Total War: WARHAMMER III

Total War: WARHAMMER III

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Skaven: The Council of 13 - Skills & Buildings
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Tags: mod
File Size
Posted
Updated
1.338 MB
14 Sep @ 2:33pm
29 Sep @ 5:16am
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Skaven: The Council of 13 - Skills & Buildings

In 5 collections by ChopChop
The Skaven: Immortal Empires Expanded | IEE 6.3+
217 items
ChopChop's Workshop: All Released Mods
60 items
ChopChop & Friends: Skills Mods
16 items
ChopChop's Workshop: Building Mods
21 items
Core: Buildings, Garrisons & Landmarks | Immortal Empires Expanded
35 items
Description

This mod requires "[UI] Builder: 3 Rows Settlement & Foreign Slots" & new campaign. ➡
I do not edit any vanilla skills* or buildings (all are new & custom).
*except Grey Seer skill "Envoy of The Council" (more info below in section 12 NEW SKILLS)


This mod reffers to the Skaven Council of Thirteen by introducing new features to all Skaven:
  • NEW CUSTOM BUILDINGS:

    • 1 Landmark in Skavenblight
      • The Council of Thirteen*
      *currently levels 9-12 display Roman number "I" due to UI limitations
    • 1 New building in all province capitals:
      • Servant of The Council
    • 2 New buildings in all cities:
      • Tunnels-Underways
      • Looting Hordes
    • 7 New buildings in Skaven Under-Empire:
      • Altar to Vermalanx the Poxlord
      • Altar to Kreeskuttle
      • Altar to Skweevritch
      • Altar to Skreech Verminking
      • Altar to Basqueak
      • Altar to Lurklox
      • Altar to Throxstraggle

  • 12 NEW LORDS & HEROES SKILLS:

    • Lords - Grey Seer*, Master Assassin, Warlock Master, Warlord
    • Heroes - Chieftain, Assassin, Eshin Sorcerer, Packmaster, Plague Priest, Warlock Engineer:
      • Envoy of Clan Eshin - exclusive for Deathmaster Snikch
      • Envoy of Clan Moulder - exclusive for Throt the Unclean & Ghoritch
      • Envoy of Clan Skryre - exclusive for Ikit Claw
      • Envoy of Clan Rictus - exclusive for Tretch Craventail
      • Envoy of Clan Mors - exclusive for Queek Headtaker
      • Envoy of Clan Pestilens - exclusive for Lord Skrolk
      • Envoy of Clan Krizzor
      • Envoy of Clan Morbidius
      • Envoy of Clan Scruten
      • Envoy of Clan Skab
      • Envoy of Clan Skurvy
      • Envoy of Order of Grey Seers
      *Grey Seer skill "Envoy of The Council" has been replaced with 12 variations above
  • 2 ADDITIONAL BUILDING SLOTS IN UNDERCITY

    • This mod adds 2 new buildings slots to all Skaven Under-Empires, expanding the original 4 to a new total number of 6

  • UNLOCKING LORD & HERO RECRUITMENT IN UNDERCITY

    • This mod unlocks recruitment of Skaven Lords & Heroes in established Under-Empires. All Heroes require corresponding buildings for recruitment (added in this mod)

FUTURE: This mod is fully functional and complete in it's current form, however I originally intended to also feature additional campaign mechanic & scripted effects to landmark in Skavenblight related to The Skaven Council of Thirteen. Those features are currently put on hold due to potantial unacceptable incompatibility with Mixer that I fully avoid & some scripting limitations related to cyclical buildings, that I use as experimental innovation in this mod. Both features are still planned and will be implemented in non-invasive way in the future and will not affect ongoing saved games with this mod enabled (will not cause a crash or break campaign).


If you want to use this with other mods adding skills or SFO: Expanded Skill Trees Overhaul
This mod is compatible with reuploaded mod by Glospey: Glospeys BSE Undercities, etc.
Enable hero recruitment from Under-Empires with MCT (by default - Disabled) when using: Under-Cities Survive Razing, screenshot in MCT: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3570390793


Many thanks to everyone supporting me via Patreon & Paypal and everyone hanging out at Discord. Modding is one of few ways available to me to both support my disability expence and express myself while stuck at home. Thanks guys, may The Horned Rat bless you all 👈💚🐀
And also:
- Obopmot who originally created and used Nurgle cyclical buildings in a mod "Building an Empire" that I used as template to create Skavenblight landmark: Council of Thirteen in this mod
- Partypus & SCM Team for permission to use the Clan Skurvy flag from SCM Skaven Clans
- Murranji for patience with my scripting attempts


