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Mukip
Jan 27, 2011

by Reene
This looks like something from one of those shopping channels.

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Yeowch!!! My Balls!!!
May 31, 2006

Mukip posted:

This looks like something from one of those shopping channels.

welcome to the exciting world of stuff-porn

Dukket
Apr 28, 2007
So I says to her, I says “LADY, that ain't OIL, its DIRT!!”
Sorry, off topic - Is there a general TW or a TWM2 specific thread? I did some searching but didn't see anything.

(my question: Are there are any MUST HAVE mods for M2? For example I read that diplomacy is a bit broken)

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


Dukket posted:

Sorry, off topic - Is there a general TW or a TWM2 specific thread? I did some searching but didn't see anything.

(my question: Are there are any MUST HAVE mods for M2? For example I read that diplomacy is a bit broken)

There you go.

Stainless Steel is the usual recommended overhaul mod, but it really depends on how much you want to tune up the game.

Dukket
Apr 28, 2007
So I says to her, I says “LADY, that ain't OIL, its DIRT!!”

ZearothK posted:

There you go.

Stainless Steel is the usual recommended overhaul mod, but it really depends on how much you want to tune up the game.

Thanks! I have no idea how I missed that thread

Mailer
Nov 4, 2009

Have you accepted The Void as your lord and savior?

420 Gank Mid posted:

Once Reikland is safe start looking outward and check all your neighbors for the "distrusts the empire" trait, if any of them has it, kill them without mercy and take their lands, if not just kill Marienburg or Wissenland whoever looks weaker.

Getting better. I made out just fine with Reikland once I recruited everyone and pushed war hard. Suddenly the world wanted to be my friend, so that was cool. Exterminated a faction of beastmen that apparently lived in Bret's lands and existed solely to harass players.

Went after Wissen, since it was right there, but they rolled over me with the garrison forces. There's options for siege engines and destroying a building via an agent, but neither seemed to do anything. Guess 15 turns is too late to start attacking. Hit turn 20 but the expansion game was over by that point.

Deakul
Apr 2, 2012

PAM PA RAM

PAM PAM PARAAAAM!

pnutz posted:

great now they're doing unboxing videos https://www.youtube.com/watch?v=yVe9WoKm448

Lmao, a 4gb usb stick and everything looks really cheap overall.

gently caress collector's editions. :doh:

rockopete
Jan 19, 2005

Mailer posted:

Getting better. I made out just fine with Reikland once I recruited everyone and pushed war hard. Suddenly the world wanted to be my friend, so that was cool. Exterminated a faction of beastmen that apparently lived in Bret's lands and existed solely to harass players.

Went after Wissen, since it was right there, but they rolled over me with the garrison forces. There's options for siege engines and destroying a building via an agent, but neither seemed to do anything. Guess 15 turns is too late to start attacking. Hit turn 20 but the expansion game was over by that point.

Be careful of attacking enemy capitals early (they have more 'flair' around the faction symbol on that settlement--also if you click an enemy settlement, the capital of that province will always be on the far left, usually with a green wall icon). They have more of a garrison by default, they always have walls, and sometimes extra wall levels (=extra garrison) as well. Try to get cannons or other siege weaponry in your army, that way you can attack a walled settlement without needing to build siege machines on-site. Karl Franz's final mount counts as a siege weapon, though I would ignore that except for autoresolves.

Always try to go to war with 2 stacks (generals) supporting each other. Keep them close and they will reinforce each other in battle.
Reinforcement in general is key. You need at least 2 stacks close to each other (within the faint red circle surrounding each stack). You can check if an attack on an enemy stack/settlement will be reinforced by selecting your army and mousing over the enemy as if to attack--if you see a little arrow appear on the ground from your NON-selected army to the enemy, your attack will be reinforced. If you're defending, or want to draw enemies out to attack, set both armies to ambush. Even if one fails to hide, the enemy AI will only see one opponent and may attack, only to be ambushed by a reinforced army. Ambush battles are not like regular battles, army placement and intelligence are skewed hard in favor of the attacker

rockopete fucked around with this message at 17:09 on Aug 29, 2017

dead gay comedy forums
Oct 21, 2011


I just want to say the guy who discovered the J hotkey tip is an amazing human being and I hope he gets to have a nice, happy and fulfilling life

