Total War: Warhammer 3 Immortal Empires – Norsca, Rotblood Tribe #2



Where on earth is Wulfrik the Wanderer in Part 2 of my Norscan, Rotblood Tribe Campaign for Total War: Warhammer 3!

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12 thoughts on “Total War: Warhammer 3 Immortal Empires – Norsca, Rotblood Tribe #2”

  1. With the recent AI changes, I've more or less come to consider the "less cheating AI" mod a mandatory part of my list. It's crazy when I walk up to an AI's last settlement and they have three full stacks just chilling there.

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  2. I know it was the previous episode, but your talk about how the Norscans currently function had me thinking (I know, always dangerous!)

    To me, they are an attempt to paraphrase the modern interpretation of "Viking" but have ended up a Shien quality copy 😂

    There really needs to be travel gates, a movement increase while at sea and to better replicate a "raid" to have none of that landing/take off nonsense that erases even more movement capability.

    I think that's why wandering factions have so much trouble because of all these movement limitations along with the "paint the map in X colour" which I feel is intrinsic to the base game.

    Like you said; Currently, the player NEEDS to increase settlement amounts and then fund all the infrastructure to progress. If diplomacy was better implemented, then the player could have a more realistic "Viking" playstyle with a stable homeland boardered by allies with outposts to either increase trade or use them as springboards for raiding other lands.

    Lastly, the current AI behaviour has completely ruined Pharoah for me, and I see it creeping into this game too, enough for me to stop playing because it's just not fun 😢 Mods help, but they break etc and a lot I feel should just be in the actual game at least as an option. (looking at you 'remove climate BS' you beautiful mod you!)

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