Total War: WARHAMMER III

Total War: WARHAMMER III

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Cultists and Corsairs: Dark Elf Sub-Factions
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19 Jul @ 4:35pm
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Cultists and Corsairs: Dark Elf Sub-Factions

In 1 collection by Fizzle_Boom25
Fizzle Boom Sub-Factions
11 items
Description
Introduction
This mod splits up Dark Elves into Corsairs, Cultists, and Naggarothi sub-factions. I reworked what buildings each one can build and what units they can recruit. Black Arks were reworked so that certain units can only be recruited on land. I also added bonuses to each faction through faction leader traits and other faction-wide effects.

Sub-faction Summaries
Corsairs
Units: Bleakswords, Dreadspears, Black Ark Corsairs, Darkshards, Dark Riders, Cold One Knights, Scourgerunner Chariots, Harpies, Manticore, Hydra, Kharibdyss, Bolt Thrower, and limited availibilty of all remaining units

The infamous Dark Elf raiders. They are out to acquire slaves, not land and therefore can not build walls. Have the strongest Black Arks with the access to the most upgrades of all sub-factions.

Factions: The Blessed Dread, Rakarth, Scourge of Khaine, Karond Kar, Blood Hall Coven, Corsairs of Spite [TOW/IEE], Harbingers of Pain [TOW/IEE]
Cultists
Units: Bleakswords, Dreadspears, Witch Elves, Sisters of Slaughter, Darkshards, Dark Riders, Doomfire Warlocks, Scourgerunner Chariots, Harpies, Manticore, Hydra, Kharibdyss, Medusa, Bloodwrack Shrine, Bolt Thrower, and limited availibilty of all remaining units

All cultist factions have access to Morathi's unique buildings and can recruit different units from the Pleasure buidling chain.

Factions: Cult of Pleasure, Ssildra Tor, Cult of Excess, Drackla Coven (can recruit Beastmen slaves), Deadwood Sentinels (can recruit Slaanesh marauders), The Dark Convent [TOW]
Naggaroth
Units: Bleakswords, Dreadspears, Sisters of Slaughter, Darkshards, Dark Riders, Scourgerunner Chariots, Harpies, Manticore, Hydra, Kharibdyss, Bolt Thrower

The remaining Dark Elf factions that live in Naggaroth. Each one in unique, refer to the spreadsheet for more details. Each of the major cities provides powerful faction-wide bonuses.

Factions: Naggarond, Har Ganeth, Hag Graef, Ghrond, Clar Karond, The Forgebound, Bleak Holds

Additional Notes
There are a lot of factions that don't exactly fit into one of the categories above. For a more detailed breakdown of each faction refer to this spreadsheet: https://docs.google.com/spreadsheets/d/1oYqcFv1JN_lksvFvXfAO030ZSva155CJkuTOCncxmxU/edit?usp=sharing

Other Subfaction Mods
-Empire: Planned
-Dwarfs: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3461049488
-Greenskins: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3446809693
-Vampires: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3473512199
-Bretonnia: No plans
-Wood Elves: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3290225744
-Beastmen: No plans
-Warriors of Chaos: No plans
-Norsca: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3439077222
-High Elves: Planned (Colonist factions)
-Dark Elves: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3529886662
-Skaven: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3454605611
-Lizardmen: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3489986082
-Tomb Kings: No plans
-Vampire Coast: Planned (Living Pirates faction)
-Kislev: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3464916787
-Cathay: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3514225945
-Ogres: No plans
-Chaos Dwarfs: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3508127542
-Demons of Chaos: Planned (Mortals vs Immortals)
32 Comments
Fizzle_Boom25  [author] 29 Oct @ 8:43am 
Yes, I said I was going to wait for 7.0, but I already released the rework with 6.3
eduacicab70 29 Oct @ 3:03am 
the skaven were reworked too, right?
Fizzle_Boom25  [author] 28 Oct @ 4:50am 
I'm focusing on reworks now. Dwarfs are ready to go and Greenskins are almost ready for 7.0. Next I think I'll work on Vampire Counts or I'll start preparing High Elves and Norsca.
eduacicab70 28 Oct @ 2:16am 
Since the upgrade is taking a long time, wich new mods and reworks of your older mods will be comming?
Pieya 2 Oct @ 9:44am 
Makes sense I suppose, sounds good! Thanks :D
Fizzle_Boom25  [author] 30 Sep @ 7:51am 
For variety. Not all dark elf cults worship Slaanesh, so I wanted at least one that's a little different.

There's not really any lore on the Drackla Coven, but they are led by a Lore of Beasts Sorceress, Beastmen are very common in their starting area in the lore, and one of the big landmark mods (I forget which) has a dark elf landmark there that lets you recruit beastmen.
Pieya 29 Sep @ 8:25pm 
Hey, how come the Drackla Conclave loses out on recruiting Slannesh units (at least it seems so) for Beastmen instead of having access to both?
Rincewind322 1 Sep @ 7:52pm 
Excellent point! Landmarks or regional recruitment buildings would be a great workaround
Fizzle_Boom25  [author] 1 Sep @ 7:44pm 
The issue is ogres are very migratory and I want to reflect that in game. If dark land ogres move to border princes, they should lose some units and gain others, but that's not how these mods work.

I'm thinking of replacing their recruitment buildings with landmarks, but I need to see how feasible that is.
Rincewind322 1 Sep @ 6:01pm 
Maybe Ogres could take a lot of personality from their region? So Dark Lands Ogres get Hobgoblins, Border Prince Ogres get Wolfriders and/or Yeoman Horsemen, Cathayan Ogres get Peasants and Peasant Gunpowder units, Southlands and Lustria get Lizardman Weapon Beast Teams, maybe Naggaroth gets Wolves and Spiders?