Total War: WARHAMMER III

Total War: WARHAMMER III

1,602 ratings
The Phoenix Court (High Elf Politics)
49
13
7
6
10
15
7
7
3
11
8
4
4
2
3
2
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
204.840 MB
23 Feb, 2024 @ 6:12pm
5 Jul @ 11:10pm
29 Change Notes ( view )

Subscribe to download
The Phoenix Court (High Elf Politics)

Description
Adds a lore-rich political intrigue system to the High Elves, allowing you to compete over seats of authority. Using the Chaos Dwarf "Tower of Zharr" system as a base, The Phoenix Court goes far beyond it, giving all Ten Kingdoms of Ulthuan their own unique political strengths and goals.

Features a frankly excessive amount of lavish new art, all of it either hand-drawn or modified from official sources.

Politics
  • Compete over loreful Seats, each with its own flavor text and thematic effects
  • Deeply integrated with High Elf gameplay: buildings, edicts, traits, technologies, rituals, and even post-battle options all have political effects
  • Adds over two dozen Intrigue dilemmas to all participating factions
  • "Insult" system lets your rivals react realistically
  • Clear, fully integrated help text guides you on your path to power
Art
  • Changing weather, seasons, and lighting beautifully measure the passage of time
  • Animated flames and candles that light when you reach a goal, translucent windows and other visual touches fully immerse you in the Court ambiance
  • Even generic UI elements change when you are in the Court, for the maximum elf experience
Balance
  • The Court creates a significant disadvantage for High Elves by blocking normal diplomatic confederation, balanced out by the positive effects of Court Seats
  • Court Seats buff underpowered and underused elements of the faction, adding choice while avoiding excessive power


  • Some events trigger (official) voiced dialogue from other faction leaders, and all include detailed, immersive flavor text
  • Event text is rewritten (fifteen times!) to be unique to the Kingdom involved: interacting with each Kingdom is unique both story-wise and mechanically
  • Usurping Seats creates thematic consequences. Each Kingdom punishes you in a different way
  • Claim every seat for a final event unique to your faction, choosing between loyalty and ambition




The White Tower
A sanctuary of learning and philosophy, the White Tower of Hoeth is also a powerful force in elven politics.

Examples:

  • High Priestess of Lileath - Crafts magical items for you.
  • Grand Historian - Improves relations with other long-lived races of Order.

The Council of Nobles
Ulthuan has an elective kingship, and its noble houses strive for centuries to position their candidate to be the next Phoenix King. Between such struggles, day-to-day administration falls to a council of princes and lower nobles.

Examples:

  • High Priest of Mathlann - Summons a great Merwyrm when fighting at sea
  • Royal Seneschal - Grants Influence for each Council of Nobles seat

The Evercourt
The Everqueen's position is hereditary, requiring no election. Thus, its intrigues focus on gaining Her Serenity's attention, which is drawn as easily by poetry or dance as strength of arms.

Examples:

  • Oracle of Isha - Empowers the "Banish Corruption" province edict.
  • Consort of the Everqueen - Permits vision over all Magical Forest regions.



Loreful Strengths and Agendas
  • Play as any of the Ten Kingdoms of Ulthuan, each with unique political strengths
  • Fulfill the unique, lore-based goals of each Kingdom in order to unite with them
  • Normal diplomatic confederation is disabled for the Ten Kingdoms; earn it at court!
Additional Kingdoms
Six out of ten Kingdoms are playable in the vanilla game. The other four still participate in the Phoenix Court, but will be unplayable unless a mod supporting them is installed. The following mods are fully supported:
And the following two mods are fully functional but still await tweaking to make text match their new faction leaders:
Elven Colonies
Though politically weaker, the Elven Colonies also participate at Court.





Translations
汉化/Chinese
Korean
Russian

Meet the Modders
This mod is an equal partnership between Rhox and Alshua, who both feel they tricked the other into doing the annoying part of the work.
Rhox is arguably the greatest living expert on Total War UI files not drawing a salary from CA. Responsible for porting the Tower of Zharr feature, UI code, and scripting.
Alshua is arguably the greatest living expert on High Elf chairs. Responsible for the art, gameplay, database, and writing.