[streamelements.com][patreon.com][discord.gg]
26 Comments
ChopChop  [author] 16 hours ago 
NEW REQUIRED COMPATIBILITY UI MOD :steamthis:
[UI] Builder: 3 Rows Settlement & Foreign Slots
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3576835384

Please change as this mod now requires new Steam item that provides compatibility with all BSE mods
chubbyninja89 (TNB) 27 Sep @ 6:56am 
It's fine.
ChopChop  [author] 27 Sep @ 6:00am 
Ahh i can see what kind of mods you make. Explains a lot, my bad bro. Please take my apologies, but this mod is definitely not going to match your game balance with mods like 1 turn building or straight up Player Cheat Mod.

Just to everyone know:
- this mod creates a variation of existing vanilla skill just to add small variety to lords and heroes. the skill already exist in the game and i am not planning to buff it more as it's good itself.
- all building effects are 99% local with exception of the Skavenblight landmark that starts with effects at 2 and end up at 13. This with 1 turn cycle of 12 buildings gives roughly +6 per turn if taken as average.

All of the above follow strictly vanilla balance of skills and buildings effects. Never gonna surpas that, as intention of this mod is to use lore of Skaven to enhance the experience itself, not break game balance. Skaven already in player hands have enough power.
ChopChop  [author] 27 Sep @ 5:43am 
" trying to make a mod that added a whole bunch of stuff but that stuff ended up feeling a bit underwhelming" XDD
this was never my intention. its exactly the opposite - i am adding as little as possible using all available mod tools known to me with skills and buildings so you have to work for it to feel the benefits of the mod like the game intends to do - actually play it.
ChopChop  [author] 27 Sep @ 5:35am 
You got wrong impression then and you're complaining on my mod as it doesnt do what you want. This wont be a cheat mod buffing everything around with millions of effects everywhere. I did everything i wanted in this mod to be close to vanilla and be an eye candy in form of pich of extra stuff. I am not interested in mod requests unless its a bug or error. I dont care to convince you to use it either (dont like - dont sub) and no longer interested in pursuing this topic. Have a nice day.
chubbyninja89 (TNB) 27 Sep @ 5:07am 
It's ok, I just thought that it seemed like you were trying to make a mod that added a whole bunch of stuff but that stuff ended up feeling a bit underwhelming, that's all.

I just thought that those big council buildings in Skavenblight were supposed to grant major thematic buffs as well.
ChopChop  [author] 27 Sep @ 4:39am 
Nothing personal, just wanna share my style of gameplay that i translate further to my mods which is more channeled to individual hero types. If i'd add the unit buffs the way you propose - suddenly chieftains could buff ratling guns or eshin sorcerer buff stormvermin, which i am not a fan of as this unifies all characters across the board without uniqueness. In the mod i linked i created hero unit army buff when the hero is embedded in army, but each hero type buff only narrow variety of related units, and so the chieftain buff stormvermin, assassin buffs eshin units, warlock engineer the weapons teams, plague priest buff plague monks etc.
I appreciate the suggestion though :steamthumbsup:
ChopChop  [author] 27 Sep @ 4:31am 
Existing skills already are related to the clans in names:
Moulder: + battle healing cap
Eshin: Ambush
Skryre: Research rate
etc. :steamthumbsup:
ChopChop  [author] 27 Sep @ 4:30am 
Not mean at all, but i dont want to add unit buffs to this skills as i already do it in another mod and i dont like overlaps. This mod is closer to vanilla and heroes in base game not necessarily buff army (thats lords army red line skills). For heroes army buffs i use my other mod:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3409174610 can make nice doomstacks with it. If i'd be expanding the skills in this mod - it will be very closely related to already existing buffs, yet still very close to already existing vanilla skills as i dont want to unbalance the game and im currently pretty much done with them. Im still working on additional stuff related to Skavenblight landmark, but that is very difficult and i currently am doing something else.
chubbyninja89 (TNB) 27 Sep @ 4:15am 
I'm honestly not trying to sound mean when I say this, but I found that this mod seems pretty underwhelming, and that's mainly due to how underwhelming the various buffs from each clan are.

Don't get me wrong, I don't think that they should all be massive thematic buffs per say, but they could certainly stand to at least have a single general buff for the units related to the clan, like monstrous units for Clan Moulder and stormvermin for Clan Rictus.