Stanley Pain
Jun 16, 2001

by Fluffdaddy

dead comedy forums posted:

I just want to say the guy who discovered the J hotkey tip is an amazing human being and I hope he gets to have a nice, happy and fulfilling life

mormonpartyboat
Jan 14, 2015

by Reene

Mailer posted:

Getting better. I made out just fine with Reikland once I recruited everyone and pushed war hard. Suddenly the world wanted to be my friend, so that was cool. Exterminated a faction of beastmen that apparently lived in Bret's lands and existed solely to harass players.

Went after Wissen, since it was right there, but they rolled over me with the garrison forces. There's options for siege engines and destroying a building via an agent, but neither seemed to do anything. Guess 15 turns is too late to start attacking. Hit turn 20 but the expansion game was over by that point.

witch hunters own if they're out on their own - you can knock holes in walls (which makes sieges a lot more straightforward), hinder annoying fast armies like beastmen, and get a juicy assassination chance to knock out lords or other agents. plus there's traits and followers they'll pick up that boost all those.

jokes
Dec 20, 2012

Uh... Kupo?

mormonpartyboat posted:

witch hunters own if they're out on their own - you can knock holes in walls (which makes sieges a lot more straightforward), hinder annoying fast armies like beastmen, and get a juicy assassination chance to knock out lords or other agents. plus there's traits and followers they'll pick up that boost all those.

Worth noting they own as agents. As units in a fight, they're pretty meh. Except for that accusation skill, I guess, but I'd still rather bring a unit of Reiksguard or a Warrior Priest.

John Charity Spring
Nov 4, 2009

SCREEEEE

Mailer posted:

Getting better. I made out just fine with Reikland once I recruited everyone and pushed war hard. Suddenly the world wanted to be my friend, so that was cool. Exterminated a faction of beastmen that apparently lived in Bret's lands and existed solely to harass players.

Went after Wissen, since it was right there, but they rolled over me with the garrison forces. There's options for siege engines and destroying a building via an agent, but neither seemed to do anything. Guess 15 turns is too late to start attacking. Hit turn 20 but the expansion game was over by that point.

Don't feel like you have to rush expansion - securing Reikland is a good start by itself! If you want to aggressively conquer any neighbours, my recommendation is Marienburg - it can be a tall order because they tend to have a pretty big army but if you take it your economy will get a massive shot in the arm immediately.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
I'm really enjoying the current version of SFO. So far, based on what I've seen on units and other player feedback:

Engineers are amazing. Their grenades fire in a really steep arc, they're practically mortars. This makes them excellent in sieges both offensively and defensively. The nature of their weapon also makes blasting charge miners kind of obsolete because they have more ammo and better range. Really their only downsides are that they take 2 turns to recruit, are pretty squishy and relatively small unit size. For a unit with such a low rate of fire, I also find them more practical than Trollhammer Torpedoes.

Shieldbearers take a rather long time to actually get, and are pricier than Ironbreakers. But their small unit size is actually really useful since you have an enormous amount of power concentrated in a small group of units. Not much more to say about this, except I assume they are meant as a counterpart to Black Orc Big Uns.

Giant Slayers are a unit I haven't tried yet, but on paper they seem fine assuming they aren't easily knocked around. Since they're technically still 'Slayers' I assume Ungrim's specific skills affect them, which would be particularly nice for Doomseeker (+30% replenishment for Ungrim and Slayers in his army)

Black Orcs with shields actually work well vs Dwarves since Dwarves are one of the more shooty races, and having an Orc unit that is both decently armored and shielded lets them get close without having to necessarily use weight of numbers.

Black Orc Big Uns seem super strong. When faced against a level 22 Grimgor with a couple of these units I can have some serious problems if I'm not well prepared. Small unit size works really well for them in sieges as they can cram themselves in smaller spaces and cause a lot of damage.