[www.instagram.com]
All four beautiful hand-drawn skies were contributed by the talented artist Megatruh, who Alshua has been happy to know for a long time. Check out her gallery!

Merwyrm guest starring thanks to ChaosRobie.
Uses with permission heraldry originally ripped by Nimue for their excellent Asur Cosmetics.
Includes art assets that are sole property of Games Workshop.
Contains large amounts of original artwork. Do not use without permission.
No AI was used in any part of this production.



[www.patreon.com]
To support ambitious mods like this one, consider becoming Alshua's Patron.[www.patreon.com]
Popular Discussions View All (4)
28
6 May @ 5:58pm
PINNED: Balance & Bugs
Alshua
28
2 Aug @ 2:37pm
PINNED: Compatibility
Alshua
3
1
3 Jun @ 12:32am
Throne Art Guide
Alshua
509 Comments
Alshua  [author] 19 hours ago 
@Louie04k - I warned you there are quite a few variants. It's a treasure hunt. :GreatTreasureChest:

@knight - I'm sorry, I don't understand what you mean.
knight 5 Aug @ 1:00am 
Dear author, I hope to open or close the map view of trading friends. The fog of war is still necessary in the later stages of the game. Thank you again to the mod author.
Louie04k 4 Aug @ 2:09pm 
it works for some of the things but for example taking a seat it still shows as the vanilla flag
Alshua  [author] 4 Aug @ 1:11am 
@Zets - Oh yes, it's difficult.

A submod is fine, but to be clearer: I have a suspicion the DLC might create some pretty drastic changes in this mod. I wouldn't recommend (but also won't stop) you putting effort into adjusting numbers at this exact moment.

@Louie04k - No table is necessary, just name the mod with higher priority and put the same images in the same spot I did. Note that there are quite a few variants of the flags.
Louie04k 3 Aug @ 7:54am 
hey guys i want to make a submod for Heraldry, Flags & Banners so it uses those flags in the court, which table would i edit for that?
Zets 3 Aug @ 7:23am 
@Alshua Yeah I get it, it's a tight rope to walk. Though, if I were making it i'd switch up some of the effects and/or buff them. Is porting these kinds of mechanics to other races dificult? I've only done SFO submods before, but I have some ideas....

Would you be ok with a mod that tweaks these effects btw?

Thanks again for making this <3
Alshua  [author] 1 Aug @ 3:25pm 
@RazorPanzer, Goldberg, Wohkey - Wonderful feedback, thank you all. Phoenix Court really strives to be DLC-level quality.

@Adan - I don't really intend to include that End Times lore about Malekith. I think the elves weren't always treated very well during that storyline. Thanks for your enthusiasm though.

@Oh_Man[TFE] - More of that is coming, though it might wait for the new High Elf DLC at this point.

@cansary - It's almost 100% certain that is unrelated to this mod.

@Zets - It's important to balance a mod like this around the fact that in the vanilla game, the player has NONE of these effects. Losing easy confederation is a significant downside that allows a lot of leeway, but the mod is not meant to make the High Elves overpowered. I do think some of the seats could use a little extra power (the Isha seat comes to mind), but at this point the DLC is certain to cause a large overhaul of this mod regardless.
Zets 1 Aug @ 5:19am 
Thanks for the mod. Maybe its just me but most of the effects are very weak.
cansary 31 Jul @ 2:35pm 
i am not sure if this mod is the casue but the HEF life wizard when gain A.Conduit skill will alway get stuck in the animation and be unable to move in battle. It can still use spells, abilities and when attacked in melee, it move again
Rhox  [author] 29 Jul @ 1:45am 
AI-Man// No, problem isn't using too less mod, but using too much mod. Any script break is strong enough to broke another mod's

If you're using minimum amount of mods, but still see that bug post a script log in the Modding Den Discord's skeleton_crew