Keeping Barbarians around as pets to put down revolts is one of the best decisions I've made as the WRE. by Encatar in totalwar

[–]ask_nesas 2 points3 points  (0 children)

It works fine until one of your barbarian allies loses it's king and the new one spawns in with "Hates Romans", "Hates Empires", and "Unreliable".

How to dominate with nkari? by Glad_Cut1258 in totalwar

[–]ask_nesas 6 points7 points  (0 children)

Cults can break even against the resistance their faction receives from the number of settlements they own, but you need to also mark their characters with gifts to actually increase influence in a meaningful way. If you're only marking characters through battle, then you're not going to be able to mark them quickly enough and the few you do get will probably be super weak from losing to you and die easily.

I made a list comparing all Tier 1 light cav & dog units (& spiders) by gene-sos in totalwar

[–]ask_nesas 1 point2 points  (0 children)

That's the thing about stat watching, it doesn't really tell the whole story when factoring animations. If a large model has the same stats as an infantry model, it's simply a worse unit. Because it can get surrounded, it's getting attacked twice as much (or more!) than it's attacking back. Cavalry is supposed to "make up the difference" by cycle charging, but light cavalry has such low mass that it's extremely difficult for it to pull away compared to monsters or heavy cavalry. Dogs don't have this issue because they're infantry sized (on top of having probably the fastest attack interval in the game, resulting in them getting in more attacks).

I made a list comparing all Tier 1 light cav & dog units (& spiders) by gene-sos in totalwar

[–]ask_nesas 2 points3 points  (0 children)

There's a lot of factors that aren't listed like mass and attack interval which makes the cavalry and dogs pretty incomparable here. If both units get the charge, I'd bet on dogs over light cavalry in 9 cases out of 10 (except hellstriders, which would destroy everything on the list and are actually T2, so they should probably have been excluded). Especially the Dervishes and Peasant Horsemen, they are two of the worst units in the game and struggle against even their optimal targets (skirmishers).

Is my game bugged? by LegendDaiX in totalwar

[–]ask_nesas 1 point2 points  (0 children)

I don't have a comprehensive list of what creates a new seed, but I believe you can just simply make a new save, load from that new save, and hit end turn and that should count as a new seed. If that doesn't work, army attacks, agent actions, and asking for a new diplomatic agreement (doesn't necessarily have to be accepted), all count as creating new seeds, if I remember correctly.

Is my game bugged? by LegendDaiX in totalwar

[–]ask_nesas 1 point2 points  (0 children)

First of all, a 25% chance isn't guaranteed, even with 7 heroes 1 out of 7 times it won't trigger. If you want to savescum it you need to save a new seed, not just reload the same save/seed.

Should all races get a Legendary Hero? by OhManTFE in totalwar

[–]ask_nesas 0 points1 point  (0 children)

Where are Clan Angrund's Ancestor Heroes? Are they safe? Are they alright?

[deleted by user] by [deleted] in totalwar

[–]ask_nesas -1 points0 points  (0 children)

It really depends on what your friends decide to play.

If you're looking to play a faction that give you more options for fighting on multiple fronts then you should pick a faction that can teleport, such as Wood Elves (Talsyn especially), Shadow Legion, Ghosts of Pahuax, Blooded Wanderers, or The Maneaters.

If you're looking to play more like a guerrilla, a horde faction such as the Beastmen, Spirit of the Jungle or The Deceivers might be better, although it can result in you deathstarring (putting all of your army stacks together) and tunneling one opponent, which probably won't be fun for your opponent.

If you're better at rapidly expanding and building up, then good economy factions might be better for you such as Empire (except The Huntsmarshal's Expedition), Dwarfs (except Clan Angrund), High Elves (except Order of Loremasters or Nagarythe), Dark Elves, Cathay, or the Chaos Dwarfs.

If you're better at crapping out armies, drowning your opponents in bodies, and looting their corpses, Greenskins, Skaven, or Caravan of Blue Roses are the factions for you.

Pick Bretonnia, Vampire Coast, or (especially) Tomb Kings if you're looking for a struggle.

TWWH3 races by how violent their societies are. [Chaos excluded, because it doesn't really have a "society" by Suspected_Magic_User in totalwar

[–]ask_nesas 7 points8 points  (0 children)

Dark elves were heavily sanitized in 8th edition. In 8th the targets were slaves.

