Suggestions for Khorne's Campaign

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5 months ago
Jan 28, 2025, 4:32:30 AM

​Khorne lacks ways to increase research rate. Here are a few suggestions:

Gain research rate bonuses from Bloodletting, or add a building that consumes skulls to boost research rate.


Another approach would have a greater impact: 

reduce all technologies to 1-2 turns but require skulls to unlock. This would force players to make more strategic choices and encourage a more aggressive playstyle.

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4 months ago
Feb 22, 2025, 2:18:56 PM

Second suggestion: ​Many people believe that the upkeep reduction from hiding in cities should be removed because it doesn't encourage combat. I think it would be a good idea to add a requirement for the "Stance: Combat Trials" to make this effect harder to trigger. This would ensure that the mechanic aligns more with Khorne's aggressive nature and makes it less passive.


As an alternative to removing the reduction in local upkeep costs: Modify Khorne’s economy buildings to provide a significant reduction in local recruitment costs, a slight reduction in faction-wide recruitment costs, and an increase in local recruitment capacity. Any mechanic that encourages Khorne to wage war is beneficial, while the opposite is detrimental. Even if faction-wide recruitment costs were reduced to zero, it would still align perfectly with Khorne’s playstyle—after all, every devotee of Khorne would eagerly join your world-ending warband.


​Since it's now possible to conditionally reduce recruitment costs, the originally higher recruitment costs can be restored—just like with Nurgle.

Updated 2 months ago.
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4 months ago
Feb 22, 2025, 5:18:51 PM

Neodeinos#5871 wrote:

The last thing Khorne needs is even more buffs, the rework already heavily overbuffed Khorne.

You should propose your solution. If our suggestions don’t conflict, CA might be able to implement both. As long as the numbers are balanced, the game will be better.

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4 months ago
Feb 22, 2025, 5:35:57 PM

Yeah, because when you think Khorne, you think of the nerdy, brainy type who likes to maximise synergies and technological advance.


HELLO!


Remember that Khorne's entire shtick revolves around tearing things down! I think he should have the slowest research rate if anything.


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4 months ago
Feb 22, 2025, 5:39:17 PM

TainBoCuailinge#8335 wrote:

Yeah, because when you think Khorne, you think of the nerdy, brainy type who likes to maximise synergies and technological advance.


HELLO!


Remember that Khorne's entire shtick revolves around tearing things down! I think he should have the slowest research rate if anything.


According to what you said, Nurgle despises progress and change, so they shouldn’t have research.

In fact, every faction in Warhammer is on the brink of collapse and has made no progress for centuries. No one should have research—research should be exclusive to Tzeentch!

Updated 4 months ago.
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4 months ago
Feb 22, 2025, 5:48:20 PM

Neversetcrazysun1#7505 wrote:
According to what you said, Nurgle despises progress and change, so they shouldn’t have research.

I would gladly get rid of research entirely. It makes close to no sense in this game anyway.


So that wasn't much of a gotcha'.

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4 months ago
Feb 22, 2025, 5:53:42 PM

TainBoCuailinge#8335 wrote:

Neversetcrazysun1#7505 wrote:
According to what you said, Nurgle despises progress and change, so they shouldn’t have research.

I would gladly get rid of research entirely. It makes close to no sense in this game anyway.


So that wasn't much of a gotcha'.

​You should play multiplayer battles; they can better meet your needs. It might be better if you don't play the campaign.

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4 months ago
Feb 22, 2025, 5:56:08 PM

Neversetcrazysun1#7505 wrote:
You should play multiplayer battles; they can better meet your needs. It might be better if you don't play the campaign.

You should play on easy, this way the game can better meet your needs. It might be better if you don't play anything above that.

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4 months ago
Feb 22, 2025, 6:04:00 PM

TainBoCuailinge#8335 wrote:

Neversetcrazysun1#7505 wrote:
You should play multiplayer battles; they can better meet your needs. It might be better if you don't play the campaign.

You should play on easy, this way the game can better meet your needs. It might be better if you don't play anything above that.

