Enlarge / The Lizardmen’s “Geomantic Web” bonuses make them into fantasy landlords. (credit: Creative Assembly)
At release, Total War: Warhammer seriously benefitted from untying the strategy series from its historical roots.

The wildly varied Warhammer fantasy universe allowed each of the game’s factions to be unique—not just in terms of starting map location and slight differences to cavalry charge speed but also through wholly different mechanics and campaigns.

That variation only grew (and grew more expensive) over time with a glut of DLC.
The factions of Total War: Warhammer 2 aren’t quite so diverse. Moment-to-moment abilities and attributes set them apart, but an identical overarching objective ties them back together in largely identical quests to fill in progress bars.
Said bars represent resources players accrue, earn, or otherwise cut out of their opponents.

The goal is to be the first to fill up the bar and survive subsequent, ever-more-difficult waves of Chaos that appear at specific intervals.
It all just doesn’t feel very “Warhammer-y,” aside from the encroaching Chaos armies.

The universal “now you win” bar is awfully sterile, and the abstract objective is a bean counter’s job, not something for the titanic, improbable clash of gods and nature that is Warhammer.

Granted, like the rest of the Total War franchise, half of the game is still a large-scale turn-based strategy game, with the other half being colossal, real-time strategy battles you can choose to skip.
So a certain amount of bean counting has always been part of the process.
Like the first Total War: Warhammer in particular, though, the economic and political sim elements are much reduced compared to something like Rome II, Empire, or Shogun. On the overworld map, the moves you make with Lizardmen, high and dark elves, or the rat-like Skaven are mostly limited to where you put your armies, whether to have them destroy or occupy settlements, and what new weapons of war to research.
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