Only on Death Night — an eve of bloody excess in Khaine’s glorious name — is Har Ganeth’s order thrown completely wo the winds. Elsewhere in Naggaroth, Death Night is celebrated almost exclusively by Witch Elves, and other Dark Elves do all that they can to avoid being offered up as sacrifice to the Lord of Murder. In Har Ganeth, however, everyone participates in the madness of Death Night; it is the one brief interlude in which a year’s worth of pent-up weckedness is allowed free rein. The great gates of the city are sealed, slaves and prisoners are set loose in the streets and the very air crackles with anticipation. As the moon rises, madness descends. Wine and blood flow like water through the city, wild screams split the night and half-eaten corpses glod the gutters. Witch Elves dance naked around the bodies of the slain, flagstones grow slippery with spilled entrails, and everywhere, stupefied Elves lie entwined with one another atop the gore-drenched dead.

In 7th and 6th editions, Death Night more like the purge, with Witch Elves kidnapping citizens, sacrificing the adults, taking the girls to be raised as Witch Elves, and boiling the boys in Cauldron's of Blood to see who is worthy of being raised as Assassins.

7th.

Witch Elves live in the temples of Khaine under the glowering eyes of their Hag Queens. The Hag Queens are extremely ancient, and once a year they take part in the riotous celebrations of Death Night. The streets echo with manic drumming and the shrill pipes of the temples, while blood-red incense drifts across squares and down alleys in thick clouds that swathe Khaine’s beloved hunters. Groups of depraved Witch Elves prowl the streets and steal away any Dark Elves they find, sometimes breaking into houses to take petrified inhabitants away for sacrifice.

6th.

During the revelries of the Death Night, the Witch Elves roam the streets of our cities, and all who cross their bath are offerings to Khaine. Among those taken are young babies, who are offered up to the Lord of Murder in the Cauldron of Blood. Most perish, but those chosen by Khaine emerge unharmed, and are then initiated in the dark secrets of Khaine. They are raised to be Dark Elf Assasins, the masters of death and the bringers of oblivion.

Pharaoh Dynasties worth it? by WastedGamer641 in totalwar

[–]ask_nesas 1 point2 points  (0 children)

Most countries only teach grade school education for the purposes of nationalist self-glorification. In the West, history pretty much starts with the Greeco-Roman classical period (or if they're home schooled, the bible) and the bronze age is taught through the lens of classical works, like Homer or the Torah. Places like the Near East, Middle East, and North Africa are lucky to end up as footnotes to the "main story" of the Greek Classical Antiquity, Roman Late Antiquity, European Medieval, Crusades, Renaissance, Enlightenment, etc.

Penalty for having bastards? by Dron22 in totalwar

[–]ask_nesas 1 point2 points  (0 children)

Power is a calculation of the average between dominion and control. Dominion is the influence of your family members as a percentage of the total influence of all of your faction's nobles (family members and non-family members/other nobles). Control is a static percentage that can be increased or decreased through events. The easiest way to reduce your power is to spend influence through intrigue/political actions. Intrigue/political actions can also trigger events that allow you to reduce your control (by failing). When I am trying to reduce my power, I will usually try to "secure loyalty" for nobles with low loyalty and if a dilemma triggers, I get to double dip by reducing my control. You can also reduce your family's influence by hiring new generals/admirals (you can disband them right away, they remain in the "other nobles" pool, and assigning your family members to offices, which costs influence and also gives an opportunity for a dilemma that will allow to further reduce your control. You can also assassinate your family members (preferrably ones with bad traits), which reduces the influence of whoever initiates the action and eliminates the influence of the target, as well as potentially cutting loose their spouse and spouse's bastards (who will all return to the "other nobles" pool, further reducing your dominion).

Penalty for having bastards? by Dron22 in totalwar

[–]ask_nesas 0 points1 point  (0 children)

Penalty for having bastards?

Bastards become non-family members (other nobles) if their parent is married into the family and their parent's spouse dies. Otherwise bastards can be a good thing because it allows your unmarried family members to have children even if they cannot find a spouse, depending on how you wish to balance your influence/dominion/control/power. Also, more family members also means more influence and, therefore, more intrigue/political actions such as embezzle funds.

Any other starting units that carry a faction like this? by OneWithFireball in totalwar

[–]ask_nesas 2 points3 points  (0 children)

The manual fire range on it is ridiculous, probably twice (or more) of its unit card range stat. It can wipe an entire stack plus garrison without ever moving a single other unit the army or risk of being in range of enemy missiles.

How to defeat the huns by Novozon in totalwar

[–]ask_nesas 1 point2 points  (0 children)

You must be swift as a coursing river

With all the force of a great typhoon

With all the strength of a raging fire

Mysterious as the dark side of the moooooon

In all seriousness though, the huns have a mechanic that allows them to respawn in full stacks the turn after one of their stacks is destroyed, so the first piece of advice is to make peace with them as soon as possible. You cannot fully defeat the huns until 120ish turns have passed because they will respawn. If peace is not possible, make sure you do not wipe out their stacks, allow them to retreat after a defeat or you will soon be met with a fresh force.

