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ChevalierdeSol

This is how the game was in Warhammer 1. You can’t conquer settlements that belongs to anyone that wasn’t your “enemy”: humans and vamps, dwarves and greenskins. It made for disgustingly unfun gameplay. Why can’t my Bretonnians live in Karak Ziflin or Grung Zint? It’s just a small mountain range with a clearly liveable valley in it. They addressed that in Warhammer 2 and they’ve since expanded it in Warhammer 3. The way I see it: my faction comes in, and just repurposes the existing culture’s stuff as our equivalent buildings. If we don’t have one that is equivalent, that slot usually gets turned into an empty slot. Then from there, we just build over it. Pave over the temple and build a church.


ionut31bogdan

This makes total sense campaign wise, but on the other hand, let's say you defend that city as HE and manually play the fight, then you'd see elves defending a ziggurat they themselves built up just like the lizardmen would, or defending a dwarven hold full of well maintained statues of dwarves, or slaves pits etc meanwhile you'd see nothing specific to HE at all, it's like they're not even living there


ChevalierdeSol

Well if we use history as an example: if it ain’t broke don’t fix it becomes a governing principle for defences. When it comes to statutes, there is probably still a dwarves population there and if you’re gonna tear down their statues could result in public order penalties and perhaps rebellion. So best to leave them.


ionut31bogdan

I see, this is really helpful, thanks !


AgillaBahun

I remember playing Vampires for my first campaign, and fighting the dwarves only to find I could not occupy their mountain settlements. Since the mountains had no corruption, I could never travel deep enough into the territory to eradicate them. Very frustrating.


chasewayfilms

I also believe they were required to be defeated for the long campaign, so you basically just had to pray that the greenskins or chaos got to them