Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
maybe with the few steps further where the factions can occupy similar areas added to what they were capable of holding in lore as well.
and also, if the empire ever got to hold a norscan town, the chaos corruption would make it living hell in the town randomly wrecking buldings and having unpredictable attrion events spring up.
similar scenraios with different effects depending on where in the warhammer world we are and whi is trying to hold onto what. factoring in magical capabilities and knowledge to counter the environment to make some things easier for some and difficult for others.
Non-captial regions: can only be constructed to a lvl 1 (minor outpost). This costs like 250-500g a turn to upkeep, but provides a modest garrison, and helps you replenish your troops. This has one construction slot.
Capital regions: can be constructed to lvl 2 (major outpost). This costs like 500-1000g for upkeep, but has a better garrison. This has two construction slots.
Construction slots: What you build in your outpost territory affects the region. Here are some thoughts I had:
-Improved Roads: Gives your troops a movement speed increase in the region.
-Traders Post: People would colonize for resources all the time in this era. It provides the resource for trade only. No income bonus. If you're a nation trading heavilly this could be lucrative.
-Improved Garrison: Self explanitory, provides a better garrison.
-Walls: Does not add to the garrison, but adds walls to the outpost.
-Self-sustinance: Twice as effective when the cattle resource is available, this adds income that offsets the outpost to be self sufficient.
-Docks: Probably does the same as self-sustinance (I only add this since I think it might be hard to remove dock buildings from any coastal settlement).
-Special Buildings: Depending on the resource available in the region, you could make a special building available that has an effect unique to it. This would be similar to the self-sustinance upgrade.
I like this idea because you have the option to specialize your outposts. Non-capital outposts are not merely ruins, and matter slightly, but can't really specialize. The capital outposts could combine the different building types to make them more unique. If i wanted to hold this position I could take walls and imp garrison, to make it more of a fort. If I took this region to gain access to the specific resource I could take the trader's post and something else to help offset the cost
If you were to take a peek at the edits I made- you would probably need to quadrouple the number of edits :(