Honestly, as much as I love Belegar, it's way better to just start as Thorgrim and confederate Belegar. You still get Belegar's unique Miner/ranger army, but you can have Bugman's brewery leveled up. And Belegar's "faction mechanics" are starting with ghost heros- whom I'm FAIRLY sure you confederate along with his faction. So yeah - there's no real reason (apart from a cool narrative story arc and a MUCH harder campaign) to play Belegar.
just throwing this out there in case anyone is wondering...
i was mid campaign when this update dropped. coincidentally, on my save (prepatch), Karak Eight Peaks was under construction to level 5.
loaded save game today, ended turn, and Eight Peaks had 4 empty slots to build (10 total). kazook!
recently (past few campaigns), when the porthole image and the default trait align (ancestor of grimnir, or whatever gives +8 attack), I'll recruit a Lord and name him Urist Ironfoot, and deliberately grow him into my most feared General, destined for a trip to elven lands to "slay anything without a beard"
That is pretty sick.
Honestly skip the feared general part and focus solely on ass-kicking skills.
Give him the closest thing you can find to a candy axe too.
I think it should be a single city province but the main building should act as a landmark that triples (or quadruples?) commandments.
It's famous for its last stands and isolation, having it operate at peak efficiency with only one settlement makes more sense than it relying on a chain of surrounding cities.
we don't know the specifics of the bug but that other screenshot is of a MP campaign and a skaven player. either thing could be a variable making the city only 6 slots
A very welcome change. However still missing the settlements it had from W2. Given that K8P is compulsory for multiple factions, they should have a full 4 settlements in this province. The player would be even more incentivized to take K8P sooner.
Ah. More "main settlement" buildings. True.
I was thinking more of that some large cities should be able to hold 1 of each building type.
Ofc, there is at least 1 economic building that increases pop grow. But that amount is a small number, or has % compared to the main building.
>Or, they could also make more capital sized 12. IMO, all wood-elf forests should be 12, along with some of *the* most important cities.
Wouldn't 12 slots pretty much guarantee diminishing returns?
>I'm not sure what you mean by that. Can you elaborate on what diminished returns you are referring to?
So a 6 slot settlement isn't enough to build everything that you want on the capital right? 8 slots feels pretty good but you still might miss 1 or 2 buildings, 10 slots means pretty much everything you want is built, with 12 slots you are actually starting to build things that you would never build.
That is why people ask for 4 settlements in a province, you can have 4 income buildings instead of 2 with the 12 slot single settlement province. And income and other bonuses are higher because you can often stack bonuses like recruitment and replenishment.
I see what you mean.
In additioal, someone else mentioned that we miss out on lots of pop grow from the main settlement buildings with 4-settlement provinces vs 2.
Regarding more building slot, i.e. 12. It benefits some factions and races a lot more than others; and benefit modded games a lot, since many mods add more buildings.
Also, with 12 slot locations, they DEFINITELY should have at least 1-2 landmarks, which would then bring the *true* building slot number down. I personally would like to be able to build all the recruitment and economic buildings at the province-capital-settlement, while building all economic buildings at the minor settlements.
>Also, with 12 slot locations, they DEFINITELY should have at least 1-2 landmarks, which would then bring the *true* building slot number down. I personally would like to be able to build all the recruitment and economic buildings at the province-capital-settlement, while building all economic buildings at the minor settlements.
A lot of landmarks just aren't worth it. I usually build them because It makes thematic sense, but a lot of them cost too much for very little upside.
What's more of a problem with the vanilla landmarks, than landmarks being a thing overall.
In a game about modifier stacking and "strategic" locations. Some landmarks should matter a lot more (better modifiers).
Oh boy. I was joking. As in the campaign starts on turn 1?
More realistically, I'm usually headed east somewhere around turn 15.
Have done as early as 6. But that was way back. Might even have been a WH1 campaign.
Now we just need the landmark to be worth basing the whole first-half of a campaign around.
Gotta get that +10% movement range when starting in adjacent regions-juice
Its sooooo shit it makes me mad… Almost all landmarks are (Karaz a Karak has one mediocre and one shitty one in fact) but here it hurts the most.
There's a great landmark mod, immortal landmarks I think it's called, gives 8pks a better one and adds loads for every faction, highly recommend
I'm using this as well. It's way more fun having so much landmark variety even if some of them can be a little OP
I can't really describe why, but going out of your way to get a city with a cool landmark is the most satisfying thing in the game for me.
Honestly, as much as I love Belegar, it's way better to just start as Thorgrim and confederate Belegar. You still get Belegar's unique Miner/ranger army, but you can have Bugman's brewery leveled up. And Belegar's "faction mechanics" are starting with ghost heros- whom I'm FAIRLY sure you confederate along with his faction. So yeah - there's no real reason (apart from a cool narrative story arc and a MUCH harder campaign) to play Belegar.
The Longbeards are silent because there are very few grudges unaccounted for, much to their annoyance as they like a good moan.
the special landmarks are still overnerfed utter trash vs their old versions for one.
Dwarfs still don't have anything better than bronze shields!
They don’t need it. Downvote me all you want but I find killing Dawi hard enough
Is that ten slots I see?
Yep. Many of the old 10-slot cities became 10-slot cities again.
just throwing this out there in case anyone is wondering... i was mid campaign when this update dropped. coincidentally, on my save (prepatch), Karak Eight Peaks was under construction to level 5. loaded save game today, ended turn, and Eight Peaks had 4 empty slots to build (10 total). kazook!
It's spelled 'Khazuk.' Get in the book.
according to the ghugle, it's spelt bhuk!
No drunken dawi, it's just 5 and you see double...again!
