
Vampiric Ascension is one of the endgame crises in Immortal Empires. Like the others, it can be set to fire on player's Long Victory or on a random turn in between the limits specified at the start.
Description[]
Death and decay taints the Winds of Magic as a bitter feud breaks out among the Vampires, with every major Lord of the Night claiming Neferata's legacy. Now they can only be stopped by capturing all the major sites of power, and putting an end to their dark rituals. See to it!
Effects[]
- Turns major Vampire Counts factions (Sylvania, The Drakenhof Conclave, The Barrow Legion and Caravan of Blue Roses) as well as Mousillon permanently hostile to the player. Destroyed factions are respawned.
- Vampire Count factions that were confederated will not respawn.
- Each factions gets four gold veteran stacks composed of the following in their starting territories:
- Appropriate Legendary Lord (a generic is used if destroyed or already present)
- Infantry: Skeleton Warriors (Vampire Counts) x 2, Crypt Ghouls x 4, Cairn Wraiths x 4, Grave Guard x 8, and Grave Guard (Great Weapons) x 8.
- Cavalry: Black Knights (Lances & Barding) x 2, Hexwraiths x 1, Blood Knights x 2.
- Fell Bats x 1, Dire Wolves x 1, Crypt Horrors x 4, Vargheists x 4, Varghulf x 2, Terrorgheist x 2.
- Vehicles: Corpse Cart (Balefire) x 1, Corpse Cart (Unholy Lodestone) x 1, Black Coach x 1, Mortis Engine x 1.
- Hostile Vampire Counts factions' tech trees are fully completed.
Strategy[]
- The hostile factions are heavily concentrated in the Old World, making this a difficult time for any faction that happens to be there. Any veteran Empire player knows what a tedious pain Vampires are to deal with, and this is exacerbated by the fact the AI often plays extremely defensively with this crisis in particular, parking its armies around a few key settlements like Castle Drakenhof and refusing to do anything else. Heavily concentrated force camp-crawling through corrupted territory is required.