Savage Orc Morboyz are a unit that seems lacking a purpose. I'm not quite sure what they are meant to be used against; there are very few units that have high physical damage resist/low magic resist (ie ghosts) and overall SFO makes Savage Orcs pretty potent already, with impressive physical damage resistance, good HP, and great melee effectiveness.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

rockopete posted:

Be careful of attacking enemy capitals early (they have more 'flair' around the faction symbol on that settlement--also if you click an enemy settlement, the capital of that province will always be on the far left, usually with a green wall icon). They have more of a garrison by default, they always have walls, and sometimes extra wall levels (=extra garrison) as well. Try to get cannons or other siege weaponry in your army, that way you can attack a walled settlement without needing to build siege machines on-site. Karl Franz's final mount counts as a siege weapon, though I would ignore that except for autoresolves.

Always try to go to war with 2 stacks (generals) supporting each other. Keep them close and they will reinforce each other in battle.
Reinforcement in general is key. You need at least 2 stacks close to each other (within the faint red circle surrounding each stack). You can check if an attack on an enemy stack/settlement will be reinforced by selecting your army and mousing over the enemy as if to attack--if you see a little arrow appear on the ground from your NON-selected army to the enemy, your attack will be reinforced. If you're defending, or want to draw enemies out to attack, set both armies to ambush. Even if one fails to hide, the enemy AI will only see one opponent and may attack, only to be ambushed by a reinforced army. Ambush battles are not like regular battles, army placement and intelligence are skewed hard in favor of the attacker

Ambush stance is a big difference between being moderately effective in Campaign and being extremely effective in campaign. If you are hidden the AI is forced to act as though it doesn't obviously know where you are and will make bad tactical decisions a player would never make ("This 8 man unit raiding is obviously a bait to get my full stack army away from this garrison and into an ambush force" type stuff). Even if your ambushing army gets made, often times that'll happen as they are on approach to you, and they will have burned movement to get to you that'll allow you to overrun them next turn. In a recent VC campaign I had, I held off the entire chaos invasion at the mountain pass where the Norse lands turn to Kislev and did so with mostly just Vlad abusing both the VC blue line +ambush chance and Lightning strike combined to knock out every enemy army one-by-one as they staggered through the pass.

Mailer: Something else to keep in mind when playing as Empire is that one of the most effective single uses of your Lord's skill points is Honest Steel in the red (troop support) line. The extra attack and defense may not seem like much, but it allows your bread and butter line infantry to hang in and scrap with pretty much anything the enemy can throw at you, and turns them into some of the most cost effective line infantry in the game (barring maybe Eternal Guard with the Wood Elf equivalent upgrade). Attack and Defense scale kind of funny. IIRC if the attacker has numerically the same melee attack as the defender has melee defense, then every 'swing' is a 50% chance to connect. If the attacker has twice the attack as the defender's defense, it's something like a 80% chance to hit. Likewise if the Defender has twice the defense as the attacker's attack, it's something like a 20% chance to be hit. Since enemy AI lords very rarely ever take let alone max their equivalent traits, your line infantry get put at a pretty stout advantage in a fight, letting them hold the line vs more elite and more numerically superior enemies. Once you get Honest steel then you're good to start exploring elsewhere. Generally speaking for most races I don't normally go down the Lord's yellow lines (barring a couple of exceptions in the 'turbo murderer' lords like Grimgor and Kholek, and wizard lords in general) until there's really nothing else I'm interested in getting in the Red or Blue lines.

If you can swing it, I would say it's worth it for one of your secondary or tertiary armies to pick up lightning strike as well. It's incredibly useful mid-late game when you're fighting factions that love to have multiple armies floating around ganging up on you like Chaos and Vampire Counts.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
Ambush stance is often win-win. If there are two equally vulnerable settlements and your army is garrisoned in one, of course the AI will attack the other. However, you can move barely out of one settlement and go into ambush stance and be 'invisible' to the enemy army until they get close. Either they blunder into your ambush (excellent) or they reveal you at a proximity that you can chase them down.

