Total War: WARHAMMER II

Total War: WARHAMMER II

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Realms of the Asur - Unite Ulthuan
   
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Tags: mod, Overhaul
File Size
Posted
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680.369 KB
29 Sep, 2019 @ 1:48pm
3 Oct, 2019 @ 12:31pm
16 Change Notes ( view )

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Realms of the Asur - Unite Ulthuan

Description
As a high elf player, do you find the campaign too easy and boring? Elite troops are too easy to get? The incentive to hold all of Ulthuan isn't good enough? Well NO MORE!

This is an overhaul to the high elves that ties almost all of the high elf roster to their specific region in Ulthuan so that in order to unlock a unit, you must build the unique building in the correct region.

You can only recruit them there or globally which ties into the race' lore nicely by making elite troops available in only their own territory or very expensive and take a long time via global recruitment.

Examples:
Only spearmen, archers, silver helms, eagles and eagle claws are available via the original buildings and make up the majority of armies. Elite units are from . . .

Lothern:
Port of Lothern: Seaguard
Court of the Pheonix king: Pheonix guard
Sacred flame of asuryan (now tier 3): Flamespyre Pheonix, Frostheart Pheonix
Saphery:
Tower of hoeth: Swordmasters of hoeth
Ellyrion:
Royal ellyrion stables (now tier 2 and 3): Ellyrion reavers/ Ellyrion reaver Archers
Tiranoc:
Hall of Charioteers: Tiranoc and Ithilmir chariots
Caledor:
Hall of Dragons (tier 3,4 and 5 now): Moon, sun and Star dragons
Averlorn:
Everqueens Court: sisters of Averlorn, Treemen
Chrace:
Tor Achare: White lions
Nagaryth:
Black Palace (tier 3, 4): shadow warriors, shadow walkers

Alarielle can still recruit the sisters of Averlorn from the handmaidens gallery and Alith Anar still has his unique building for the shadow walkers and warriors giving them much earlier access to their unit than other high elf factions.

This should be compatible with any mods except those that remove recruitment options and should be compatible with most mods that change the same unique buildings

I don't have a lot of free time to play my own mods so feedback is important for any bugs or balancing issues! If you have any suggestions for improvements for my mods or just plain want to tell me that you love or hate it then feel free to comment!

Things to do next:
1. Teclis needs an upgrade to make up for his difficult campaign and limited units until taking Ulthuan. A major new faction trait or a custom building could be done but suggestions are welcome.
2. Add some effects to some of the high elf buildings that may now be obsolete without unlocking unit recruitment. The first dragon building for example now does nothing. An example of a change I have done is the tier 3 barracks to now give +1 recruit xp to archers and spearmen globally.


Some of my other work you might like:

Hidden Item Quests
Reducing the chances of enemies underpassing the empires forts - Empire forts can't (mostly) be underpassed
A small mod that just lets Teclis keep the bound fireball in addition to getting fiery convocation Teclis keeps fireball


If you appreciate my work and would like to donate . . .say enough for my favourite bag of mcoys salt and vinegar crisps,a beer or a coffee to get through work after a late night modding then feel free to have a look at becoming a patron on patreon or hit the PayPal or Monzo links below. The support is much appreciated!

Patreon[www.patreon.com]
Paypal[paypal.me]
Monzo[monzo.me]

Thanks for subscribing
22 Comments
Mitth'raw'nuruodo  [author] 14 Jun, 2020 @ 1:49pm 
Thanks Garuk, I've subscribed and rated. Will give it a shot next time I'm playing :)
Garuk Seln 14 Jun, 2020 @ 1:18pm 
Well, it's finally been somewhat completed, I've never really modded before, except to change a few numbers here and there in a table, but this really gives an appreciation for the hours that go into what looks simple from the outside. Thank you. https://steamhost.cn/steamcommunity_com/profiles/76561198009721470/myworkshopfiles/?appid=594570
Mitth'raw'nuruodo  [author] 14 Jun, 2020 @ 12:39pm 
Yeah feel free :) thanks for putting in the work
Garuk Seln 13 Jun, 2020 @ 9:10pm 
Hi, it's been a bit, but I'm just about ready to release the update of this version. Would it be possible to use the same image? I've looked around for a different one, but I can't find anything I like more than this one for conveying what it's about quickly.
Mitth'raw'nuruodo  [author] 1 Jun, 2020 @ 2:49pm 
@Garuk, Feel free! That would be great :) I can't seem to find the time to look at it again
Garuk Seln 29 May, 2020 @ 9:53pm 
Hi Mitth, I don't mean to step on your toes, but I've been updating this for myself, if you don't have the interest to keep updating this mod, I'd be happy to upload my version.
Shatilov 25 May, 2020 @ 4:53am 
exactly as @Garuk Seln said, I was using this mod, and having so much fun.
Garuk Seln 23 May, 2020 @ 7:03pm 
Thank you for this mod, I really think it adds a fun dimension to the game. I just wanted to post and show that there's still interest in this and hope you're planning to incorporate the new DLC.
Kurnous 23 Mar, 2020 @ 2:39am 
Teclis should have a Wulfhart type mechanic - best solution and suggestion to solve the Teclis
problem'.

Normal High Elves should have the Empire Special unit Mechanic with those units being slightly more powerful than existing (LSG, Swordmasters, Phoenix Guard, Dragon Princes - see below).

To ensure that the High Elves are not underpowered - they'd need a few small buffs to units like Silver Helms and Great Eagles.

High Elven Huntsmen replace White Lions of Chrace who would then become a special T4-5 unit.

Replace Shadow Warriors with High Elf Scouts - with Shadow Warriors being the special unit.

'Reaver Knights' replace Ellyrion reavers who would then be the 'special' unit.

Dragon Princes special unit only, the same with Star Dragons.

To help High Elves mid game I'd give them a unit of Ithilmar Spears T3 Barracks + Lvl1 Forge.
Slightly buffed stats and Armour of 60-80. It is not like this unit isn't in the Lore.
Theobald 14 Mar, 2020 @ 12:12am 
Like this a lot !

A wulfhartified Teclis seems like a really really great idea too.


Also, is there a (technical) possibility that you can get meaningful units when militarily allied or liege of a given subfaction ? Maybe in global recruitment or in the mercenary/raise dead panel renamed something like "Realms of the Asur" ? (with "alliance with Lothern" as a recruitement unlock for example)