Dear Creative Assembly,To begin, I, and thousands of others in the community, would like to sincerely thank you for your tremendous talent and vision in making Total War: Warhammer, it is the THE most beautifully realized portrayal of Warhammer ever - that's an incredible achievement and you all deserve much recognition for it for years to come; finally the Warhammer world has come to life in an incredible way! We love the CA team, and we know we can be pretty intense at times, but that is due to how much passion we have for the Total War and Warhammer franchises.Thousands of us have already played hundreds of hours of the game, and hope to play many hundreds, if not thousands of hours more for years to come. Which leads into the main point I am writing this to you on the behalf of the community, is that we desperately want Total War: Warhammer to be the very best it possibly can be.Based on my own extensive experience playing and modding the game, and from the feedback of many of my subscribers, fellow modders, and fans within the TWW community; I've compiled a list of constructive feedback, which I hope you will take into consideration, to help improve the game in the future. We feel these following issues need to be addressed, as they are detracting from the overall experience, and long-term enjoyment of the game.- Give the AI the ability to disband units, so it can make room for better quality units in their armies, and have a more well rounded and effective army to use.- The AI does not utilize a large portion of the available units, mounts, and legendary mounts in this game currently. Outside of scripted battles, you will never or rarely see the AI use Deathclaw, Griffons, Chaos Dragons, Dragon Ogres, Dragon Ogre Shaggoths, Greenskin Giants, Beastmen Giants, Zombie Dragons, Steam Tanks, Demigryph Knights, Blood Knights, Terrorgheists, Manticores, and many of the creatures and mid-high tier heavy infantry and cavalry.- The unit recruitment/ construction system limits the AI's ability to make use of many of their better units, and often makes the AI use basic, low tier units throughout the campaign, and not making better use of mid-to-high tier units as the campaign progresses; or they have poor army compositions, with armies made up of mostly the same unit; i.e. Norscan armies with all chariots, Greenskins with mostly all rock lobbers and so on. This is due to a province having select buildings that allow the AI to use a limited array of units - an improved construction system would greatly help the AI.e.g. Perhaps allow core units be to recruited from other buildings, so both the player and the AI can always field well rounded armies, and the AI will not be forced to only recruit only 1 or 2 types of units (e.g. All crossbowmen, all artillery, all chariots etc). As this breaks immersion and makes battles not enjoyable.- The AI does not construct building chains properly, and it tends to build buildings randomly at times; which severely limits their ability to properly pair building chains together within the same province. Often they are unable to unlock the recruitment of higher tier infantry, monsters, and vehicles so they can use them in their armies. Example: The AI does not build both an Engineer's Workshop and a Smith (level 2) together in the same province, so they do not make Steam Tanks.- Due to poor AI unit recruitment, this makes the campaign far too easy, as the players have an unfair advantage of being able to utilize the best units available to them, while the AI does not. This quickly makes the campaign become stale and boring, because there's not enough challenging and exciting armies to battle against.- Build orders need to be fixed and improved for every race depending on the province they can settle. We don't need the AI to build creatively, we need it to build reliable, working combinations. **Give AI the ability to deconstruct and replace buildings when necessary to achieve it's building template.**- The AI's Lord/Hero skill selection needs improvements, as it does not have a good logic, or priority system when choosing it's skills from the skill tree.For instance, the AI may never pick important skills for various Lords - such as Death Claw for Karl Franz, or a Zombie Dragon for Mannfred. More evidence is when you confederate with the AI, you can view what skills they chose, and there doesn't appear to be any real logic when their choosing, and tend to pick random skills instead of finishing important skill chains, and progressing through a skill tree to obtain the most important abilities, skills, or traits.Currently the AI has a system where their Legendary Gear automatically unlocks and is given to them when they reach the unlock level; adding Legendary Mounts to this could be a good solution to ensure they will use them.- Overall, most race AI are too passive, sitting in their settlements - even when it may be advantageous for them to strike out and take a settlement and should be more aggressive and better at launching offensive invasions. This tends to make each settlement-based race more predictable in their behavior (findings from the mod community is, the long build time on constructing siege equipment, discourages the AI from being more aggressive).- AI needs to be more concerned about it's survival, being more protective around it's borders and forming "offensive campaigns", large hosts with a city as target, instead of running around leaving all it's towns undefended while running away from your armies and pillaging that backwater settlement on the other end of your empire.A great example of the offensive campaigns would be "Mount and Blade : Warband". You will see the armies of a faction all gather to take a city, and the other AI will react by creating a defensive host of armies to counter it, leading to massive battles.- The AI needs improved diplomatic behavior. e.g. You can offer the AI an immense sum of money for a peace treaty, non-aggression pact, trade agreement etc, yet they will not take it, even if it is in their better interest to do so.