Getting an early ambush is a huge leg up for pretty much every faction; it allows you to quickly wipe out a threatening army much sooner or win by a much greater margin since you are afforded a huge position advantage when ambushing.

Probably one of the most fun things about Beastmen is that their whole army can pretty much gank an enemy army this way :black101:

Vargs
Mar 27, 2010

Mailer posted:

You also need to buy the new book, which lists all entirely new units. Then buy those models.

So I didn't even make it to like turn 12 of my first attempt at Empire (and the game, and total war in any capacity) and after a few reloads I'm rolling back to the post-forced-tutorial save. Lessons, possibly incorrect, learned so far...

1. Fill your army up.
2. Recruit second hero guy, get second army to defend. Pray another beastmen army of death doesn't wreck your poo poo on like turn six.
2. Capture my province first, I guess?
3. Ignore raiding because you can't do poo poo about an enemy leader stealing your poo poo unless you want to provoke an entire race. Google says this is totally a normal thing and raiding isn't war, so whatever.
4. gently caress spearmen and go anti-infantry swordsmen and crossbows. Maybe flagellants, I dunno. Spears being anti-large seems like a thing for later.
5. J-cycle your one unit of horsies into mans.
6. I put Franz on a horse.

That about right? I'd tried to be conservative and build power but the game seems to want you to get a swole army asap.

Protip that will save you a lot of frustration: build walls in every single settlement that you ever own in this game immediately with no exceptions.

SoftNum
Mar 31, 2011

pnutz posted:

great now they're doing unboxing videos https://www.youtube.com/watch?v=yVe9WoKm448

Skaven unboxing video... https://www.youtube.com/watch?v=EjQExDRubhM

Tiler Kiwi
Feb 26, 2011
Total War: Warhammer 2 Horned One Legendary Edition Preorder Bonus: an actual live rat

Mukip
Jan 27, 2011

by Reene

Mailer posted:

You also need to buy the new book, which lists all entirely new units. Then buy those models.

So I didn't even make it to like turn 12 of my first attempt at Empire (and the game, and total war in any capacity) and after a few reloads I'm rolling back to the post-forced-tutorial save. Lessons, possibly incorrect, learned so far...

1. Fill your army up.
2. Recruit second hero guy, get second army to defend. Pray another beastmen army of death doesn't wreck your poo poo on like turn six.
2. Capture my province first, I guess?
3. Ignore raiding because you can't do poo poo about an enemy leader stealing your poo poo unless you want to provoke an entire race. Google says this is totally a normal thing and raiding isn't war, so whatever.
4. gently caress spearmen and go anti-infantry swordsmen and crossbows. Maybe flagellants, I dunno. Spears being anti-large seems like a thing for later.
5. J-cycle your one unit of horsies into mans.
6. I put Franz on a horse.

That about right? I'd tried to be conservative and build power but the game seems to want you to get a swole army asap.

I tend to go for the +5 melee defence, +15% hp and then Foe Seeker for Franz in order to prepare him for glory when he unlocks Deathclaw. Until then Karl's kinda lame so at least he buffs lord levels and comes with Reiksguard.

Get free trade agreements and sometimes military access (or even get paid for them!) by promising to declare war on your pals enemies. I once got an army to marienburg just one turn before Louen could siege it himself (after he thrashed their army), and then he gave me a free trade agreement for declaring war on marienburg just before I stole the city from him. iirc, it costs over 4000 gold to get an early trade agreement out of him otherwise.

e: just watch out that they don't actually show up and start causing you trouble. Skarsnik's especially can sack your towns because of the greenskins "underway" travel ability.

If you check the diplomacy screen for balance of power then you should watch out for weaker factions. If they lose their army in a battle then their power ratings drops like a stone and you can get good deals from having a high relative strength.

