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As before, you can also seduce some defenders to your side before the battle begins. The settlement is fairly well-defended, so it's worth spending a few turns building up N'Kari's army before laying siege. The extra income is both useful and free, and it will pave the way for you to eventually vassalize or confederate the mortals.Īt the beginning of Turn two, you'll receive a quest to take the Palace of Princes from Khorne. Thanks to N'Kari's diplomatic bonus, you should be able to easily sign a Trade Agreement with some or all of the Norscan tribes to the south. Marauders are an economical choice who will serve you well until you can afford to fill your ranks with proper Daemons - recruit two Marauder units before ending your first turn. Until you take some Khorne settlements in your home region, you'll need to be careful about overspending on recruitment. Related: Total War: Warhammer 3 - All Khorne Units, Ranked Opening Moves After that, Aberrant Promiscuity will increase the Growth in your provinces, making it a good second selection. Don't worry about the diplomatic penalty with Khorne factions - Khorne and Slaanesh are immortal enemies, so it's all-but-inevitable that you'll be at war for most of the game. The early game will be spent fighting against Khorne's minions, so the technology Blood God's Disgust will provide you with bonuses in those battles. A Disciple Army appears next to the affected army at the beginning of every turn until the Uprising ends.The army cannot move on the campaign map for the duration of the Uprising.The army can spend up to twice the normal amount of Favour to seduce enemy units.The army generates an additional 8 Slaanesh Corruption in the province it occupies each turn.If the army is in an enemy province, the province loses 60 Growth points at the end of the Carnival.After the Carnival ends, gain 100 Devotees.
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Seducing units in the cult's province is ten percent cheaper.Additional +3 Seductive Influence per turn if owner's Control over the province is 50 or more.+3 Seductive Influence per turn over the settlement's owner.
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A Cultist Hero appears at the cult's location.
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