Total War: WARHAMMER III

Total War: WARHAMMER III

The Phoenix Court (High Elf Politics)
 This topic has been pinned, so it's probably important
Alshua  [developer] 24 Mar, 2024 @ 12:15am
Balance & Bugs
Opening up a thread to use for whatever sort of gameplay feedback you might have that might need a longer character limit. Whether you found a bug or you have balance feedback, it can be easier to discuss here than in the comments.

Let us know, especially, how the Grandeur pacing was for you, and how often Intrigue Dilemmas were triggering.
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Showing 16-26 of 26 comments
Alshua  [developer] 16 May, 2024 @ 10:18pm 
If you have reinstalled the mod and started a new game with no other mod but this one, and you still don't see the button... your computer is haunted by ghosts.

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.
Minaplo 19 May, 2024 @ 4:33am 
I wanted to write this in the general comments, but it wasn't big enough, so I'll put it here, but I'll add in some notes about Grandeur pacing at the start so it fits the meaning of the thread.

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.
MedicinalMan 29 May, 2024 @ 12:57am 
Hello, I think I've discovered a bug. Ku'gath's starting province has a landmark called Sea Dragon's teeth. When this mod is enabled, it causes that landmark to provide the resource gemstones. It is small detail, but CA recently patched this to not give resources to factions that do not have diplomacy and somehow this mod is undoing that.
Last edited by MedicinalMan; 29 May, 2024 @ 1:04am
Anachronisticon 21 Jul, 2024 @ 5:31am 
Grandeur etc. are all implemented, but the actual Court button doesn't show up for me.
CHARGER🌴 11 Nov, 2024 @ 3:19am 
Originally posted by LordTheo675:
Hi, first off I would like to thank you for a great job. But lately I have been having an issue. The Phoenix court button has been missing from my games (loads or new). I have tried to reinstal the mod and dissabled every other mods to test if it was a compatibility problem but it doesn't seem like it is. Since I am quite a noob in the modding community I seek help because I cannot live without this mod. Thanks in advance.

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
CHARGER🌴 11 Nov, 2024 @ 3:32am 
Now i can confederate them normally but i dont want that, this mod is too good :D
Alshua  [developer] 11 Nov, 2024 @ 7:44am 
CHARGER, Anachronisticon, check out the new FAQ to help resolve your issue.
Nyx 3 Dec, 2024 @ 10:40am 
I recently starten a new game with this mod. Unfortunatly during my second session I noticed the UI missing. After looking at your FAQ I started a new game with just this mod and still had the script break X immediately. I hope your can help me, I really enjoyed the mod so far. I dont know what to do exactly to get the script like the FAQ mentioned but if you tell me how I will help ASAP
I have a guess that the bug of the UI button disappearing is related to Compatibility. After testing in my game, I have come to the conclusion that if I turn on the "Mod Configuration Tool - v0.9 Beta" mod, the Phoenix Court UI will disappear. This issue is not related to the rounds and progress of the game. Just disable the mod mentioned earlier. The functions of The Phoenix Court can operate normally. But this solution won't work for the old archive, you need to reopen a new one.
Nyx 5 Dec, 2024 @ 7:16pm 
Ok thanks for the help it seems to work after uninstalling the mod config tool. I'm still a bit confused because the error was still there after deactivating every other mod but i guess that's just how it is
Alshua  [developer] 10 Dec, 2024 @ 6:04pm 
I have never seen a script break in this mod with no other mods activated. I tested it with just MCT active and wasn't able to replicate that either. But with the new DLC about to release, everyone is about to update their mods anyway (hopefully). We'll see if any issues arise after that.
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