Mukip fucked around with this message at 20:39 on Aug 29, 2017

toasterwarrior
Nov 11, 2011

Panfilo posted:

Engineers are amazing. Their grenades fire in a really steep arc, they're practically mortars. This makes them excellent in sieges both offensively and defensively. The nature of their weapon also makes blasting charge miners kind of obsolete because they have more ammo and better range. Really their only downsides are that they take 2 turns to recruit, are pretty squishy and relatively small unit size. For a unit with such a low rate of fire, I also find them more practical than Trollhammer Torpedoes.

These bad boys make my gunline armies so effective, I can break most Greenskin garrisons without them getting into melee contact at all. *And* they even let me roll with two more great weapon units for a stronger melee core.

I feel that one definitely should use Cannons instead of Organ Guns with them though. You hit the Organ Gun reload soft cap very easily with techs and a Master Engineer so the Engineer squad bonus is overkill, but Cannons still benefit from the reload bonus while having more range and insta-gib damage, so you can handle enemy cavalry and artillery again with some luck.

Rookersh
Aug 19, 2010
Any mods out there that remove the unlock requirements on Legendary Lords?

About to try Dwarfs again, and man do I not want to have to wait until turn 100 to get the other LLs.

1st_Panzer_Div.
May 11, 2005
Grimey Drawer

Pro-click.

Away all Goats
Jul 5, 2005

Goose's rebellion

Vargs posted:

Protip that will save you a lot of frustration: build walls in every single settlement that you ever own in this game immediately with no exceptions.

This is honestly the best tip for any newcomers. Even if means having your army sit still and do nothing for 3-5 turns, it beats having to build a settlement from the ground up (AND lose half your army during colonization).

Plus siege defense battles are always fun.

Pendent
Nov 16, 2011

The bonds of blood transcend all others.
But no blood runs stronger than that of Sanguinius
Grimey Drawer

Away all Goats posted:

This is honestly the best tip for any newcomers. Even if means having your army sit still and do nothing for 3-5 turns, it beats having to build a settlement from the ground up (AND lose half your army during colonization).

Plus siege defense battles are always fun.

They tend to be pretty easy, but watching an enemy army completely melt as it gets in range of your walls is one of the more satisfying things in this game.

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.

Pendent posted:

They tend to be pretty easy, but watching an enemy army completely melt as it gets in range of your walls is one of the more satisfying things in this game.

this is also why I enjoy bridge battles

AngryBooch
Sep 26, 2009

Pendent posted:

They tend to be pretty easy, but watching an enemy army completely melt as it gets in range of your walls is one of the more satisfying things in this game.

After a disastrous battle against Archaeon in my latest Empire game where hellcannons absolutely murdered my infantry core and I was quickly overrun, I decided to manually control the siege battle of Bechafen the next turn. A truly hopeless affair for my garrison of spearmen and crossbows. But hell if I didn't immediately take manual control of the towers and snipe those loving hellcannons to the last man before the city fell. Feels good man.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Tiler Kiwi posted:

Total War: Warhammer 2 Horned One Legendary Edition Preorder Bonus: an actual live rat

That might actually get me to splurge for one of those collectors' editions

Mailer
Nov 4, 2009

Have you accepted The Void as your lord and savior?
Thanks to all for the tips. I honestly had no idea that you could attack with two armies, and that'd turn some of these fights into stomps. I bought three points into Honest Steel asap because that seemed obvious. Also wasted a second point for barded warhorse because I didn't realize you only needed one point to advance the tree, so that sucks. A lot of this feels like it's only 5% as complex as the Paradox games I like, but with five times the hidden information required to win. All tips to be undertaken on next reload.

Ammanas
Jul 17, 2005

Voltes V: "Laser swooooooooord!"

Third World Reggin posted:

this is also why I enjoy bridge battles

imagine how broken bridge / river battles would be with magic in this game

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.

Ammanas posted:

imagine how broken bridge / river battles would be with magic in this game

I had one on the map pack recently where I was empire and the attackers were beastmen

there was a large shallow path to the side of the bridge

but holy poo poo was the bridge so high up it made my artillery kill my own guys and just having any magic is a huge plus

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.

Gamerofthegame posted:

edit: there's a new AI mod, apparently this one works pretty well.

