Total War: WARHAMMER III

Total War: WARHAMMER III

37 ratings
Norsca Divided: Norcan Subfactions
2
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
212.399 KB
5 Mar @ 11:50am
25 Mar @ 1:08pm
7 Change Notes ( view )

Subscribe to download
Norsca Divided: Norcan Subfactions

In 1 collection by Fizzle_Boom25
Fizzle Boom Sub-Factions
11 items
Description
Introduction
Norsca in WH3 doesn't actually just represent Norsca. It's also used to represent chaos tribes from the wastes and the steppes. This mod attempts to differentiate these three groups by placing limits on what units each group can recruit. I also moved some units to be recruited at rare resource buildings, making them recruit-able at a lower tier, but only available in certain areas.

Norscan Tribes
Skaeling, Sarl, Graeling, Bjornling, Baersonling, Aesling, Vanaheimling, Naglfarlings, Goromadny, Wyrmkin, Skeggi, Ursfjordling [TOW], Svengarlings [TOW], Servants of Mermedus [TOW], Schwarzvolf [TOW], Losteriklings [TOW], Hastlings [TOW], Brennuns [TOW]

Norscan tribes are the least changed by this mod. They lose the ability to recruit marauder chariots and marauder horsemen. In return, they get a small buff to marauder champion vigor.

Chaos Tribes
Varg, Hellspire, Kul, Mung, Deadwood Ravagers, Tahmaks [TOW], Gharhar [TOW]

Chaos tribes are intended to be a closer to warriors of chaos. They lose some Norscan units such as marauder champions and werekin, but gain Chaos warriors, chaos spawn, and forsaken.

Steppe Tribes
Yusak, Tong, Kuj, Dolgan, Aghol, Tokmars [TOW], River Dolgan [TOW]

Steppe tribes see the biggest change. They lose the ability to recruit all units except marauder horsemen, basic marauder infantry, warhounds, and some monsters. The also can recruit blood vultures if you have Omens of Destruction. In return, they see a large buff to horsemen with more ammo to skirmish longer and higher charge bonus to take advantage of out of place enemies.

Recruitment Changes
Inspired by my unit caps mod, some units can only be recruited at rare resource buildings. These include ice wolves and ice wolf chariots at fur resource, mammoths at tusk resource, and manticores/frost dragons at exotic animals. I also made some changes to recruitment buildings to streamline the smaller rosters. Steppe tribes, for example only need to build stables to recruit everything.

Faction leader trait
The unit buffs to champions a horsemen listed above were applied thru a faction leader trait for Chieftains. That way, the buff won't affect major factions who still have access to the full roster.

Compatibility
This mod works by creating new military groups and applying them manually to each minor faction. This means that new Norscan units added by other mods will not automatically be added to these factions (support for Landmarks of Legends, Chasslo Landmarks, and Immortal Landmarks are already included in this mod). It also means that mods adding new Norsca factions will need to be assigned a new military group to work as intended (support for all factions added in The Old World is included).)

Other Subfaction Mods
-Empire: Planned
-Dwarfs: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3461049488
-Greenskins: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3446809693
-Vampires: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3473512199
-Bretonnia: No plans
-Wood Elves: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3290225744
-Beastmen: No plans
-Warriors of Chaos: No plans
-Norsca: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3439077222
-High Elves: Planned (Colonist factions)
-Dark Elves: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3529886662
-Skaven: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3454605611
-Lizardmen: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3489986082
-Tomb Kings: No plans
-Vampire Coast: Planned (Living Pirates faction)
-Kislev: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3464916787
-Cathay: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3514225945
-Ogres: No plans
-Chaos Dwarfs: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3508127542
-Demons of Chaos: Planned (Mortals vs Immortals)
35 Comments
Fizzle_Boom25  [author] 4 hours ago 
I'll look into it. A few things to consider:
-They will need new units, but I'm planning to add Norscan mercenaries for the Empire, so those will work
-I need to figure out how to change their corruption preference. Hopefully it's not a startpos thing
-I don't want to make big changes to their faction mechanics, which are probably getting a major rework for Tides of Torment.
-I want it to still be compatible with Tribes of the North

Seems doable, which tribes would be the best match? Bjornling?
gandhi89 10 hours ago 
Hi Fizzle and thank you for your awesome mod. Would it be possible to create a non-chaos norscan tribe ? A tribe which decided to chose the light instead of falling to chaos ?
Fizzle_Boom25  [author] 8 Jul @ 10:14am 
That is correct. Norsca only has one lord type, so every faction is led by a Marauder Chieftain and gets the same bonus. Regular Norscan tribes also get a bonus for horsemen that they can't recruit. I'll probably add some other bonuses when I update them for 7.0.

To a certain extent, Steppe factions are supposed to suck in sieges and choke-points since that's the best way to counter skirmish cavalry. When I a played a River Dolgan campaign, I would siege and wait for them to sally out (the AI underestimates horsemen, so that happens a lot) and kill them in the field. Then I could storm the walls and wipe out the survivors.

But I agree they can use some changes. I'll wait to see what units are added in Tides of Torment before I make any changes to their roster. I'll think I'll also add a siege attrition bonus to help with sieges.
GrumpyBadger 8 Jul @ 8:56am 
Steppe factions have -25% vigor reduction for Marauder Champions which they are unable to recruit, is this correct?

All the extra ammunition is nice, but the faction has a hard time with tight maps or sieges as they have little that can stand in melee. Considering the skill tree gives little more than extra ammo I think the factions need some bonuses elsewhere or maybe a slightly larger roster (javelins or axe throwers would help at least).
Fizzle_Boom25  [author] 3 Jun @ 5:44pm 
Thanks! That makes more sense, but CA still calls them Norsca, which made worked for WH1, but not so much in the expanded map in WH3.
Ultragrunt777 3 Jun @ 5:26pm 
This is cool mod but most people usually call them tribesmen of the north or northmen as their race name.
Fizzle_Boom25  [author] 23 Mar @ 12:33pm 
Small update: Made it so Warriors and Forsaken benefit from technology and skills for Chaos Tribes
Fizzle_Boom25  [author] 20 Mar @ 2:28pm 
I'd have to see the mod to know for sure, but your friend should be able to add the units to individual factions using building_culture_variants and building_units_allowed. Its more effort, but makes it more compatible.
Pfleger Von Yggdrasill 20 Mar @ 2:17pm 
So if we play with ToTN, the building set will still be like wh_main_group_norsca?It's actually a little bit of shame my friend had recently made a mod that adds units to wh_main_group_norsca_steppe buildings, because ToTN removed them, it can't actually work
Fizzle_Boom25  [author] 20 Mar @ 1:46pm 
I'm not exactly sure what change you're referring to, but I can take a guess. CA classifies some factions as "wh_main_group_norsca" and some as "wh_main_group_norsca_steppe". I'm not aware of any actually differences between them in game. TotN changed them all to be "wh_main_group_norsca". My mod doesn't change how the game classifies factions (anymore) and works whether they are steppe factions or not.