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All possible mechanics for Chaos Dwarfs

Sagez#6761Sagez#6761 Registered Users Posts: 653
Please post your ideas as I'll post my own below. I wrote ''all'' in the title because there are obviously many possibilities. Keep in mind I mean general race mechanics, not LLs ''personal'' mechanics. More interesting proposals are in bold.

1. Rail network - just like the one from Fall of the Samurai. Build rail network to transport armies quickly, gain bonuses to trade and growth etc. Probably easy to do and very unique. I'm afraid you won't be able to build rails anywhere you want though...

2. The Generic Forge - yeah, we've seen it already - a simple crafting panel. You craft items and that's it. It's not exciting, but better than nothing. Hopefully CA could make it more interesting, but Chaos Dwarfs deserve better. We don't want another mortuary cult or forge of Daith.

3. Demon Forge/Deamonsmithing - way more interesting! Use money, resources and slaves to make sacrifices, items and unlock/upgrade units, especially artillery. It's like Ikits Workshop and Throts Lab, but even more complex. You can permanently buff your units, but they will be even more expensive and take more time to recruit. Those buffs would be crazy strong, but could be a trap for less experienced players, which could easily lose their money and slaves.

4. Industry&Environment degradation - Every ''factory'' build means more pollution, which degrades nearby provinces. Enemy forces suffer heavy attrition and are slower. Increasing industry levels will make you rich and give bonuses to growth, but it will also result in a decline of slave population. But you can make a late game transition from ''slave based economy'' to ''modern industrial economy''.

5. Some kind of slavery mechanics, centered around Greenskins and unrest. If it would be too complex it would look weird with the generic Dark Elves slavery... some sort of ''Greenskin breeding/fungus farms'' could be hilarious though.

6. Cult of Hashut mechanic, but I don't have any specific ideas here. Rituals that give buffs? Nothing exciting. Please post your ideas if you want a ''religion mechanic'' for Chaos Dwarfs.

7. Arms Trading You can easily trade with Ogres and Chaos/Norsca factions, earning extra money, seeing their parts of the map and receiving big diplomatic bonuses. Buyers would get various global buffs, making AI Chaos factions stronger overall. You could influence the global balance of power through that. Maybe you could even buy cheap slaves from your trade partners. But selling too many arms will hinder your growth and limit your recruitment pool. Building more forges will let you sell more weapons of course, without those penalties. So it would be all about balance again, in times of (relative) peace you can focus your economy on export, but in times of need you would have to fulfill your own military needs. Production capacity meter would be needed probably.


I hope that we will at least see usable trains and demonsmithing in this form or another. Please write your own ideas and let me see what you think.

Comments

  • AxiosXiphos#9040AxiosXiphos#9040 Registered Users Posts: 10,116
    It's common for DLC races to take existing mechanics from other races. The two that come instantly to mind is the Dark Elf Slavery Mechanic; and the Dwarf forging mechanic. However since Tomb-Kings already have something similar I hope they go a different direction. However slaves; absolutely - makes sense and it's a probably the most 'fun' secondary currency to manage.
  • #326352#326352 Registered Users Posts: 638
    I am so excited for Chaos Dwarfs. Will be one of the best races! :)
  • 6nieve66nieve6 Registered Users Posts: 557
    I'd like a choice between industry and religion. So you would need to make a balance between getting money from your slaves or killing them to get Hashut's blessings
  • DeadpoolSW#7283DeadpoolSW#7283 Registered Users Posts: 3,167
    Please god no more forges, so boring.
    Nagash will rule again!Justice for Araby, Albion, Amazons, Halflings, Nippon, Ind, Khuresh & the Hobgoblin Khanate!
  • HighPriest_Astragoth#4150HighPriest_Astragoth#4150 Registered Users Posts: 664
    Soul Collecting, not even joking, the collecting of souls and daemon souls should play a big part for the Dawi Zharr, as while the soul of a Daemon will almost always become bounded to a item, the souls of mortals get used as raw materials in the astral plane to coex Daemons into the Daemonsmith’s reach.

    I would say the Forge could be melded with Soul Collecting so the Chorf’s are not just copying others assets.