- The AI confederates too quickly, leaving little interactions between other factions, and making the campaign less random with faction war results, and more predictable, which results with the campaign being less interesting with multiple playthroughs.- AI still uses certain spells poorly; specifically Vortex spells, and tends to cast them on single targets (such as Lords and Heroes) at times, when they have no effect (I often see penumbral Pendulum cast on a lord with no units nearby). They need to use the right spells against the right types of units.- The AI can be too defensive at times, and with no counter artillery, it will sit back and get hammered by artillery and spells, and take massive casualties. If the AI is under threat in it's position, it should move out to engage the enemy so they at least have a chance, and not lose much of it's army before the melee begins.- The original races could use further improvements for their skill trees to make them more interesting and effective, especially compared to the improved effects some of the new DLC races have.It is nice to see Lords, such as Belthasar Gelt, get some updates to make him a more powerful and attractive Lord choice (the +10 armor for all units in his army); more changes like this for other Lords would be great (*cough* HEINRICH KEMMLER)- Horde AI uses much of the same AI behavior, especially when it comes to recruitment, as the settlement-based factions. Apart from relying on script for new hordes to spawn, they have a lot of trouble improving existing hordes with better units, and creating viable armies to be effective in the campaign.Beastmen:- The Beastmen race (not the Warherds of Chaos) is extremely underwhelming in their current state. They do not offer a suitable threat to the player, or other AI factions currently, and tend to be wiped out early in the campaign, and when they appear again eventually, they are easily wiped out. They rely on conquering to gain income, but with their armies lacking quality, their armies cannot make much progress against other AI factions - especially as the campaign difficulty increases, and these other races (with settlements and large income) become more powerful in comparison.- Beastmen armies do not utilize most of the units available to them. In the script file wh_scripted_events.lua, which governs what units the Beastmen spawn with, they have a small selection of units which have a chance of appearing in their armies when they spawn. For example:"wh_dlc03_bst_inf_ungor_spearmen_0","wh_dlc03_bst_inf_ungor_raiders_0","wh_dlc03_bst_inf_minotaurs_0","wh_dlc03_bst_inf_chaos_warhounds_0","wh_dlc03_bst_inf_cygor_0"Allowing them to have a larger variety of units they can use as the game progresses, would help them a lot to become a bigger threat as the campaign ages. e.g. Gores, Bestigors, Beastmen Giants, Razorgors, Razorgor chariots, Chaos Spawn, Minotaurs with great Axes and Shields.- How characters gain traits needs to be improved and be more logical. e.g. You can defeat a Greenskin army, kill the captives, and your Lord can still gain a trait called "Likes Greenskins".- Add the V2 traits (like the ones Bretonnia has) to all lords and such.To clarify, look at the traits that other races like Dwarves get, vs traits the Bretonnian races get. The Bret Traits both explain how you get the traits, and have a feature which allows you to get rid of them (praying).- Currently, auto-resolve makes the game too easy and favors the player too heavily. This makes it a crutch that can easily be relied upon by the player to overcome the AI, even on harder difficulty levels. A more balanced and fair auto-resolve would be great.- Ranged infantry units have too much of a significant impact on auto-resolve, and give an unfair advantage to certain units, which normally wouldn't be so effective in a battle.Sub-Factions Within Each Race:- Every race could use additional sub factions to choose from, with new Legendary Lord starting positions. This enhances the game for multiplayer, coop, and singleplayer campaigns. Please continue to do this with future expansion races and dlc races, and thank you so much for making these changes in the first game.Notable races that are in desperate need of this still are; Dwarfs Karak Kadrin playable with Ungrim as their faction leader; The Empire with playable Middenheim with Boris Todbringer.- More diplomatic options are needed, particularly ones we have seen in previous Total War games, and could make a return. Notably, the ability for the player and AI to give settlements as gifts in negotiations.- As in previous TW titles, allow players the choice to give control of secondary armies and reinforcements for the AI to use. For many people, controlling 30-40 units in a battle can be too overwhelming, and the unit bar is cluttered with icons.- A multi-threaded engine. Move to Vulkan and skip DX12. This gives TWW the ultimate reach of platforms, simplifies development considerably, and improves performance for ALL platforms, like MacOS and Linux. This offers extra performance, and bigger market, which translates to more money generated, and leads to bigger and more ambitious titles in the future.- The mod community needs more detailed changelogs, which would greatly help in the mod update process.- An improved mod launcher is needed, where we can adjust mod load order, and see the download/upload rate/mb and remaining time.Lastly, as a long time TW player, modding and Total War have always had a synergy together - all of us mod makers and mod users sincerely appreciate what you have done to give us the ability to enjoy modding, and we hope you may consider expanding and improving the modding tools in the future. Millions of us believe this would be a great investment, not a loss, as modding helps Total War to expand and become more profitable, and fosters a better relationship between the fans and developer.Thank you for your hard work, and we're looking forward to the future of the franchise. We hope we can play a role in helping you to improve the game we all love so dearly!