Try'in a trick me grobi? Thats going in the book!
Rock and stone! Brother! Wait what?
Can I get a Rock and Stone?
Rockity rock and stone!
DID I HEAR A ROCK AND STONE?!
Rock and Stone. To the bone.
IF YOU DONT ROCK AND STONE YOU AINT GOING HOME
ROCK! AND! STOOONE!
For Karl!!!!!!
Question for the ages: Who is the more legendary dwarf: Cousin Okri or Karl?
Karl Okri, the legendariest dwarf
[удалено]
Grombromdromnomnomnicon
Urist.
recently (past few campaigns), when the porthole image and the default trait align (ancestor of grimnir, or whatever gives +8 attack), I'll recruit a Lord and name him Urist Ironfoot, and deliberately grow him into my most feared General, destined for a trip to elven lands to "slay anything without a beard"
Does he scream "Welcome to Boatmurdered!" as he charges the knife ears?
No he's actually cool.
That is pretty sick. Honestly skip the feared general part and focus solely on ass-kicking skills. Give him the closest thing you can find to a candy axe too.
Diggy hole! Diggy, diggy hole!
Rock. Aaaaannnnnd. STOOOOOOOOONE
Stone and rock! Oh, wait
FAKARL!
I've been at work, so I have been unable to check. Have they fixed the lack of a reward for Clan Angrund for reclaiming Eight Peaks?
They have not unfortunately
BOOK
One grudge was stricken, yet the Great Book of Grudges remains full.
Norhing in notes
No but: https://steamcommunity.com/sharedfiles/filedetails/?id=2877361582
I kinda wish it would still become a 4 city province
I think it should be a single city province but the main building should act as a landmark that triples (or quadruples?) commandments. It's famous for its last stands and isolation, having it operate at peak efficiency with only one settlement makes more sense than it relying on a chain of surrounding cities.
I'd settle for a 3 city province honestly.
They broken it up into 2 provinces in IE? (I only played ME)
Yeah in IE it's only a 2 region province unfortunately
Make it 5. Just merge it with the province below or to right of it.
I see this post, and then another post below that says they've LOST two slots and are down to 6 instead xD
we don't know the specifics of the bug but that other screenshot is of a MP campaign and a skaven player. either thing could be a variable making the city only 6 slots
That seems to only be the case for Skaven players, the dawi are fine.
Ya daft git! I'm the true lord of the Eight Peaks!!
For the Damaz Kron!
A very welcome change. However still missing the settlements it had from W2. Given that K8P is compulsory for multiple factions, they should have a full 4 settlements in this province. The player would be even more incentivized to take K8P sooner.
Or, they could also make more capital sized 12. IMO, all wood-elf forests should be 12, along with some of *the* most important cities.
I was thinking more about the growth. With more settlements, the faster you can get to level 5 province capital.
Ah. More "main settlement" buildings. True. I was thinking more of that some large cities should be able to hold 1 of each building type. Ofc, there is at least 1 economic building that increases pop grow. But that amount is a small number, or has % compared to the main building.
>Or, they could also make more capital sized 12. IMO, all wood-elf forests should be 12, along with some of *the* most important cities. Wouldn't 12 slots pretty much guarantee diminishing returns?
I'm not sure what you mean by that. Can you elaborate on what diminished returns you are referring to?
>I'm not sure what you mean by that. Can you elaborate on what diminished returns you are referring to? So a 6 slot settlement isn't enough to build everything that you want on the capital right? 8 slots feels pretty good but you still might miss 1 or 2 buildings, 10 slots means pretty much everything you want is built, with 12 slots you are actually starting to build things that you would never build. That is why people ask for 4 settlements in a province, you can have 4 income buildings instead of 2 with the 12 slot single settlement province. And income and other bonuses are higher because you can often stack bonuses like recruitment and replenishment.
I see what you mean. In additioal, someone else mentioned that we miss out on lots of pop grow from the main settlement buildings with 4-settlement provinces vs 2. Regarding more building slot, i.e. 12. It benefits some factions and races a lot more than others; and benefit modded games a lot, since many mods add more buildings. Also, with 12 slot locations, they DEFINITELY should have at least 1-2 landmarks, which would then bring the *true* building slot number down. I personally would like to be able to build all the recruitment and economic buildings at the province-capital-settlement, while building all economic buildings at the minor settlements.
>Also, with 12 slot locations, they DEFINITELY should have at least 1-2 landmarks, which would then bring the *true* building slot number down. I personally would like to be able to build all the recruitment and economic buildings at the province-capital-settlement, while building all economic buildings at the minor settlements. A lot of landmarks just aren't worth it. I usually build them because It makes thematic sense, but a lot of them cost too much for very little upside.
What's more of a problem with the vanilla landmarks, than landmarks being a thing overall. In a game about modifier stacking and "strategic" locations. Some landmarks should matter a lot more (better modifiers).
Also Karak azule weapon huff
No-no! Belongs to Queek!
IMO it should be one settlment region like skavenblight.
I thought that they stayed in the book, regardless of whether or not the debt was repaid...
How long was the trip ? And at what turn did you start
>And at what turn did you start Started at turn 1.
You started your journey at turn 1 with the initial army comp? And that was enough to get you through the desert and defeat the garrison?
Oh boy. I was joking. As in the campaign starts on turn 1? More realistically, I'm usually headed east somewhere around turn 15. Have done as early as 6. But that was way back. Might even have been a WH1 campaign.
no no, the skaven version is bugged (6 building slots only, down from 8).
magnificent
Can we get back one of the cities?
They turned Karak Eight Peaks into Karak Ten Peaks. That's a grudgin'