    Also as a bonus, while I myself don’t think Big Bone Daddy should come(as cool and awesome as he is) if we actually got a Nagash Faction, proper, the Soul Collecting could be ripped and altered to fit Nagash’s Faction. Maybe say, “collect the souls of a Greater Exalted Daemon of each Chaos god, and 10,000 souls, with X Y Legendary Lords, then complete this ritual to actually get Nagash as a LH for X turns(like the Green Knight) or as a LL”.
    Hear the summons of Hashut!
    The Dark Father calls you to slaughter,
    Blood and fire exhorts you to war!
    Hear the summons of Hashut!
    Stretch your limbs of blood-filed steel,
    The Dawi-Zharr march fourth once more!
    Answering the summons of Hashut!

    -From the K'daai rituals of awakening.
  • Sagez#6761Sagez#6761 Registered Users Posts: 653

    Soul Collecting, not even joking, the collecting of souls and daemon souls should play a big part for the Dawi Zharr, as while the soul of a Daemon will almost always become bounded to a item, the souls of mortals get used as raw materials in the astral plane to coex Daemons into the Daemonsmith’s reach.

    I would say the Forge could be melded with Soul Collecting so the Chorf’s are not just copying others assets.

    Also as a bonus, while I myself don’t think Big Bone Daddy should come(as cool and awesome as he is) if we actually got a Nagash Faction, proper, the Soul Collecting could be ripped and altered to fit Nagash’s Faction. Maybe say, “collect the souls of a Greater Exalted Daemon of each Chaos god, and 10,000 souls, with X Y Legendary Lords, then complete this ritual to actually get Nagash as a LH for X turns(like the Green Knight) or as a LL”.

    Nice! This is also interesting, I guess that's how they do it in lore?

    I know that it's Nurgle time now, but I still hoped for more responses.
  • Sagez#6761Sagez#6761 Registered Users Posts: 653
    You can place your bets - which mechanics will Chaos Dwarfs get? Slavery obviously and my bets:

    1. Rail network/trains (easy to do)
    2. some Item crafting/forge (maybe using souls too) - to not be worse than Dawi (easy to do)
    3. Hashut corruption/pollution (easy to do)

    I'd love to get trade/diplomacy mechanic, but I don't expect that. In fact I think that it will be really easy for CA to make all of the above and fans will be satisfied.

    My dream Chaos Dwarfs would get deeper mechanics (slavery, but not copy-pasted from DE; crafting, but with twist etc). Pollution/industry could change the map, maybe new resources could appear in some provinces? Maybe Dawi Zharr could make a giant pollution cloud and send it over enemy lands, causing attrition etc.

    I hope that CA will be creative.


  • DrJammat#8325DrJammat#8325 Registered Users Posts: 575
    Slaves should, I think, be a key currency, gained by raiding and winning battles, but spent on all sorts, including instantly recruiable greenskin units that can be used as cheap fodder in a tight spot.

    I'd like the gameplay to be about building Zharr Nagrund and other settlements tall rather than conquering the world, so having Greenskin or Hobgoblin vassal races, like WoC, would fit. There aren't that many Chaos Dwarfs.
  • Passthechips#4366Passthechips#4366 Registered Users Posts: 2,338
    I actually hope they do get a complex slave management mechanic, and that part gets ported over in some way to the Dark Elves, with potential interaction/competition from both factions.

    It’s kind of like how the Tomb Kings paved the way for the Dwarves having a forge mechanic.
  • Matador974#7139Matador974#7139 Registered Users Posts: 58
    Collecting souls, capturing slaves, and searching for exclusive materials and resources.
    And as a result of its success sooty black skies!!!
  • Eltarion#4163Eltarion#4163 Registered Users Posts: 77
    hat making to show who has the biggest hat in the old world
  • DrJammat#8325DrJammat#8325 Registered Users Posts: 575

    hat making to show who has the biggest hat in the old world

    Hats should get upgrade mechanics, like in WoC how marauders -> warriors -> chosen, Souls and Slaves should be traded to increase the size of the hat.
  • Red_Dox#2328Red_Dox#2328 Registered Users Posts: 6,811

    hat making to show who has the biggest hat in the old world

    For every slave taken, the hat grows one inch.