Trip report;

It's turn forty of my Empire game, on hard. The first ten turns were consumed with dealing with the secessionists, mostly because they managed to vomit out a 20 stack which is kinda troublesome to deal with. During this time most of the imperial countries signed non-aggression pacts with me, except for the two distrustfuls of Wissen and Avel. Neighboring dwarves were also pretty chill. The empire broke out in a few civil wars, but most of it was actually just one dude attacking and then getting ganged up on by others. The Nordlands managed to take Marienburg, to my chagrin, but then Artoris decided to go for it too, leading to them declaring war on four Empire factions, including myself, while most of them were busy fighting one of the empire minors. Throgg declared war on Kislev, who I defensive allianced, and was making a muck up there, the vampire count co-op experience waged an unholy crusade inwards against the empire and while I managed to kill off the Von Carsteins the proper vampires came swarming through and defeated my stack, which never actually had time to build up halberds.

The Green Skins are number one in the power graph, with Kislev at two and the Dwarves three, I'm at war with (and fighting) a representative of every faction but Dwarves, Elves and Orcs and things are looking dangerous. I'll probably scrap this game for a do-over but drat, this mod ain't to shabby.

jokes
Dec 20, 2012

Uh... Kupo?

What up with Kislev causing a ruckus nowadays. I've noticed it hitting top 5 factions a lot more often than normal. Once, during a Norsca game, Kislev owned everything north of Talabheim and was power rank 1.

Doorknob Slobber
Sep 10, 2006

by Fluffdaddy
are they unboxing their own poo poo for their unboxing videos lol thats stupid

Away all Goats
Jul 5, 2005

Goose's rebellion

Doorknob Slobber posted:

unboxing videos lol, thats stupid

skooma512
Feb 8, 2012

You couldn't grok my race car, but you dug the roadside blur.
I'm on turn 151 and I just realized you can stack points on perks instead just buying random perks you don't care about just to burn the point.

John Charity Spring
Nov 4, 2009

SCREEEEE

jokes posted:

What up with Kislev causing a ruckus nowadays. I've noticed it hitting top 5 factions a lot more often than normal. Once, during a Norsca game, Kislev owned everything north of Talabheim and was power rank 1.

If you're playing as Norsca it's because it's entirely up to you to keep Kislev down since there's no ramp-up of Chaos invasions and you've probably conquered the other Norscans who might invade Kislev. Without those threats Kislev can really thrive.

Carcer
Aug 7, 2010
Yeah Kislev starts controlling 6 or so settlements so if no one is burning them down and they get a chance to develop kislev can really become a financial and military juggernaut.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
It's such a shame there's not a greenskin faction whos campaign goals don't involve being stuck in the badlands fighting dwarves for all eternity. My turn 60 Skarsnik campaign has reclaimed Karak Eight Peaks and is now consolodating and burning out the last of the stunties in the south. My secondary army was over on the west flank getting ready to push down into Savage orc land and I decided instead to go raid the border princes on a lark. It's like night and day how effortlessly a deep red-line Night Goblin Big Boss' army can tear a mostly lightly armored faction to shreds. Your own guys still die in droves, but they can take out a bunch of people with them.

The Karak Eight Peaks fight I had this go around was amazing. I had Skarsnik and my secondary 3/4 stack army attacking and piled them all up on one gate as I took all my wolf and squig riders around to the other gate. Since it's the AI, they only had one unit of goblins defending that side so he could deal with my goblin spearmen apocalypse on the main side. Once those gates broke my cav overran the one spearman, ate him up, and then basically had free run of the enemy backsides and archer lines. I pushed my primary army through the first gate to tie up all the big-uns and black orcs, overran the archers with cav as they tried to fall back to the city square, and then hammer and anvil-ed the entire bunch of blorcs and biguns to watch them all immediately break and run.

I wound up with two different wolf rider units that wound up with 300 kills each. Mid-endgame goblins are savage.

DeathSandwich fucked around with this message at 13:41 on Aug 30, 2017

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Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
install the conquer anywhere mod as skarsnik, move into empire space

or I dunno, go straight for the norse dwarves and live there

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