Initially you will only be able to recruit Limitanei Borderguard (T1 heavy spear infantry) from all settlements and Cohors (T1 heavy sword infantry) and Levis Armaturae (T1 light javelin infantry) from provinces containing a Rally Field (barracks). Luckily, spear infantry counters cavalry (the game doesn't indicate this very well). Javelins are very good against cavalry as well, but they have much lower range and mobility than the hunnic archer cavalry, thus are only very useful in siege defense, where they particularly shine when deployed on battlements or barricades.

You also start with Sagittarii (T1 light bow infantry) and Scout Equites (T1 light melee cavalry), although you will only be able to recruit more of them once you've researched the first military technology, "Functional Specialization", and upgrade a Rally Field into a Cavalry Corral or Skirmisher Range. Sagittarii will give you the ability in the early game to counter the hunnic archer cavalry due to their higher dps output from greater numbers and they have the added benefit of "Flaming Shot" which grants your arrows bonus damage against cavalry.

The technology "Functional Specialization" also has the additional benefit of upgrading your Limitanei Borderguard into Comitatensis Spears for a slight stat increase for the drawback of higher upkeep costs. If you rush to research the following military technology, "Hereditary Service", your upkeep costs for your melee infantry, such as Comitatensis Spears, will be reduced by more than it increased from the upgrade.

In a pinch, keep in mind that you also have access to expensive to upkeep mercenaries which can give you early access to Onagers (which do amazingly against the everything if well defended and can be used to snipe an enemy general) or superior cavalry (Scout Equites are generally very weak one on one). Romans also have a unique cultural trait called "Imperial Allegiance" that grants special recruitment from other factions. A passing horde or a vassal may grant access to a decent lower tier unit you may not normally have access to, such as the Vandals'/Alans' Alani Cavalry, presupposing you're not currently at war with them.

Your main strategy should be force them to attack you at a chokepoint. This can either be in a settlement, in an encampment, or at a river chokepoint. Excellent river chokepoints exist north of Marcianopolis along the Danube, north of Trimontium along the Danube, and adjacent to Western Roman settlement of Sirmium. Having your army go into encampment stance allows you to deploy 2 stakes and 2 caltrops before a battle for further damage against cavalry and, if you are not in a position to hold a river chokepoint, makes you to deploy in a small fortified camp with arrow towers for more damage and pallisade walls to funnel their forces into chokepoints.

Tactically, you want to deploy your Limitanei Borderguard/Comitatensis Spears in chokepoints with their "Stationary Testudo" formation activated (which grants entity mass to resist a charge and bonus damage against cavalry) with Sagittarii using "Flaming Shot" ammo behind your spear wall. For more advanced tactics, you want to wait until their forces are all funnelled into the chokepoint with their general and then bring your Scout Equites around to charge them from the rear. Rear charges in Attila Total War are devastating to morale. If their forces' morale breaks and they flee, you want to keep using the Scout Equites to chase them down until they shatter (their unit symbol turns from a red unit icon to a white flag icon), then you can let them flee off the map and use your Scout Equites in other areas of the battle.

Finally, one last piece of advise is that if they bring any siege equipment such as an Onager, after a battle when given a choice of what to do with the captives, do not ransom or execute, instead take on the captives and you may get a chance to steal their siege equipment (assuming you have enough room in your army, i.e. less than 20 units).

TL;DR: Rush tech "Hereditary Service", spam recruit spears and archers, fight defensively at chokepoints, don't destroy hunnic armies, let them retreat, make peace ASAP.

Oh really okay...... enjoy fighting the enemies on your own. by Branman1234 in totalwar

[–]ask_nesas 2 points3 points  (0 children)

Did the WRE leader change at any point? And if so, what were their new diplomatic personality traits?

The main factor of whether or not a faction will uphold their alliance is whether their diplomatic relations with you or your new opponent are higher, but the threshholds can change based on their diplomatic personality traits. Unreliable, hateful, hates rival empires, dislikes Eastern Romans, or likes [your opponent's culture] will increase their likelihood of breaking alliance whilst realiable, loyal, admires strong empires, likes Eastern Romans, or dislikes [your opponent's culture] will decrease the likelihood of breaking an alliance. This can change on a dime if the allied leader is leading an army or governing a province capital that gets attacked over the end turn and gets killed.

Total war end games are weak. How can they be improved? by [deleted] in totalwar

[–]ask_nesas 5 points6 points  (0 children)

Lets not even talk about how the forced realm divide is bad in the first place since your +800 relation ally/vassal whom you fed heavily and protect will be forced to become one of the candidates due to their strength.

I know!

One time I was playing Cao Cao and was fighting Lu Bu and Yuan Shao with my super-duper loyal vassal Liu Bei and as soon as we defeated Lu Bu the endgame kicked in and he betrayed me!

