- Character system: you can tailor your generals and governors as you see fit (though this seems like its not a really new system at all. Perhaps a new design for it but not a new concept).
- Tech tree: the tree is split into military and civic areas, and each new tech (which you must unlock by meeting prerequisite conditions, essentially giving you new objectives throughout the game) unlocks new buildings and units and give bonuses. But it doesnt seem to be a progression system like before where you have to research a host of unwanted techs to get the one you want.
- War fervor: there is a war fervor scale, so you will get penalties or bonuses when the war fervor scale tips one way or another. When your faction is war-weary it seems like you will get major penalties to the economy, public order, and unit moral and replenishment.
- Unit recruitment: this is a big change- it seems like you can recruit a unit anywhere in your territory, but you wont get the full unit upon recruitment. Instead, you will have to replenish the unit numbers over time to get them to full strength. The rate of replenishment can be improved by upgrading certain buildings in each province. This makes wars of attrition much more viable since now a faction cant just recruit a big new army in a couple of turns.
- Province system: like previous TW games, each province will have a large settlement and several villages. Some settlements can be specialized, like focusing on religion or military. The villages are usually focused on economic stuff like farms, mines, other resources and whatnot. This gives an alternative to besieging settlements since you can go and sack those villages to cut the enemy off from food and gold, which of course is needed to wage war.
A lot of this sounds really good, except the province system. I am kinda afraid that its just going to turn into chasing around small armies since you cant possibly protect all these villages. Though its not exactly a new issue for TW games.
I do also really like the art style.
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