I’m sorry if this
comes across as spam, but I’m a huge nerd. And you might be able to tell that Eldar are my favourite
40k faction :).
When the map expansion
for Pharao was announced I immediately got it and started playing it a bit.
As the sea peoples I
instantly noticed how strong the “influence” mechanic was, which is effectively “wh3 corruption”. However, instead of scaling public order, it scaled the resources you gained from a province.
So if you as the sea
peoples captured any settlement, nobody had your culture, meaning you gained
almost no resources from any settlement unless you converted them with influence buildings.
Which obviously was a
powerful effect, and added another very interesting city planning resource.
Thus, the cogs in my
brain started moving, how can this be implemented in the context of a future
total war. And could this be a lore-friendly interesting mechanic for 40k total
war?
And then my brain
aligned, the growth mechanic that I had in mind for the Eldar was unique, but it
wasn’t interesting, it was simply growth with a slightly different coat of
paint.
But what if instead of
the Eldar having a custom growth mechanic, they had this influence mechanic as
a unique campaign settlement resource?
And then I realised
yes, the Eldar do in fact have a concept like this! Eldar have paradise worlds,
or planets that have been terraformed by the Eldar.
This would perfectly
fit their lore and add a more interesting unique campaign resource! Slowing
their campaign or expansion down, as is accurate to the lore, but allows them
to rebuild their empire!
Furthermore, it complimented their Craftworlds perfectly! Encouraging the development of the Craftworld first, as it didn't have to be terraformed!
So here it goes:
Faction: Eldar
Unique campaign mechanic: Terraforming
Eldar have their own “corruption” which is called Terraforming, this can be
increased with a specific building chain and scales from 0 to 100 per province.
At 0% terraforming, Eldar gain 0% income from that province, at 100% they
gain the full 100% income from that province.
The Eldar also get +100% campaign line of sight, this resembles their
ability to gaze into the future and compensates them for their own mandatory
terraforming, slowing down their empire growth.
Additional campaign mechanic: Craftworld
All Eldar factions start with a movable super city called a
Craftworld.
Craftworlds are Dark elf Black arcs that come with standard major settlement
buildings.
Craftworlds cannot be built, but can respawn, respawning will reset all its
building progression.
Craftworlds are "army" entities, and thus are unaffected by
terraforming, meaning investing in them instantly yields 100% of the income
generated, making it the highest priority to upgrade in the early game. Only
later on in the campaign are provinces sufficiently terraformed to invest in.
Battle mechanic: Wraithbone
Eldar units are fast with
relatively low HP, however they come with Tzeentch barriers, HP pools
that restore after being out of combat for a while.
This
encourages eldar players to skirmish frequently with the enemy to
maximise the effectiveness of their barriers regenerating.
torak8988#3885
Wizard
torak8988#3885
Wizard
5 100g2g ptsReport comment
Why do you report torak8988#3885?
Are you sure you want to block torak8988#3885 ?
BlockCancelAre you sure you want to unblock torak8988#3885 ?
UnblockCanceltorak8988#3885
Wizard
torak8988#3885
Wizard
5 100g2g ptsReport comment
Why do you report torak8988#3885?
Are you sure you want to block torak8988#3885 ?
BlockCancelAre you sure you want to unblock torak8988#3885 ?
UnblockCancel