Total War: WARHAMMER II

Total War: WARHAMMER II

Aguirre's Elves
Theobald 13 Nov, 2017 @ 2:39am
Asur Kingdoms and their quirks
A - Outer Kingdoms
Prone to invading and thus hardier folks and probably better veterancies from the get go.

Yvresse: A land of magic mists and lost magnificence, a people of depressive survivors.
No sea guards, mists waywatchers instead (exist in another mod), bonuses against greenskins (Grom the Paunch's invasion). Should have daemons spawns of minor gods walking out of the mists. Everybody else should be lost in this province (movement maluses).
Eagles.

Cothique: A land of sunken ruins and underground fortresses, and a people of hardy sailors and sea monsters hunters/tamers.
Cothiquian specific sea guards (they aren't hybrid fighters, it's either spear or bow, but trained for sea battles- even their silver helms do), spirit (ghost) units in garrisons and maybe in limited capacity on offence, should have contacts with a lot of existing factions as main explorers and mappers. Have a lot of non-elves artefacts and riches, and are often harboring refugees from other realms during invasions. Eagles ? Have more sky cutters than everyone (when we get them from CA). Mathlann priests.
Religious buildings should be of Mathlann instead of Asuryan.
Bonuses at sea and against norscans that they fight very often.

Chrace: A land of woods and mountains, and monsters born of the Winds of Magic from the north, and a people of implacable hunters and renowned bodyguards.
Origin of the White Lions. Chracian versions of spears and bows (exist in another mod), with better stats and costs. No sea guards and silver helms. Chracian axe'n'bow replacement ?
Blackwood Warriors should come from here. Eagles.
Bonuses against large all around.

Nagarythe/The Shadowlands: A land of twisted woods and cutting rocks, a people of elusive guerilla fighters and sneaky (counter-)spies.
Take no prisoners, steal dark elves babies to foster them.
No sea guards, probably not even spears and archers. Shadow warriors in different degrees of proficiency. Different Revenants of Khaine. Tor Anlec Knights ? Past capital of the first Phoenix King, Aenarion. Eagles. Some sort of corsairs too, they raid Naggaroth a lot.
Bonuses against dark elves, especially their arrows, the woods of Nagarythe are actively wounding them (growing thorns arrows). Should probably ignore Naggaroth penalties.

Tiranoc: A land of sunken plains and past glories, a people of skilled charioteers and nobles.
Tiranoc Marines instead of sea guards, having maritime knowledge. Chariots bonuses of course (for Tiranoc chariots as their original land, the Ithilmar ones are mainstream).
Bonuses against Dark Elves or Morathi. Should probably ignore Naggaroth penalties, founders of all the Naggarothi colonies.


B- Inner Kingdoms
Those are even more magical and stranger-unfriendly, and are protected from invaders by the Annuli Mountains but have more periodic daemons problems steming from the Vortex's fluctuations.

Eataine (Lothern): A land of lush cultures (and the world's biggest city and the seat of the Phoenix King Finubar's Court), a rich people of travellers and merchants (and Ulthuan's only allowed strangers population).
Temple of Asuryan is the origin of phoenixes and Phoenix Guards. No eagles ?
Asuryanites units ? Flamespyre units ? (exist in another mod)
(Origin of the Lothern Sea Guards and most artillery. High Elves's Fleet homeport.)
Should know more of the world.
Bonuses against men ?

Saphery: A land of incredible magic and a magically gifted people.
You can't get anywhere if you have bad intentions, and the land is psychoactive and ever changing, you can only get somewhere you know. Most mages come from here. Hoeth is the only fixed point but the bad intentions rule still works for it, and the White Tower is the biggest building in the whole world. Eagles.
Bonuses against daemons and for mages.
Should really be under Teclis' control, he's the actual ruler.

Avelorn: An old land of eternal forests, a people of wandering nomads.
Seat of the second ruler of Ulthuan, the Everqueen. Land is akin to Athel Loren - except it is less harmful to people but infested by monsters from the Annuli, the other pendant of Chrace.
Origin of the high elves as a species.
Sisters of Avelorn, Handmaiden of the Everqueen, a lot of wood elves units fit here. No sea guards. Eagles.
Bonuses against ? Large ?

Ellyrion: A land of eternal summer and a people of bashful riders and intelligent horses.
The land itself is a bit less wild but instead the fauna is sentient in some extant (horses mainly).
Origin of the Reavers. Semi-nomadic people. No sea guards. Eagles.
Bonuses against dark elves and large.

Caledor: A land of fiery mountains and (even more) prideful warriors
Actually is both inner and outer ring (till Vaul's Anvil far in the sea)
Origin of the dragons and dragon princes. No eagles.
Dragon Guard. Vaul's priests (exist in another mod as unit). Vaul priest and Dragon mage (Cataph mod) heroes. Drakespine warriors instead of sea guards.
Bonuses for nobles.


C- Gates

Dragon Gate should be tougher than the others and have special buildings, given it was Caledor I 's capital and his palace is still part of it. Should also be given to Caledor (kingdom).

Pheonix Gate should be a little tougher and in possession or either Eataine (Lothern) or the Kult of Khaine (it falls frequently).
Dragon Gate and Griffon Gate have never fallen.