If I say I'm already playing on easy and still want these changes to make the game more enjoyable, how would you respond?

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4 months ago
Feb 22, 2025, 6:23:21 PM

Neversetcrazysun1#7505 wrote:

Neodeinos#5871 wrote:

The last thing Khorne needs is even more buffs, the rework already heavily overbuffed Khorne.

You should propose your solution. If our suggestions don’t conflict, CA might be able to implement both. As long as the numbers are balanced, the game will be better.

I'd revert everything from the rework except for the mortal/daemon building distinction and the new Skull Throne so I doubt my suggestions would be added.​

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4 months ago
Feb 23, 2025, 3:53:32 PM

Neodeinos#5871 wrote:

Neversetcrazysun1#7505 wrote:

Neodeinos#5871 wrote:

The last thing Khorne needs is even more buffs, the rework already heavily overbuffed Khorne.

You should propose your solution. If our suggestions don’t conflict, CA might be able to implement both. As long as the numbers are balanced, the game will be better.

I'd revert everything from the rework except for the mortal/daemon building distinction and the new Skull Throne so I doubt my suggestions would be added.​

​If the design is good and the numbers are balanced, anything is possible. I think sustaining growth through war is a good design.

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4 months ago
Feb 23, 2025, 4:47:29 PM

Agreed, I made a post highlighting the Khorne research issue a while before Omens came out. Sadly they never implemented something for Khorne to be able to boost his research. The issue is Khorne campaigns are over at turn 30 max and at turn 30 you wouldn't have even completed have your tech tree. I think your ideas are good: tying it to bloodletting (they should also revert the original growth bloodletting and remove the growth building) or making it all require skulls and battle victories to unlock. 

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3 months ago
Mar 12, 2025, 8:19:53 AM

I think both growth buildings and bloodletting-induced growth should exist, but the growth from bloodletting should be higher to make it more worthwhile to pursue and maintain.  


If bloodletting growth is available, keeping growth buildings around isn’t an issue—having more building options is always better than having fewer. If you're a strong player who can sustain a high level of bloodletting, then you won’t need to choose this building.

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3 months ago
Mar 12, 2025, 11:38:58 AM

Neversetcrazysun1#7505 wrote:

I think both growth buildings and bloodletting-induced growth should exist, but the growth from bloodletting should be higher to make it more worthwhile to pursue and maintain.  


If bloodletting growth is available, keeping growth buildings around isn’t an issue—having more building options is always better than having fewer. If you're a strong player who can sustain a high level of bloodletting, then you won’t need to choose this building.

I think bloodletting should have a bonus and malus different to each LL:

>Skarbrand (lacks teleportation): increased growth

>Skulltaker: Research points

>Arbaal: higher movement replenishment post battle.

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3 months ago
Mar 29, 2025, 7:40:57 AM

Almost everyone lacks a reliable way to increase research rate (not counting Steal Technology as that isn't particularly impactful). The game is also sorely lacking in building diversity so I would like to see every race get some form of research building that requires currency or a unique resource to upkeep and we could partially solve two problems with one action.


That said, as other commenters have rightly pointed out this is hardly Khorne's biggest issue at the moment and I really want to see some undoing of the extreme powercreep and the watering down of their old playstyle undone as the major priority for them. Growth buildings should be reworked to be considerably weaker and work synergistically with a restored old Bloodletting which provides the overwhelming majority of Khorne's growth once again. Let's say +10 max local growth per building whenever a battle is won globally so you build them if you want to boost the growth of a particular province faster but it still requires fighting to achieve and you're still much more reliant on Bloodletting.


Also, they really don't need more means of reducing recruit cost or upkeep. The economy has been massively overbuffed and there are way too many sources of recruit and upkeep cost reduction as it is. These need to be reverted to pre-6.0 levels and the economy building that provides stacking global bonuses to post battle loot and sacking needs to be removed or severely nerfed in order to avoid triviality. Part of old Khorne's pressure to maintain aggression beyond growth was dipping too far into the red and that just isn't even a factor anymore.


