WARHAMMER 3 And The Lords Of The End Times

WARHAMMER 3 And The Lords Of The End Times

It’s Getting Crowded In The House

The start of an Immortal Empires game now has at least 309 separate factions; I suspect some had already been wiped out by the time I could get a screenshot.  That makes starting positions interesting and so now you get a much larger flyby when starting a campaign to give you a better lay of the land and some hints on who is going to object to your presence.  This is helpful for new players or ones who haven’t played in a while.  There are, if you spend enough money, two dozen factions with well over 100 Legendary Heroes to chose from so you have no shortage of things to try out.

CA did figure out that even with this much choice, in general your short or long campaign is often simply taking enough provinces to get a win.  There are some races that give you a little more interesting options as well as side quests.  They’ve also created a number of extra resource types unique to certain races you can gather and generally either spend them for a big but short lived bonus or a small but permanent one.  It helps a bit if those bonuses match your play style but in many cases they aren’t a major source of interest in your WARHAMMER 3 campaign.

To try to ameliorate this Lords of the End Times overhauls the Short Campaign victories for every single faction.  They now target more specific territories and require you to improve certain things within your Empire, as opposed to being almost exclusively the gaining of more territory.   If you hit all the goals of a Short Campaign your Lord will get a unique benefit to help you go on to a Long or Supremacy victory if you so desire.  That may help with anyone suffering WARHAMMER fatigue.

Lastly, the optional old End Game crisis mechanic has been moved up to the mid-game, which I didn’t quite have time to trigger before posting.  As before, if you are playing one of the races involved in a crisis then that crisis will never occur.

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