    -----Red Dox
  • Druidsbrook#6139Druidsbrook#6139 Registered Users Posts: 401
    Really hope they arn't a 'tall' faction. The Roman Empire being almost 2 million sqaure miles at its height and having 20-30% of its population as slaves was not a coincidence...

    I like long campaigns so I need to make my Pax Dawi Zharr
  • Passthechips#4366Passthechips#4366 Registered Users Posts: 2,338

    Really hope they arn't a 'tall' faction. The Roman Empire being almost 2 million sqaure miles at its height and having 20-30% of its population as slaves was not a coincidence...

    I like long campaigns so I need to make my Pax Dawi Zharr

    Lore wise they’re a pretty tall faction, they don’t venture out of the dark lands more than to capture slaves for sacrifices/labor. They are also heavily constrained by their population, there are many more slaves than their are Dawi Zharr. Furthermore, they also have tall hats, not wide.

    The game really lacks tall factions compared to the traditional conquer the world ones. It would be cool to have a rail system connect to the Dark Lands to ship slaves back to their capitals, and armies to their zones of conquest.
  • Druidsbrook#6139Druidsbrook#6139 Registered Users Posts: 401

    Really hope they arn't a 'tall' faction. The Roman Empire being almost 2 million sqaure miles at its height and having 20-30% of its population as slaves was not a coincidence...

    I like long campaigns so I need to make my Pax Dawi Zharr

    Lore wise they’re a pretty tall faction, they don’t venture out of the dark lands more than to capture slaves for sacrifices/labor. They are also heavily constrained by their population, there are many more slaves than their are Dawi Zharr. Furthermore, they also have tall hats, not wide.

    The game really lacks tall factions compared to the traditional conquer the world ones. It would be cool to have a rail system connect to the Dark Lands to ship slaves back to their capitals, and armies to their zones of conquest.
    What would the point of a rail system be in a 'tall' faction? The main advantage of rail is to make moving between long distances easier.

    Large scale industry needs constant raw materials. You either trade for it or take it.

    Lore wise every faction is pretty 'tall' they generally sit in their corner of the world because a status quo must be maintained because no one wants to find out the race they just finished painting an army for has been wiped out by their neighbours.

    Dark Elves, High Elves, Dwarfs are all somehow dying, in decline or few in number yet their races can expand as they please.

    If you want to just conquer the Dark Lands and call it a day then go for it thats why we have short campaign objectives. You dont need to clip the wings of the faction to achieve that. For me Total War is a sandbox empire builder and going out conquring is the best way to gurantee lots of real time battles against lots of different opponents.
  • Bies#4376Bies#4376 Registered Users Posts: 6,024
    - you should be able to build rail system in every major none-chaos dwarf holds , when taking over
    - also different turn time depending on distance
    - your army could be attacked when under way by for example skaven

    "I shivered at the sight of her - her beauty far beyond that of mortal man. But her soul glowed with an inner darkness that chilled my very core."









  • Ben1990#8909Ben1990#8909 Registered Users Posts: 3,177
    Sagez said:

    Please post your ideas as I'll post my own below. I wrote ''all'' in the title because there are obviously many possibilities. Keep in mind I mean general race mechanics, not LLs ''personal'' mechanics. More interesting proposals are in bold.

    1. Rail network - just like the one from Fall of the Samurai. Build rail network to transport armies quickly, gain bonuses to trade and growth etc. Probably easy to do and very unique. I'm afraid you won't be able to build rails anywhere you want though...

    2. The Generic Forge - yeah, we've seen it already - a simple crafting panel. You craft items and that's it. It's not exciting, but better than nothing. Hopefully CA could make it more interesting, but Chaos Dwarfs deserve better. We don't want another mortuary cult or forge of Daith.

    3. Demon Forge/Deamonsmithing - way more interesting! Use money, resources and slaves to make sacrifices, items and unlock/upgrade units, especially artillery. It's like Ikits Workshop and Throts Lab, but even more complex. You can permanently buff your units, but they will be even more expensive and take more time to recruit. Those buffs would be crazy strong, but could be a trap for less experienced players, which could easily lose their money and slaves.

