Khorne's new recruitment system sounds absolutely awful

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9 days ago
Nov 28, 2024, 8:56:15 PM

"BUILDINGS 


While adjusting the economy for Khorne, we made several changes to the effects of standard buildings, recruitment, and resources. New infrastructure building effects have been introduced, with the recruitment of Daemonic or Mortal units now tied to the type of settlement. Mortal recruitment chains can only be built in settlements with the Mortal settlement chain, while Daemonic units are restricted to Daemonic settlements. Also, all resources now feature a unique set of effects, moving away from the previous standard of same Skulls and income effects. "


Why ?? One of the main recurring criticism that this game gets is the lack of incentive to make diverse armies, and this will make the problem so much worse for no reason ? What even is the point of this, khronate warriors and daemons fight together, there is no point in this design choice beside making any army you recruit in a province half as diverse as it could be.


Also, khorne warriors and daemons seem designed to be used together. Warriors tank while bloodletters are faster and AP, Bloodcrushers are your AP anti-infantry while Skullcrushers are the AP Anti-Large, etc. Making homogeneous mortal or daemon khrone armies is the most boring way to play the faction, and this will heavily incentivise that.


I just wish there was some reasoning for this change in the blog, this just seems like the kind of change that was added just for the sake of adding something and talking about it even tho this just useless and inconvenient.

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9 days ago
Nov 29, 2024, 2:43:17 AM

I don't think this will make a massive difference considering global recruitment. Maybe it will complicate things in the first 10 turns of a campaign. 

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8 days ago
Nov 29, 2024, 8:36:03 AM

Jarms48#7854 wrote:

I don't think this will make a massive difference considering global recruitment. Maybe it will complicate things in the first 10 turns of a campaign. 

The first 10 turns of a campaign is precisely when you build up your first army, which is the one you will use the most by far, ESPECIALLY when playing Skarbrand, so its quite significant. And waiting 6 turns instead of 3 just to recruit an elite mortal/daemon unit because you are in the wrong settlement type is an awful time loss when playing khorne imo.



mirmidon007#7563 wrote:

I think we have to play it before criticizing it, they don't seem like bad ideas to me

Its really not a complicated change, I think it's fair to criticize it now.

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8 days ago
Nov 29, 2024, 6:44:00 PM

My initial guess is that that some of the infrastructure buildings will be tied to the type of settlement, and focusing on one type of settlement over another might come at a cost of losing other building types as well. 


I wouldn’t be surprised if they tied some strong bonus to the daemon settlements to incentivize them.

Updated 8 days ago.
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8 days ago
Nov 29, 2024, 8:04:44 PM

Pokemonsdude#7979 wrote:

"BUILDINGS 


While adjusting the economy for Khorne, we made several changes to the effects of standard buildings, recruitment, and resources. New infrastructure building effects have been introduced, with the recruitment of Daemonic or Mortal units now tied to the type of settlement. Mortal recruitment chains can only be built in settlements with the Mortal settlement chain, while Daemonic units are restricted to Daemonic settlements. Also, all resources now feature a unique set of effects, moving away from the previous standard of same Skulls and income effects. "


Why ?? One of the main recurring criticism that this game gets is the lack of incentive to make diverse armies, and this will make the problem so much worse for no reason ? What even is the point of this, khronate warriors and daemons fight together, there is no point in this design choice beside making any army you recruit in a province half as diverse as it could be.


Also, khorne warriors and daemons seem designed to be used together. Warriors tank while bloodletters are faster and AP, Bloodcrushers are your AP anti-infantry while Skullcrushers are the AP Anti-Large, etc. Making homogeneous mortal or daemon khrone armies is the most boring way to play the faction, and this will heavily incentivise that.


I just wish there was some reasoning for this change in the blog, this just seems like the kind of change that was added just for the sake of adding something and talking about it even tho this just useless and inconvenient.

I think the complete opposite! Separating the buildings is a good change. I don't like mixing the demon lord and demons army with humans. In a broader sense, it's more diversity because you have then different armies and their purpose and not a salad of all kind of units mixed into one army.

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7 days ago
Nov 30, 2024, 3:11:57 PM

Ehnaton91#4152 wrote:

Pokemonsdude#7979 wrote:

"BUILDINGS 


While adjusting the economy for Khorne, we made several changes to the effects of standard buildings, recruitment, and resources. New infrastructure building effects have been introduced, with the recruitment of Daemonic or Mortal units now tied to the type of settlement. Mortal recruitment chains can only be built in settlements with the Mortal settlement chain, while Daemonic units are restricted to Daemonic settlements. Also, all resources now feature a unique set of effects, moving away from the previous standard of same Skulls and income effects. "


Why ?? One of the main recurring criticism that this game gets is the lack of incentive to make diverse armies, and this will make the problem so much worse for no reason ? What even is the point of this, khronate warriors and daemons fight together, there is no point in this design choice beside making any army you recruit in a province half as diverse as it could be.


Also, khorne warriors and daemons seem designed to be used together. Warriors tank while bloodletters are faster and AP, Bloodcrushers are your AP anti-infantry while Skullcrushers are the AP Anti-Large, etc. Making homogeneous mortal or daemon khrone armies is the most boring way to play the faction, and this will heavily incentivise that.


I just wish there was some reasoning for this change in the blog, this just seems like the kind of change that was added just for the sake of adding something and talking about it even tho this just useless and inconvenient.

I think the complete opposite! Separating the buildings is a good change. I don't like mixing the demon lord and demons army with humans. In a broader sense, it's more diversity because you have then different armies and their purpose and not a salad of all kind of units mixed into one army.

Actually, it's stricly less diversity because you could already make those homogeneous daemon/mortal armies before if you did not like mixing humans and daemons.

Now, these two types of units, which are clearly designed to complement each other and usually have the same role each (dameons are glass cannons, warriors are tanky grinders), are incentivized to be used separately, when before you could do either without having to dedicate multiple regions to military recruitment buildings, which is very silly !!

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