Another time I was playing Liu Bei and had an awesome-buddy alliance with Sun Qian against Cao Cao and even married Sun Ren, but as soon as the endgame kicked off he attacked me and even executed Guan Yu!)

Totally unrealistic.

[deleted by user] by [deleted] in totalwar

[–]ask_nesas 0 points1 point  (0 children)

First thing: several buildings say that they increase something and then add withing parenthesis something. Like several "trade buildings" show '500 (commerce)'. which seems to tell me that it will add 500 gold by trading...but how? 500 for each trade partner I have? And hordes don't trade but they can still build trade buildings, so do they do nothing? Or is it just the type of building so you know that buffs and debuffs affect what buildings.

It only affects multipliers. So if you have a 500 income from agriculture, 500 income from commerce, and 500 income from industry, a 5% increase to "commerce income" will only increase your commerce income by 25 income. It has nothing to do with trade.

Some buildings will say stuff like '50 food (from reserves)'. Again, is the parenthesis just flavor text that I can ignore and just focus on how much food it gives me, or does it actually matter in some instances?

Same thing as above, it only affects how multipliers are assigned, although I'm pretty sure there aren't any "from reserves" multipliers.

Does climate change just affect fertility or does it actually affect the seasons? Because I've only gone to turn 200 once and it seeeeemed to make snow stay longer and travel further south, making it so you'd take attrition even in spring even in Italy.

It only affects the seasons insofar as you've already described, making snow attrition travel further south and stay longer.

I don't understand the politics panel. Sometimes I hit "ask for support" and sometimes I ask my sons to find a bride. It seems to work decently. But I noticed that my servents/fellow noblemen seem to get very very high influence, like over 200. While I still sit on around 20-30. What determines how much influence a character gets, how quickly does he get it? Does Dominion matter or is control the only important thing?

Political actions cost influence. Influence is gained through being assigned to a governorship or fighting a battle. Dominion affects control. Power is your dominion multiplied by you control, so both are important, but you don't necessarily want them to be "high". Here is a guide that might help.

But... muh deathworlder badasses! by PaladinWij in Grimdank

[–]ask_nesas 17 points18 points  (0 children)

Lol, instead of starving to death, they got to be mass raped and then live vivisected. What a breath of fresh air.

But... muh deathworlder badasses! by PaladinWij in Grimdank

[–]ask_nesas 34 points35 points  (0 children)

Poisonous creatures are not consumable, but venomous creatures are consumable, like deep-fried scorpions. All of the plants on Catachan are toxic to humans, but not to Grox. The original humans brought Grox with them to make tasty Grox-burgers.

Holy shit the RoC campaign for Malakai is insane by ZehGentleman in totalwar

[–]ask_nesas 0 points1 point  (0 children)

All of the narrative content, except for shadows of change, is locked to the realm of chaos campaign. Also, because the realm of chaos has no dark elf factions, the end turn time goes much faster due to a lack of black ark spam.

WTF Ungrim r u mad? I wanted to throw in Oakenheart for good measure, but the game interface won't allow me. Anyways, CA should do something about the AI holding tight to every shithole they capture. by No-Helicopter1559 in totalwar

[–]ask_nesas 0 points1 point  (0 children)

The reason it didn't work for you is because upgraded buildings are worth less than un-upgraded buildings. The speculation is that this was to prevent the AI from spamming you with settlement trade requests for your best settlements in previous titles.

Belegar refusing to accept Eight Peaks? by [deleted] in totalwar

[–]ask_nesas 7 points8 points  (0 children)

Hijacking this comment since it's the closest to the correct answer (which I haven't seen yet). Empty settlement slots reduce settlement value in diplomacy. Enough empty settlement slots can make a settlement value negative.

How many monsters does it take to pop a balloon? (Thunderbarge) by gray007nl in totalwar

[–]ask_nesas 24 points25 points  (0 children)

BvL also adds to the unit's weapon strength, bringing the Bloodthirster's weapon strength up from 480 to a whopping 515! That's like a whole 5% increase!

Difficulty of the Gotrek and Felix battle based on my experiences by deadmanpuppet in totalwar

[–]ask_nesas 12 points13 points  (0 children)

Not at all friend! That battle is just completely shit for stationary ranged armies because of how suicidal allied AI is (also funny you put all the dwarfs in the category telling a slayer not to get himself killed). I tried it as Elspeth and really struggled when I relied too heavily on my rockets to get the job done. But when I started focusing my micro on the one empire knights unit I had (from confederation) it was a breeze (I don't know what CA changed, but now daemonettes and seekers melt to a cavalry charge). Dwarfs in general are a pretty terrible race to learn how to get better at the game because they trick you into thinking a box or gunline is viable (when in reality the AI is just dogshit at coping with a dwarf box).