Editing
Total War Warhammer/Tactics/Empire
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==The campaign and unique mechanics (The Old World)== The Empire pretty much fills out the entire northern part of the old world, giving you a very secure starting position with either Franz, Gelt, or Volkmar. The main routes into the Empire, except the infamous Black Fire Pass, are guarded by the Imperial forts from the south and west, and by Kislev from the north. At the start of the game, The Empire is fractured into many independent provinces, each ruled by an Elector Count. Karl Franz, for example, is the Elector Count of Riekland and you play him as such. Each of the Elector Count factions have Fealty, which shows how loyal the individual Count is to the Empire as a whole. If their fealty reaches zero, they secede from the Empire and start a civil war; if it reaches ten, they will offer you a confederation, causing you to take direct control of their lands and existing armies. If you control the main capital of a province, you can make one of your lords the Elector Count of that province and receive a global bonus of some sort to one or more troop types, a unique passive bonus for the lord in question, and the Runefang of the province, which is an Epic item of some sort with a unique ability that ranges from amazing to useless. The Elector Counts cannot form military alliances or confederate through normal diplomacy. Instead, the Imperial Authority and Prestige mechanics are used to represent the political power of your faction within the Empire and manage relations with the other Elector Counts. You basically want 1 Imperial Authority and 1000 Prestige at all times, and Elector Count events will give you more at the cost of money, prestige, or diplomatic relations. Prestige increases when you win battles or through events, as well through the number of controlled regions. As with Charles V, the key to ruling the Empire is giving the Elector Counts just enough independence to get themselves into trouble but not enough to cripple the Empire. Do not be in a rush to confederate them through the Imperial Authority mechanic; it builds up slowly and you'll find yourself drawn into frontier wars with powers hostile to the Empire culture instead of leaving it to the Elector Count AI to handle. The exceptions, generally speaking, would be Averland and Stirland, which have a tendency to get deleted by the Vampire Counts and thus inflict Authority losses that can snowball into civil war, the disintegration of the Empire, and mass public unrest in all your provinces. Either confederate those two provinces first, or get involved in the vampire wars and save them from extinction. Any civil war with another Elector Count is a mistake; it will cost you a great deal of Imperial Authority, especially if you actually conquer that Elector's territory and wipe them out yourself. As is befitting for the most basic faction in the game, the Empire's economy is neither terribly bad, nor exceptionally good. There are few exploits or economic landmarks, aside from some major ports in the hands of neighboring factions, and the economic resources you would usually trade are generally in the hands of other Elector Counts at the start of your campaign, and you will either have to wait for those settlements to be taken by an enemy or fight an unprofitable civil war for them. For most of the early campaign you will be focused on fighting off rogue Greenskin armies and dealing with the Vampire Counts. Expansion opportunities are slim until you can build up some reserves; if you reconquer Marienburg you could expand into Couronne and knock out Louen Louencour early, leaving Bretonnia easy prey for your armies, but you will also be exposed to non-stop Norscan raids. If you try to conquer the Dwarfholds, expect a long, bloody, slog with a faction that should be your trading partner and buffer against the Greenskins, and if you think of heading into the Southern Realms you will find Skaven harassing you everywhere. The overall victory condition for the Empire campaign is uniting all the Elector Count provinces and defeating Archaon.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information