corruption. Every settlement that you occupy with Nurgle has a scaling effect that works with the level of corruption currently at that location. As it goes up, the settlement gets significant boosts to growth and income. As it goes low, the opposite. When corruption from an adjacent Nurgle settlement hits an opposing faction, it will start to inflict penalties. Same as usual Chaos just a bit stronger, and the ability to inflict attrition to units inside the settlement. Garrison included. Additionally, causing attrition though this method starts to rack up a plague tally. It also climbs with friendly settlements above 50% just significantly slower. This plague tally can be used to target specific provinces to cause a massive spike in corruption at that province through Nurgles pestilent gifts. A plague tally can target a freindly army instead to gift it a significant replenishment boost for the turn.
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2 · Disagree AgreeKhorne's momentum feels so right i definitely expect to see something similar in the game, sacrificing an army in a suicide attack to keep the blood flowing is very Khorne-like and makes you understand that your patron doesn't care about who wins or who loses, only the flow of blood matters.
Slaanesh on the other hand is the complete opposite, if you lose an army you fail your task to be a perfect general.
Every move should be the best you can do and nothing less.
Slaanesh's favor is fickle and granting bonuses to just the next hero's action or a massive growth boots for few turns is the perfect way for the player to always strive for the next powerful but short-lasting boon.
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