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https://steamcommunity.com/sharedfiles/filedetails/?id=2732619868
After The Silence and The Fury was released and I saw the herdstone mechanic my immediate idea was to use some similar mechanic for the WElves, just as a big tree instead. Raze surrounding settlements (which causes enmity with other races of course, or corruption for them), plant a big tree and let it grow. No Rituals, no Amber or anything special about them. Just like a normal forest settlement with the 5 tiers. Maybe it's not the most lore-wise thing for the WElves to do, but this is also a Total War game, and I think thematically it makes sense for them to want to see the map painted in forest. It could be a player only mechanic.
I hope CA sees the reddit post and considers it for game 3. Until then I'll be enjoying my campaigns with mods like this one. Much appreciated!
its fine, share it wherever you want, it requires a custom corruption and base province reworks so capitol provinces can be turned into forest cities, where magical forest cities start at 100% base corruption, while other places must converted using buildings and characters.
some buildings have to have a certain level of corruption as a requirement probably.
probably corruption provides happiness and minor settlements are still outposts.
But like you said, you should be able to completely turn the entire world back into a magical forest that sounds fun and logical.
Would you mind if I put a link to this mod on reddit so we could possibly discuss this and MAYBE have it implemented in game 3? I think it is a great idea and something seriously missing from the game.
EXACTLY my thoughts mate, we should be able to convert settlements back to nature, your suggestion about corruption makes 100% and I'd be perfectly fine with that, and I think most players would be too.
I honestly think someone at CA is mad because a WE army beat them on TT so we must all now suffer because of it lol
But seriously, I cannot believe that someone at CA thought that this was a good idea or that they did not test it properly.
Exacly, I expected CA to at least enable the wood elves to turn province capitols into magical forests, perhaps by using their own version of corruption, requiring full control of the province before you can develop it propperly.
Say instead of growth being required for leveling up the forest, you need magical forest "corruption" at 10/20/30/40/50% or something
but nope, the wood elves are hardstuck in a few settlements that dont even provide methods to grow beyond their borders or provide reasons to expand
now goes as follows: 1500/1600/1700
this results in it being closer to the wood elf city scaling which start at 1500 and scales up to 2500