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Some mods are called "movie" mods and are active even if you try to disable them. They must be deleted to be disabled. If a mod like that also had a script break, I guess it could cause the issue you describe.
GRANDEUR PACING
I feel like this might be somewhat in the eye of the beholder. I was a little iffy on grandeur pacing at first because I was struggling to get more than 30 or 40 a turn whilst seat prices were all sitting between 250 and 400, but once your high level economy starts coming 'online' around turn 60 or so it rapidly begins ticking up, especially if you know what you're doing. By around turn 75 I'd gotten up to about 100 and was able to start reliably confederating factions. It still took me to around turn 100+, but I don't think that's necessarily a bad thing.
Nonetheless, it's- so far, for me at least- rather unlikely I'll do a full confederation and get all the seats in games shorter than 120-130 turns. The late game relies more on confederation to get seats than simply buying them. Late game grandeur costs are high enough that the AI's purchases of them slowly come to a halt, but I don't think this is a good or a bad thing, merely a thing that happens- it gives the mod a kind of 'late game' shift where the seats are mostly set in stone and now the political endgame begins.
I did have some ideas around alternative incomes for grandeur progression if it's helpful.
The first one that comes to mind is granting grandeur for victories, similar to how Karl Franz earns prestige as part of his mechanic (although the amount of Grandeur should be far smaller- Karl can earn up to a thousand per battle, which is way too much for Grandeur). One of the things I like with this idea is I wonder if it's possible to set it so each faction gains more grandeur based on their theme. Tyrion might earn more Grandeur fighting enemies on Ulthuan or its surrounding oceans, Eltharion against Greenskins, Teclis against Chaos, Alith Anar against Dark Elves, Imrik in any battle involving him personally, whilst Alarielle might not have any specific bonus but gain a large grandeur income per turn from having 100% Asur Approval.
The second idea is to maybe give lords a grandeur income, possibly based off the Loyalty mechanic, with a higher level/skills/better items/bigger army granting more Grandeur. Admittedly this seems pretty easy to abuse, but it would convey a certain interplay between the military power of a faction and its influence at court.
The third is a more simpler change of making more buildings give a bit of grandeur, or making the ones that do give grandeur give more at earlier levels. The last patch updated Empire and Dwarf faction building sets, making their buildings more accessible and easier to 'start up' than before; I wouldn't be surprised if the High Elf update does the same, so attaching a bit more grandeur to the lower levels might similarly help High Elf players 'start up' their political ambitions with tactical choices early on, whereas at the moment it can be a little bit of time before one's architectural choices start really feeding into grandeur.
tldr; I don't mind the grandeur progression at the moment. I think there's a skill element to it and it's something you can get better at over games.
THE THING I WANTED TO WRITE ORIGINALLY
This is a phenomenal mod, top to bottom. It has a degree of polish that makes it feel luxurious even by the standard of an official feature.
In terms of mechanical effects it's flavourful, immersive and adds a strong thematic sense of style for the High Elves that vanilla mechanics don't provide. Forcing confederation through the Council makes it more hard-earned, but also changes the collective High Elves' gameplay style, where defending Ulthuan can be jeopardised by some of the kingdoms not pulling their weight. At the same time you feel more part of a single realm within the greater kingdom, managing your own handful of lands whilst hoping your network of alliances and influence-spending can push your peers into doing what you need. Simply having the other High Elf kingdoms around longer feels great.
It's also balanced to a shocking degree. Many mods on the workshop, including some of my favourites, struggle with new effects like this, sometimes tipping their hand into making them border on cheat mods. Not so this mod- the effects feel restrained but many of them feel worth getting. Hell, the Chaos Dwarf conclaves this effect is based on has a worse grasp on the balance between useful powerful effects whilst maintaining balance.
The polish is also top notch. It looks beautiful, the lore is appreciated, but what impressed me the most was the writing. A lot of mods, to put it gently, are more about the effect than the 'fluff' of writing descriptions, which is entirely understandable, but it's something of a low bar. This mod's writing is great! The descriptions are tidy and clean, and they pop with character- the little bits that play when you confederate another faction, like Eltharion sighing and admitting he has no taste for politics, feel like they were taken seriously. My favourite little bit was the message that plays when the Citadel of Dusk nicks a seat from you- their representative bailing for a celebratory vacation to Lustria before you can catch him to chew him out got a laugh out of me.
There are mods more 'essential' to my Total War experience, but this one might be my favourite. As a life long High Elf player it feels like it -gets it-, and it pulls it off so well I can't help but love it.
I have same problem, around turn 50 after confederating 5 kingdoms even show up and pheonix court button dissapear and idk how to fix it