![]() You're rewarded for manipulating humans into protecting your borders while murdering any who trespass in your home, which is exactly how Warhammer's wood elves behave.īecause staring at the same trees for 100 turns might be boring, the wood elves also gained an ability that lets them teleport from one magical forest to another, and a campaign objective to heal all of them in turn. If the heathland is held by an ally, that's good too. ![]() While you can conquer the heathland if you like, it's enough to either drive out its inhabitants, razing their settlements and returning them to wilderness, or find a diplomatic solution. The rework tweaked their economy, de-emphasizing amber so that it's only necessary for researching ancient knowledges like Wisdom of the Yew and Wisdom of the Oak (sadly there is no Wisdom of the Larch), while adding systems to encourage playing as protectors of forests.Įach magical forest gained a health stat, affected by the hostility of provinces in the heathland around it. They'd spread beyond their forest home to conquer like everyone else, when in the setting they're isolationist. Before, the wood elves needed as much amber as they could get for access to all the neat units, and one way to earn it was by taking outposts all over the world. ![]()
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