These are my suggestions: 

  1. Bloodletting regains its stacking growth bonuses and -10 penalty for extreme inactivity with maximum growth at 80 for the highest tier
  2. The War Crucible growth building has its standard effect removed and replaced with +10 growth to the local province for each victorious battle fought that turn (stacking with number of local buildings and battles fought globally)

  3. Cumulatively reduce recruit cost reductions by 20%

  4. Cumulatively reduce upkeep cost reductions by 13%

  5. Stat-stacking on units need to be reduced with the more egregious general skill/tech effects replaced with alternative effects

  6. Trophy Halls income building needs to have its values doubled but made to affect armies in adjacent regions rather than global (this way you basically create a "Sacking Front" of enemy territory where your aim is to fight and sack rather than conquer with both the buildings and the presence of cults for considerable income boosts, albeit boosts that require planning and investment)

  7. All settlement buildings and the Growing Rage building need to have their local army upkeep reduction completely removed

  8. Skulltaker's Cloak mechanic mainly just needs stat nerfs and resource cost increases to be less broken. 

  9. Arbaal is in need of a bit of an overhaul. At bare minimum there ought to be a longer cooldown to his teleport than 1 turn but I'd also like to see the mechanic be made more both impactful and more challenging, requiring increasing levels of maintenance the stronger you become. 


  10. Arbaal-Specific Changes: Khorne's Favour should have a baseline upkeep that increases the stronger Arbaal becomes. His teleport should cost more and not teleport you directly to your target but within a certain vicinity with a timer to complete the challenge or face a significant loss of Khorne's Favour, victory should automatically teleport you home for free (so you're discouraged from creating mini-empires all over). Teleporting should cost more of Khorne's Favour and should be locked behind the use of multiple Boons. Boons should cost more upkeep but have stronger effects (both negative and positive) and larger rewards of Khorne's Favour. Khorne's Favour should be tiered like the Skaven food mechanic with low levels providing debuffs and high levels providing buffs (both global to the faction and to Arbaal's stats). With Iron Man enabled on Legendary, if you ever lose a battle with him, retreat from battle with him, or drop to 0 Khorne's Favour, you should lose the campaign.
Updated 3 months ago.
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3 months ago
Mar 29, 2025, 12:58:50 PM

The top-tier effect of the Skull Throne needs a redesign. Spending 8,000 skulls gives an effect equivalent to spending 1,500 skulls plus razing a minor settlement. This makes the 8,000 cost completely unjustifiable. I’ve never wanted to spend 8,000 skulls on this, and even when I used it, I didn’t feel any excitement from the benefits it provided.


For Bloodhost Armies I want those change:

Remove the "Summon Bloodhost Armies" option from the settlement razing effect and replace it with +1 turn to Bloodletting decay start.


For Skull Throne I suggest the following changes:

  • Move the T3 army replenishment and movement range recovery to T4 and combine them. Spending 8,000 skulls will now replenish armies and movement range simultaneously.

  • Move the T4 "Summon Bloodhost Armies" option to T2.

  • Move the T2 growth and public order bonus to T1.

  • Move the recruit condition optimization from T2 to T3 and add an extra -1 turn to global recruitment time.

  • Move the Bloodhost unit count increase from T1 to T2 (same tier as the Summon Bloodhost Armies option) and increase it to fully replenish Bloodhost armies.

  • Change the post-battle loot effect to "1,000 skulls for 5,000 gold."

  • Add a new effect in T3 that reduces construction cost for 3 turns.

  • Remove the global cooldown for the Skull Throne or allow technology to remove it.

Final result:

  • T4: Replenish faction leader's army and restore movement range.

  • T3: Increase recruit rank by 3 and reduce global recruitment time by 2 turns, reduce construction costs by 50%.

  • T2: Hungering Blades, next Bloodhost summon spawns 20-unit armies, summon Bloodhost armies.

  • T1: Corruption and colonization, gain 5,000 gold, army abilities, growth, and public order.