    4. Industry&Environment degradation - Every ''factory'' build means more pollution, which degrades nearby provinces. Enemy forces suffer heavy attrition and are slower. Increasing industry levels will make you rich and give bonuses to growth, but it will also result in a decline of slave population. But you can make a late game transition from ''slave based economy'' to ''modern industrial economy''.

    5. Some kind of slavery mechanics, centered around Greenskins and unrest. If it would be too complex it would look weird with the generic Dark Elves slavery... some sort of ''Greenskin breeding/fungus farms'' could be hilarious though.

    6. Cult of Hashut mechanic, but I don't have any specific ideas here. Rituals that give buffs? Nothing exciting. Please post your ideas if you want a ''religion mechanic'' for Chaos Dwarfs.

    7. Arms Trading You can easily trade with Ogres and Chaos/Norsca factions, earning extra money, seeing their parts of the map and receiving big diplomatic bonuses. Buyers would get various global buffs, making AI Chaos factions stronger overall. You could influence the global balance of power through that. Maybe you could even buy cheap slaves from your trade partners. But selling too many arms will hinder your growth and limit your recruitment pool. Building more forges will let you sell more weapons of course, without those penalties. So it would be all about balance again, in times of (relative) peace you can focus your economy on export, but in times of need you would have to fulfill your own military needs. Production capacity meter would be needed probably.


    I hope that we will at least see usable trains and demonsmithing in this form or another. Please write your own ideas and let me see what you think.

    Forging would sound fun.
    >Look! A Marienburger! He will be perfect for a chest for locking up greedy souls.
    >Look! Our most hated foes, our Dawi cousins! Perfect for the enchanted hat our sorcerer-prophet wanted.
    >Look! A Plaguebearer! Into the forge of Hashut! He will make a fine K'Daai. (Daemon screams with horror as he's dragged via hooks and chains into the forge)
  • Bobsyourankle#7897Bobsyourankle#7897 Registered Users Posts: 288
    1. Dwarf farms - when the Chaos Hats on dwarfs conquer a runtscum province they can turn it into a farm for growing more of their mounts. They would give regular crops of dwarfs that can then be populated by chaos hats to provide new infantry.

    2. Indoctrination of captured dwarf heroes and lords - defeated dwarf character units can become mounts for chaos hats and pressed into service.

    3. Smaller unit sizes but when the mounts are fighting, their hats can utilise bound spells as passive affects - you could have chaos hats casting fireballs at nearby targets or there could be buffs or debuffs cast.

    4. Separate progression for chaos hats and their mounts - as the mounts level up thry could be given new weaponry (a bit like the Amazons system stolen by WoC) whilst the chaos hats would learn new spells to further buff the units as a whole.

  • Ben1990#8909Ben1990#8909 Registered Users Posts: 3,177

    1. Dwarf farms - when the Chaos Hats on dwarfs conquer a runtscum province they can turn it into a farm for growing more of their mounts. They would give regular crops of dwarfs that can then be populated by chaos hats to provide new infantry.

    2. Indoctrination of captured dwarf heroes and lords - defeated dwarf character units can become mounts for chaos hats and pressed into service.

    3. Smaller unit sizes but when the mounts are fighting, their hats can utilise bound spells as passive affects - you could have chaos hats casting fireballs at nearby targets or there could be buffs or debuffs cast.

    4. Separate progression for chaos hats and their mounts - as the mounts level up thry could be given new weaponry (a bit like the Amazons system stolen by WoC) whilst the chaos hats would learn new spells to further buff the units as a whole.

    Hat/10
  • eomat#7953eomat#7953 Registered Users Posts: 3,017
    I have been hyped for these guys since I found out Total War Warhammer was coming out and would be a trilogy with them all combining. Only a few more months to go. CA need to swing for the fences with this one. I really hope we see the Hobgoblin Bolt Thrower make it in too. It wasn't in Tamurkhan but was in the old army book.
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