Impossible would probably be bad (every AI faction would likely be completely screwed after a while since the AI does enjoy razing a fair bit), but there is one that adds a timer so they can’t do it for a while.
SFO and many other total conversion type modes incorporate it and it’s works pretty well from what I’ve seen.

Said mod (or at least a stand alone version of it) is called: “Ruins Settling Cooldown For Chaos, Beastmen And Norsca (And Others)”

Since Chaos is going to be a big part of game 3 I really wouldn’t mind some kind of mechanic where provinces that were X+% hostile corrupted couldn’t be recolonized. The hostile disclaimer being that obviously vampires should be able to colonize ruins in 80% vampire corrupted land, but not chaos.

I’m sure they’ve experimented with the idea of getting rid of recolonization entirely, especially as the time frames involved in any Total Warhammer game are way too short to actually justify any meaningful population increases. I think a turn is about a week so even an insanely long game wouldn’t go 20 years, and 90% of the meaningful gameplay happens in the first two years.

But yea, it’s always been a bit of an issue.

I thought of a new mechanic for chaos I would like to see to solve the recolonization of ruins.
Chaos can create outposts on ruined cities which have 3 upgrade levels.
Level 1: Small garrison to defend it, +10 chaos on local province.
Level 2: Medium garrison, +15 chaos local province, + 2 chaos neighboring provinces, small income.
Level 3: Large garrison +20 chaos local province, +4 neighboring province, medium income.

Finally, if the chaos level in any given province is over 50%, then small armies, not under player control spawn and wander around to cause trouble for non-chaos players. These armies can meet and merge, and the frequency and quality of the armies spawned increase as the level of chaos increases.

Love for the Lizards and the Beasts, seems like. Not that it matters. I pre-ordered this weeks ago before the sentence “new content coming for Warhammer 2” was finished being uttered.

Wait till the end of the video. There is a link to another video called Hungry?

Well, apparently Ogres are in it and will be mercenaries! Tons of new content with this new DLC and patch wow. More to come tomorrow as well that includes a new dwarf LL and perhaps more.

Hungry ogres? Halflings confirmed???

Jabberslythes, Coatls, Ghorgons and Troglodons, oh my.

Edit: And for the reference whispa dropped:

So Ogres are probably the preorder?
Could be the “reinforcements” as well, I guess, but that seems weird. Admittedly my ogre lore is basically zero.

Pretty cool that with TW3 hype in full swing, TW2 hasn’t gone by the wayside.

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Linked within that article is one I missed from yesterday that has a lot of details.

so… no halflings? Bloodbowl ogres come with halfling snacks.

Runes and a rework coming for Dwarfs. Thorek Ironbrow is the FLC apparently.
He tosses that in the beginning, then goes on to talk abot Ogres.

Dwarf video coming apparently.

ohh… Ogres are… huns…

Interesting little changes for the most part. Autoresolve by far the biggest one.
Well, and runes of course, but that’s not so much a patch change as a rework.

Speaking of which:

Edit: Okay Beastmen campaign changes are amazing looking. Also flying Malagor!

Deep dive on Thorek, his campaign and Dwarf Update in general.

Heir does a Beastmen Rework deep dive (minus the DLC stuff that he can’t show, of course).
Also some gameplay mixed in, which may be a plus or minus for you.

Lots of cool stuff. Though I do wonder if this means Ogres are more or less likely to be the pre-order bonus race.

Malagor flying makes me surprisingly happy.

So ogres can’t do sieges + CA not saying anything about seiges for TW3 = no seiges in TW3?