![]() ![]() Initially you're just selecting their physical appearance and starting weapons, but over the course of the game you'll find plenty of new gear and XP to bolster their power. If you pick a mortal champion it will be from the same species you just created, while Wizard Kings can be from any species. So releasing a cool form, water-cities, and a whole bunch of water monsters and even a water transformation would be nice alongside a naval rework, it wouldn't be a practical DLC, and the work to do it w/o making a DLC to justify all the hard work wouldn't make sense (there aren't enough water-units in the base game for it to be worth it, and again, minor impact imo).Nearly as important is the creation of your ruler. There's little to no value in naval units if you're the only one that uses them, and everyone else stays on land for example. ![]() ![]() While an expansion focusing on it could be interesting if done right, it'd most likely be polarizing. ![]() There are maps where there's literally no Water. While it'd be interesting to see them explore it, from a resource standpoint it probably isn't worth much. Naval Combat is definitely less important, not a main focus of the game. Yes, Mystic and Dark built with the exact same set of Tomes, and everything else except for Culture being the same, will be very similar to each other with more minor differences, but early game they'll feel a bit different still. Instead you get 6 Cultures that act as early-game classes, with some impact later on although that transitions to being more focused on your tomes, with differentiation still present based on the Culture, just not as much as early-on.Ī Dark and Mystic set of Elves are going to have some pretty radical different units available at the start of the game, and even at the end can still feel quite different. The whole point of the Form and Culture system being separated is that you no longer have fixed units for Forms. Well, #2 is absolutely never going to change. ![]()
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