

You will incur big penalties on growth, construction time, and so on if you try to settle somewhere your race doesn’t like. And the new climates mechanic further complicates matters – unlike the first game, races can colonise any settlement, but each has its own climate preference. The game’s most commonplace activities – travel and combat – now pose much more interesting questions as a result of these changes. Ransoming now incurs a temporary penalty to your replenishment rate, while replenishment gives a more substantial boost than it used to.Įlsewhere, March stance is much riskier, since it no longer allows you to retreat if attacked. I seldom opted for execution, but this is much more tempting now since it gives unit XP rather than a leadership bump (though the Lizardmen get both). In the original game, I would nearly always ransom captives unless I knew I’d face another battle soon, in which case I went for replenishment. Gameplay has been just as thoroughly considered. It is a nicer place to bethan the dour Old World, and though you can now control which AI factions you follow during their turns – a game-changing quality of life improvement – I often found myself sitting back and watching the camera fly around the world, enjoying the view. Yet the strokes on this epic canvas are as fine as ever: rainbows shimmer in the white waters of Ulthuan’s mountain streams, stepped pyramids float above the jungle canopy of Lustria, a cruelly spiked wall marks the northern border of frozen Naggaroth. This creates a more expansive, grandiose feeling – Warhammer II is a global conflict, not a continental one. The new map may be only slightly larger than the original’s by settlement count, but it has got a bloody great ocean in the middle and features four very different continents.
