Total War: WARHAMMER III

Total War: WARHAMMER III

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High Elf Building & Recruitment Rework
   
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File Size
Posted
Updated
292.813 KB
29 Mar @ 9:39am
10 Sep @ 4:18pm
11 Change Notes ( view )
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High Elf Building & Recruitment Rework

In 1 collection by chris_sansom
High Elf Vanilla Sprinkles
5 items
Description
High Elf Recruitment Rework

This mod reworks High Elf recruitment and building chains to bring them in line with more modern faction standards — improving access to heroes, tweaking unit unlocks, and giving more value to landmarks and resource buildings.

Key Changes
  • All High Elf heroes are now recruitable at Tier 2.
  • Hero capacity also moved to Tier 2 — aligning with more recent CA reworks.
  • Several units (e.g. Moon Dragons) are now recruitable one tier earlier.
  • Straight upgrades no longer unlock at the same tier — e.g. Moon Dragons now come before Star Dragons.
  • Some new buildings added within existing chains (Stables, Smiths, Dragons) to support the above.

Landmark Recruitment Unlocks
  • Hall of Dragons unlocks all Dragon variants and Dragon Princes.
  • Tor Anlec unlocks Shadow Walkers.
  • Avelorn’s Worldroots unlocks Forest Spirits and Forest Dragons.

Landmark Tier Changes
  • Some landmarks have had their tier requirements reduced for better consistency or earlier unlocks.

DLC Unit Availability
  • Mistwalkers from Tor Yvresse main settlement chain (with caps outside Eltharion).
  • Forest Spirits from Avelorn Worldroots, Oak of Ages, and Woods resource chain.
  • Shadow Walkers from Tor Anlec citadel.

Protection Chain: Renamed to Waystones
  • Cosmetic change — new names, icons, descriptions.
  • Public order bonus replaced with local movement range bonus for armies.

Resource Buildings Unlock Recruitment
  • Pastures — Ellyrian Reavers.
  • Exotic Animals — Great Eagles (Tier 1), Flameheart Phoenix (Tier 3).
  • Woods — Dryads (Tier 1), Treekin (Tier 3).
  • Furs — War Lions of Chrace (Tier 1), White Lions of Chrace (Tier 2).
  • Obsidian — Silverin Guard (Tier 2).

Ports and Colonies Unlock Lothern Sea Guard
  • Regular ports: unshielded (Tier 3), shielded (Tier 5).
  • Special ports: unshielded (Tier 1), shielded (Tier 3).
  • Colonies: unshielded (Tier 2), shielded (Tier 3).

Resource Buildings Now Grant Global Buffs
  • Spices — boosts trade tariff income.
  • Salt — boosts port income.
  • Dyes — buffs entertainment income.
  • Ivory — buffs industry building income.
  • Pottery — buffs province/capital building income.
  • Obsidian — magic resistance for Silverin Guard.
  • Medicine — research rate.
  • Wine — influence action cost.

Barracks and Stables Chains Buffed
  • Barracks give local upkeep discounts for Spearmen, Archers, and Rangers.
  • Stables give local upkeep discounts for Ellyrian Reavers and Silver Helms.
  • Encourages keeping these buildings early game instead of demolishing immediately.

Compatibility
Should be compatible with most other mods unless they also modify High Elf buildings or recruitment.

My Other High Elf Mods
16 Comments
gxh 17 Oct @ 6:44pm 
feels like hero capacity increase at tier 2 is too overpowered, should be tier 3 as inline with other races
chris_sansom  [author] 10 Sep @ 4:23pm 
Hi @Thancred_Lux - sorry for taking a while to get back to you - I've not had much time to play or mod the last couple of weeks.

In terms of load order vs my other High Elf mods, "High Elf Rites & Commandments Rework" should be loaded after "High Elf Building & Recruitment Rework". Moreover, "High Elf Rites & Commandments Rework" should be last loaded of all 5 of my High Elf mods. But apart from that, the other 4 can be loaded in any order.

There are some "duplicates" between the 5 mods so that I could preserve compatability / generally have the mods work fine independently or together.

I cannot really speak what the load order should be for my mods compared to other mods you might be wanting to run with them - that will depend on the mod!

Hope that helps - any other questions or issues let me know :)
SwordMaster 4 Sep @ 1:58pm 
any load order? because in the mod manager there are indications of some duplicates and or change the same files
andy82182001 30 Aug @ 10:45pm 
Is it still available? because I play with new saving and only use this mod but it seems there are no other units(Tyrion) besides the original factions you choose.
chris_sansom  [author] 2 Aug @ 6:32am 
Updated :) See change notes: https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/3454353349

Added buffs to medicine and wine resource building chains
Rebranded the protection buildings to Waystones
Added some relevant unit upkeep discounts to the barracks and stables chains for forces in the local province, so that these buildings are more worth keeping early game
chris_sansom  [author] 31 Jul @ 11:50am 
@ejcaldera thanks.

Incoming Tides of Torment DLC is what spurred me on to do publish / update a few of them recently. To me, my mods are my "feedback" for CA - the ideal scenario is that they see and like some of my ideas and incorporate them into any refresh these systems might get for the High Elves.
ejcaldera 31 Jul @ 8:32am 
your mods are amazing

its a shame that the tides of torment high elf rework will most likely break these mods
chris_sansom  [author] 31 Jul @ 5:20am 
@Briar_Black ha no worries :)
Briar_Black 31 Jul @ 4:55am 
omg you're right. I completely forgot about that. That's embarassing lol. My apologies.
chris_sansom  [author] 30 Jul @ 5:24am 
@Briar_Black That previous message was meant to be a question! Hate that you can't edit these comments.