Total War: WARHAMMER II

Total War: WARHAMMER II

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High Elven Colonies - Avelorn Alternative (Allows Avelorn to gift non-ulthuan settlements to a vassal high elf AI)
   
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Tags: mod, Campaign
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27 Oct, 2019 @ 2:06pm
17 Jan, 2020 @ 11:52am
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High Elven Colonies - Avelorn Alternative (Allows Avelorn 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 works exactly the same as the original High Elven Colonies, only its Avelorn who is allowed to gift settlements to the High Elf Colonies. I had a few people ask me if I could do an Avelorn version and given its very easy to do so, here it is.

This mod allows the Avelorn 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, Avelorn 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.

Link to original mod that does this for Lothern: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1897886363
These mods are not compatible with each other, obviously, so its either one or the other.

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.
14 Comments
Döge Døgenmenjenssen 21 Sep, 2020 @ 10:35am 
Mod seems to work perfectly fine, at least for me. I've only played up to the vassal having around 10 settlements as of yet but so far all is working well.
Anyndel  [author] 21 Sep, 2020 @ 8:38am 
-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.
fredrowe234 8 Apr, 2020 @ 11:01am 
Thank you for this mod!
Please make a Nagarythe version please
Dalvanara 5 Feb, 2020 @ 10:11am 
Ah, I fixed it by relaunching the game after making the new faction.
Dalvanara 5 Feb, 2020 @ 9:38am 
Hmm, Mine is just sitting there. It seems the AI is bugged?
Anyndel  [author] 17 Jan, 2020 @ 11:51am 
One of the tables wasnt working properly for Mortal Empires (it was pointing to Lothern) though it was working well for vortex. should be fixed now.
JamNJelly 17 Jan, 2020 @ 9:48am 
Seems to not work properly, though the Lothern AI uses it
Qahnaaris 11 Jan, 2020 @ 7:29pm 
Doesn't seem to be working for me currently
TopHatArmyBoy 30 Dec, 2019 @ 4:09am 
good job anyndel
Anyndel  [author] 29 Dec, 2019 @ 3:58pm 
updated