Benefits of these changes:

  1. Better army control & balance – Removes excessive free Bloodhost armies, preventing Bloodletting from stacking too much due to free armies while making players manage their forces more carefully with proper spending.

  2. Improved usability – No shared cooldown means players can use skulls more efficiently instead of forgetting to activate effects before battles. This also reduces the annoyance of repeatedly reopening the Skull Throne menu. I often forget to activate post-battle income bonuses before a fight.

  3. Temporary gold can provide players with an option to temporarily alleviate bankruptcy if they accidentally run out of funds. This will provide greater comfort for Khorne compared to other factions, as their upkeep costs fluctuate frequently.

If testing reveals that there is too much money, the third-tier building cost reduction can be changed to a 3-turn building time reduction. Faster construction means spending money on the next-tier buildings sooner.

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2 months ago
Apr 16, 2025, 11:49:59 AM

Add Recruitment and Upkeep Cost Reduction for Basic Daemon Units to Portal Settlements


Problem Statement: Daemon units suffer damage when their leadership is low, making them more prone to complete destruction in battles compared to mortal units. This inherent vulnerability renders basic Daemon units less reliable than their mortal counterparts. Introducing a recruitment and upkeep cost reduction effect for Portal Settlements would enhance their cost-effectiveness, making them a more competitive and appealing choice for players. 


Lore Justification: Each Portal Settlement represents a rift between the mortal world and the Realm of Chaos. As the number of such rifts increases, reality itself is increasingly fractured, enabling an endless tide of Daemons to pour into the mortal world. Low-tier Daemons, being the most abundant entities in the Realm of Chaos—akin to its "common folk"—would eagerly join a war of destruction. In contrast, mortal soldiers are comparatively rare, making the recruitment of basic Daemons a relatively effortless task. 


Proposed Values: Tier 2 to Tier 5 Portal Settlements: Reduce recruitment and upkeep costs by 1% to 4% (scaling by tier). Tier 1 Portal Settlements: No cost reduction. If playtesting indicates this effect is too strong, an alternative could be: Tier 1 and Tier 2 Portal Settlements: No cost reduction. Tier 3 to Tier 5 Portal Settlements: Reduce costs by 1% to 3% (scaling by tier). 


 Balance Considerations: Would lower-cost basic Daemon units make armies overpowered? I believe they would not. Players must still invest turns and gold to recruit these weaker units, and allocating resources elsewhere could yield stronger forces. Furthermore, by the time players can freely recruit basic Daemons without concern for costs, they are typically already close to securing long-term victory, ensuring this change does not disrupt game balance.


The portal mechanic can be applied to the daemons of Khorne, Slaanesh, and Tzeentch. By “basic daemons,” I mean the Bloodletters of Khorne, Daemonettes of Slaanesh, and Blue Horrors of Tzeentch.

Why not Nurgle? 

Nurgle doesn't have portals, so this kind of mechanic wouldn’t apply. From a lore perspective, Nurgle's daemons are more passive and sluggish—it takes more effort to rally them into a proper army. So the absence of this mechanic actually fits their overall theme and impression quite well.

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2 months ago
Apr 16, 2025, 1:42:48 PM

Player#36063 wrote:
These are my suggestions: 

Your suggestions seem great and I largely agree with them as well. I would go a bit further in regards to nerfing the upkeep and recruitment reductions. 


Khorne also needs its unit tiers nerfed back to where they were, with Chaos Warriors also no longer being the basic troop. Make basic Marauders the T0-T1 troops like the other Monogods (make them free for all players who don’t own CoC).


Player#36063 wrote:
Almost everyone lacks a reliable way to increase research rate (not counting Steal Technology as that isn't particularly impactful). The game is also sorely lacking in building diversity so I would like to see every race get some form of research building that requires currency or a unique resource to upkeep and we could partially solve two problems with one action.

Big proponent of having more sources of +Research, but with the caveat of nerfing the base rate. So if you focus on it (and make the appropriate economy/growth sacrifice) you can speed through research faster.

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