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TBH, I feel like doubling the recruitment time already makes Global Recruitment a lot less effective, outright doubling the cost just makes it extremely niche. It is a pain to have to move Legendary Lords back or else pay a lot more than you really need to in order to tier-up an army. To be fair, the High Elves can get away with using their basic units longer than most other factions, though I know what you mean. Instead, I have to get a new general, fill out his army, send him forward, and then switch generals, which removes the interesting intermediate positions that Napoleon, or Shogun 2 did.
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With Warhammer, you don't have that ability, which means that actually replacing or refitting armies is something that is hard to do, and so even into the midgame, I find myself often fighting out on the edges of my territory with armies that are mostly if not entirely T1-3, while the home territories are getting up into T5, because I can't bring the army home, and refit it. I have an army with parrott guns that I want to refit with armstrong guns, well, I build the guns and send them forward, and then send the parrotts back to fill in somewhere else.
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In something like Shogun 2, I would often send forward units as they became available, replacing armies piecemeal. I would say that this is something that is worse in Warhammer than the other games, because of the limits on being able to move units and replace them. Stuff like landmark buildings that let you build elite units earlier and the Tomb Kings 'infrastructure as card limits' mechanic are steps in the right direction but not far enough. I say this a lot, but instead of being 'tech up over 50 turns, the build as many high-end units as your economy/looting can support' model that TW has been using since inception the game should drip-feed factions elite units from the start, and slowly increase their availability. I usually try to keep things interesting by trying to save factions that are far away so I have to stretch myself and do a lot of stuff on a shoestring with just one army per theatre. By the time you have fancy stuff to play with you've probably got a pretty good lock on your core areas and enemy attacks tend to be more annoyances that set back your timetable to Get Fancy Stuff instead of actual threats. IMO the reason the game feels meh a lot of the time is that you tend to tend to play all the stuff that really 'matters' - your initial expansion - with very simple armies of two or three basic units, maybe 2 spells if your factions starts with casters, etc. It's just that you have to keep an eye on the Imperial Fort and do your best to not let the orcs through to FUBAR your efforts. It's a slow method at first, but it helps you rack enough money, even on hard difficulty. The other thing you want to do is slowly construct buildings in provinces by one building per region. It's a hell of a way to min-max and only improve those positive relations when you have somewhere of 3k or more.
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If you see any of those counts with a stagnate or negative opinion, prioritize them first over the ones with the positive or 2x positive opinion. One of the things I like to do when I have enough prestige to influence electors is to look at who has a neutral, negative, or 2x negative opinion - the arrows beside the opinion number. This way, you can take advantage of preventing a succession from one elector count if the event surprises you. What I like to do is keep a thousand prestige unused while any number above is used to influence the elector counts to your side. The elector system works if you know what you are doing.
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I think there was some kind of buff to them awhile back, but I got to check. Click to shrink.The goblins thing is understandable.
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