Im very excited about them.
Theyre also focused right whereImmortal Empiresneeds them the most: depth, rather than width.
In the dawis case, quite literally.

it’s possible for you to find the full breakdown of the three headline featureshere.
One of the examples given is a Bretonnian holy site called Grail Knights Grave.
Its these fertile embellishments that elevate it from a map to a world.

Ultimately the fantasy is that Cults create the corruption, not the other way around, says Heastie.
The cult magus is a new campaign-only character that specialises in setting up unique cults that offer more options.
Youll get access to the magus through upgrading standard chaos cults.
The cults themselves look much more interactive and varied, too.
Khornes leader teleportation is now available to each of the four gods, for example.
Heres a nifty one from the new guild foundries building: +5% settlement income per turn count.
Ive not seen that one before across the whole game.
So thats 500% (Future Ed Nic:No.
give it another spin) income on turn 50, presumably?
The blog also mentions an update to Cathays ivory road, although doesnt go into detail just yet.
Theres obviously an incentive with these things to sound passionate, but this feels genuine to me.
If so, Im chuffed that the team feel theyre in a good spot.
Fair warning, though, the dawi are going to be unbearably smug fuckers about all this.