And bear in mind we’re building this with WH3 in mind as well. We could’ve added more regions, but there’s a cost to the player in terms of ballooning end-turn times and a less-interesting slog of a campaign. It’s a question of scale versus practicality, and what’s actually fun to play. Yeah, there’s a whole bunch of design involved here but to boil it down, we’re balancing end-turn times with how the Old World fits in with the new territories. So there are some parts of the New World that aren’t in Mortal Empires? I fully appreciate it may look a bit squished from a top-down perspective, but a few turns of playing at ground level are enough to make you realise how massive it is. ![]() Pretty bang-on to be honest, but that map doesn’t show you how packed the campaign map really is, how much stuff is in there. How does it compare to the ‘Russian datamine’ map that did the rounds after Warhammer 1 shipped? ![]() It’s the most character-heavy, faction-packed and content-dense map we’ve ever made, with 35 different legendary lords playable, and all those lovely new gameplay features from Warhammer II (treasure hunting, new UI gubbins, storms at sea etc). Huge! It’s all of the Old World, obviously with a massively expanded Southlands area, plus areas of Ulthuan, Naggaroth and Lustria. Hi Ian, thanks for taking the time to talk to us! ![]() Mortal Empires is on the way! To follow up on our recent design blog about it ( which you can read here), we sat down with Ian Roxburgh, Game Director on the TWWH series to ask him the HARD QUESTIONS.
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