(before I go on I'd like to clarify that I love the DLC and I'm very pleased that we got Nakai and that CA has been listening to our feedback. They have done and continue to do amazing work that I love and respect and it is out of that love and respect that I bring this up, in the hopes that we can continue to see further improvements in the future)
Hordes are (in theory) my favourite way to play the game and it pains me that WH hasn't gotten it right just yet (Vampire coast worked but they also had settlements and coves).
With Nakai, CA has made many improvements on the basic horde formula and stated publicaly that they've been listening and want to give hordes more direction.
Nakai is no doubt an improvement in many ways and making him a nomad that works on behalf of the Lizardmen was a no brainer...but having his vassal "the defenders of the great plan" be a static helpless AI faction is an issue.
Since CA is well aware of the issues with Hordes and the issues with the Wood elves, I'm not sure how, but they've managed to combine the two: Nakai's vassal functions exactly like Wood Elf outposts to the letter and they have almost the exact same problems.
You can't construct any buildings and they stick out like a sore thumb with no real way to defend themselves, so you spend most of your time going to one end of your lands to defend it and then the other gets attacked, so you go back and the cycle repeats.
The only difference is that with Nakai you are able to summon an army for your vassal but these armies aren't in your direct control (they're WAAGHZ! Essentially), they don't replenish and they cannot capture cities in their own. (They also cost a substantial amount of your "old ones favour" currency)
The Lizardmen already have the ability to summon an army and their summoned army is in your direct control, unlike Nakai's.
The worst part about the defenders of the great plan is the fact that when you play Nakai you are supposed to look after the Lizardmen but instead you have to watch the other factions die or replace them with your hollow vassal outposts.
This leads me to my next point:
How to fix the issue
They got the right idea but the execution is a marriage of the two most broken campaigns in the trilogy.
When playing as Nakai, the fruit of your labour should be a Lustria entirely comprised of the alliance of all the Lizardmen factions; factions that you protected and brought together.
You wouldn't even have to remove the three god devotion system:
- Remove the Defenders of the Great plan faction from the game.
- instead, have Nakai work on behalf of the other lizardmen factions of Lustria.
- when Nakai captures a settlement, he can choose to sack it, Raze it or give it to another Lizardmen faction of his choosing.
- give Nakai the unique ability to liberate other lizardmen factions who have been destroyed.
- replace the rite that spawns an army for your vassal with a rite that aids the other factions in lustria
- the temple Nakai chooses to dedicate his victory to becomes one of the buildings within your allies settlement and offers minor buffs to them and to you (something like: increased winds of magic in adjacent provinces or perhaps a small garrison that you are allowed to control that lets you take part in their siege battles without your armies being there)
I think the campaign is alot better than Chaos or the Beastmen but it will needs alot of work. Unfortunately this isn't the only issue with Nakai's campaign.
What say you? Have you found this to be an issue as well?
Missing Units and Characters series
:Missing Factions Series