Total War: WARHAMMER II

Total War: WARHAMMER II

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High Elven Colonies (Allows Lothern to gift non-ulthuan settlements to a vassal high elf AI)
   
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Tags: mod, Campaign
File Size
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1.011 MB
24 Oct, 2019 @ 6:10pm
29 Dec, 2019 @ 3:57pm
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High Elven Colonies (Allows Lothern to gift non-ulthuan settlements to a vassal high elf AI)

Description
-THIS MOD IS DISCONTINUED-

It might still function but you are better off not trying it. I havent got the time anymore to update my mods unfortunately, but they are up for grabs if anyone wants to continue them or make their own versions, anyone is allowed to do anything with any part of any mod I made.

This mod allows the Lothern player to gift non-Ulthuan regions to a vassal AI named High Elf Colonies, who will act as an unbreakable vassal and protect its lands, and build armies of its own to help the player defend or expand. Any land it takes will be under its control but if it takes any lands in Ulthuan, it will concede it to the player by next turn.

This is an attempt at making the player stick to the bounds of Ulthuan for the lands he owns directly, and to own the rest of the world as he conquers it through an indirect vassal that is the High Elf Colonies. The player still has the option to occupy any land outside Ulthuan he wishes as normal, but this also gives him the option of not having to own it directly.

This introduces a new faction with its own flags, banners and colours, but does not edit startpos, since it makes use of an NPC faction of the High Elves that normally only shows up in a mission battle and renames it and introduces it to the campaign map as soon as the player first takes a non-Ulthuan settlement and chooses to gift it to them, so the mod should be compatible with most things.

As a minor flavour effect, depending on the ammount of regions the Colonies own, Lothern will receive a small ammount of influence per turn, with diminishing returns, capping at +10 influence per turn when the Colonies own 100 or more regions. It wont change balance much and its not something to bank on but its a nice loreful effect, when the Colonies thrive, your position at the court is slightly improved.

Savegame compatible.
Avelorn alternative: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1900533823

FAQ
-Can you make a single mod out of these?
Due to the way they work, by using a faction that usually only shows up on a quest battle for another faction, having all the vassal mods activated or in a single mod would only increase the odds of something going wrong. For example, one of the factions is used exclusively in a single battle in the Sartosa campaign. Since the AI doesnt really do the quest battles, as long as the faction used for the vassal AI is used for the player while it plays a non-Sartosa faction, there is no risk of things going wrong. Meanwhile, if all vassal mods are active and the player is playing Sartosa, and he somehow ends up an ally of the vassal faction and he wants to do the quest battle that will make him face them, problems might arise. Also, I dont think the AI can use the vassal mechanics correctly since it wasnt originally programmed for it, it would only end up gimping itself. For now I prefer to keep things modular and not assembling them in a single mod to avoid such problems.

-Can the AI use this?
The AI can, but likely wont make use of the gift to another faction feature due to the fact their priorities for gifting are set really low by default. Raising them is possible, but in my testing the AI isnt great at handling the vassal mechanics. Only the "Tides of Chaos" Chaos AI has the chance of gifting regions to its vassal AI greatly increased.
I have made an optional submod that raises the gifting priority for all AI factions, but it might upset balance in other unseen ways, but if you really want the AI to be able to gift to its vassal more often, you can use it: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1903090497

-Can I make a suggestion?
Please do, I like listening to ideas to improve the mods and make new ones.

-Is this compatible with x?
As a general rule of thumb I try to make things in a way that they're compatible with most things, if you find something they arent compatible with, do let me know.
56 Comments
Anyndel  [author] 21 Sep, 2020 @ 8:39am 
-THIS MOD IS DISCONTINUED-

It might still function but you are better off not trying it. I havent got the time anymore to update my mods unfortunately, but they are up for grabs if anyone wants to continue them or make their own versions, anyone is allowed to do anything with any part of any mod I made.
Lumiere 25 Jun, 2020 @ 2:15pm 
Any chance for an update?
icebearfeelssadAF 29 Feb, 2020 @ 2:29am 
Is it possible to have some colonies back?
jojobe 30 Jan, 2020 @ 9:44pm 
wish it worked for teclis!
less1630 30 Dec, 2019 @ 6:52am 
thank you
Anyndel  [author] 29 Dec, 2019 @ 3:57pm 
updated
less1630 22 Dec, 2019 @ 3:57am 
updated please
Angry Twilight 17 Dec, 2019 @ 8:42am 
any update?
Vaelore Onari 12 Nov, 2019 @ 7:32pm 
still giving you the thumbs up!!