People now actually complain that there's too many of them and they're too long, like they're unaware of what Total War is. The unique thing about Total War was always the battles, but CA have been on an absolute mission to make them as un-engaging as possible. Map-painters already exist and most do it better. Thats what Total War is, and has always been.
Ya, it says we just want to play classic Total War, sandbox, map painting. See also: the Proving Grounds outcome(they still force 'Supply Lines' to be a thing), the commercial failure of every TW war product without a marketing-hook, and all the man-hours of production work on game 1's campaigns which are cut out and essentially went to waste. Which says something given how many players preferred it over the main campaign that CA poured most of their resources and attention into. While playing as the same faction has the added benefit of placing you and your co-op buddy close to one another on the big map, there are some confusing elements to it as well.Originally posted by Bengis:The Mortal Empires map in WH2 was very bare-bones. Unlike “Mortal Empires,” you now play together as the same faction, i.e., you’re both Dark Elves, or both Skaven. If you’re looking for something new/different, then you’ll want the “Eye of the Vortex” campaign. As we’ve covered previously, if you and your buddy own both Total War: WARHAMMER games, then you can relive this co-op experience as any of the factions from either title in the “Mortal Empires” campaign. In the first game, you could team up with a friend to play as two different factions and work together to take out everyone else. All of these differences and changes mean there have been some changes to how the campaign co-op works as well. Sometimes, diplomacy and negotiating alliances is the better option, an idea that was present in the first game but never felt like a viable option. Thus it's not always to your advantage to push into an area and take over another faction's cities. While occupying a "habitable" city will provide no benefits, occupying an "unpleasant" or "uninhabitable" city will inflict an array of penalties like increased construction time for buildings and lower income earned from those buildings. The other new feature is that every city now has a "habitability rating" for each race. These bonuses can swing things in your favor when you really need it, so there's some strategy involved in deciding when to "pull the trigger" on them. These Rites provide limited-time bonuses and have a cooldown period of several turns before they can be used again. The first of these are the different “Rites” that can be performed once certain conditions, such as researching a particular technology or constructing a certain structure, are met. Outside of the campaign now having a set objective (control the Vortex) instead of the nebulous "kill or form an alliance with everyone" goal from Total War: WARHAMMER, the biggest changes from the original to the sequel are subtle. Also, every legendary lord presenting itself instead of the goddamn advisor from Warhammer 1. But the cinematic, narrative campaign of Vortex could easily be implemented in vortex, and i hate that they didn't do it. They also have their own special mechanics, such as the Dark Elves being able to capture slaves from defeated opponents that get sent back to cities to increase overall income, or the Lizardmen’s “Geomantic Web” that links their settlements together and provides additional bonuses. I want to clarify my vote, i play Mortal Empires almost exclusively, except for certain campaigns that i do once for the story. So, while you'll still be marching your forces around the map and capturing cities from the other races, there's a specific purpose in doing so outside of "wipe out everyone else." There are four different races from which you can choose to play (Dark Elves, Skaven, Lizardmen, and High Elves), and each one has their own unique structures to build, units to train, and technology to research. The main objective of Total War: WARHAMMER 2's campaign is to gather up "ritual resources" from around the map and perform each of the five rituals necessary to claim the "Great Vortex" at the center of the map. opponents, the new "Eye of the Vortex" campaign is the biggest attraction and where you'll find the most co-op "bang for your buck." While there are multiplayer options for putting together your own army and going up against human or A.I.
Similar to the first game, Total War: WARHAMMER 2 combines the turn-based, city building aspects of Civilization when you’re at the campaign map with the real-time strategic action that’s a hallmark of the Total War series. There are some great improvements and additions to the game, though there are still a few quirks that we hope will get worked out in the long-run. Creative Assembly’s second RTS Warhammer title, Total War: WARHAMMER 2, arrived last fall, and, much like the turns you’ll take in the campaign, we’ve been taking our time with it.