Immortal Empires

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Total War Warhammer: Immortal Empires is a sandbox campaign taking place in The-World-That-Was, aka the world of Warhammer Fantasy Battles. It's most notable for being slow-as-fuck, rendering your computer as helpful as a Votann Ancestor Core taking place across the entire known world, conspicuously including Ind and Khuresh on the map, but not populating them (for now).

Technically, all of the TWWH games have had a sandbox campaign that included all the factions released at the time, but Immortal Empires is the "most complete" one, not only including all the factions from WFB, but including the never-released-ones that were fleshed out for TWWH3.

The campaign is probably the closest you'll get to an official 9E WFB until The Old World is released, and probably cheaper than buying all those OOP models yourself.

The Map[edit]

The map is easily the biggest one in all of Total War games, and one of the biggest in all of strategy games. It accurately replicates iconic 2004 WFB map, with some exceptions like Nippon and Lost Isles of Elithis (which quite possibly may be added via map expansion, like how they added a little bit of Bretonnia in Realm of Chaos Campaign). Out of all the available lands Kingdoms of Ind and Khuresh are currently not traversable and have no provinces, just like Athel Loren before Wood Elves DLC. It is currently unknown if they will have Racepacks as new factions or will be populated by another races' Legendary Lords (which doesn't exclude them from still being added later).

To make empirebuilding much easier, map features several sea lanes, which teleport faction's fleet from one corner of the map to the other. Currently four exist - one in Under-sea of Naggaroth, two in The Far Sea and one between Far Sea and The Sea of Dread.

End Game Scenarios[edit]

The problem with Mortal Empires was that after a while, it got boring to play. Sure, with so many races and subfactions to choose from, there was a lot of content to keep your Dorito-stained fingers on the keyboard, but because every campaign ultimately ended up being "survive the Chaos invasion turn 80, then conquer all the other races", you were really starved for new experiences.

Enter the End Game Scenarios, special world events that kicked in after a certain number of turns, ripped off from better game makers Stellaris. We'll probably get a Chaos invasion later too.

End Game Scenarios always spawn around the faction's capitals, regardless of whether or not the faction is still around, or even if you own them.

The End Game Scenarios are:

  • The Black Pyramid: The Tomb Kings crisis. A fuckton of hostile AI armies spawn from Nagash's Black Pyramid and start conquering everything around it.
    • Unlike the other scenarios, only the Black Pyramid generates doomstacks. Considering how close it is to Khemri/Arkhan's tower, you're kinda boned if you don't prepare for it as a Tomb Kings player. Unfluffy as it is, Arkhan still has to fight them.
  • A Grudge too Far: The Dwarf crisis. Throwback to the WH1 days when autoresolve heavily favored dwarfs and would often result in the various dwarf factions painting the entire map blue.
  • Da Biggest Waaagh!: The Greenskin crisis. Which you can confederate if you're playing a Greenskin faction. THATS RIGHT, YOU CAN MAKE THE GREENSKIN CRISIS YOUR GREENSKIN CRISIS!
  • Vermintide: Nothing happens, man-sized rats don't exist The Skaven crisis, undercities will pop up around the map, both in the army-spawning and Hiroshima varieties.
    • One difference that sets the Skaven apart from other end-game scenarios is that the first doomstacks are just a distraction. After a few more turns, the real Vermintide begins with the game spawning even more rats in each Clans' capital.
    • Skaven doomstacks are very annoying because of their inherent Ambush stance. The only real defense against it is setting your own stacks in Ambush and hope your Tactical Genius beats theirs.

It's notable that if you trigger Black Pyramid, Da Biggest Waaagh!, Vampiric Ascension, Vermintide and a Chaos Invasion at the same time at max strengths, you've basically recreated the End Times.

Factions and Tactics[edit]

For Tactics, we have a general overview here.

For in depth overviews of each faction, go here.

Future Content[edit]

Obviously, they will work on patching the game to make it run better and hopefully address the Bloat caused by 270+ factions fighting-and-dying across the map, but also to add and incorporate the main-game DLCs (which will happen, both to flesh out existing factions more, and to provide a tithe to our masters at CA).

There is also the very obvious yet constantly denied possibility of Araby, Ind, Khuresh, and Nippon. None of these factions were ever fleshed out in the Euro-centric WFB, and yet the blank canvasses that appear on the map is quite enticing. It's very possible that CA doesn't want to touch these factions, but one can hope that we get them... and if CA does not you can set your watch to modder's doing so.

Total War: Warhammer Tactics Articles
General Tactics
Total War: Warhammer
Total War: Warhammer 2
Total War: Warhammer 3