Total War: WARHAMMER III

Total War: WARHAMMER III

Wood Elf Cities and Towns (Settle Anywhere)
72 Comments
gz331903 Jun 29 @ 5:44am 
amd how to plant forest?
gz331903 Jun 29 @ 5:40am 
where is the The Arborist's Enclave building?why i diid not see?
RobertX13 May 24 @ 8:13am 
I used the console command "gr" (short for Gift Region) to get the Fallen Gates settlement. I did't know they were automatically built. Anyway I'm using a different mod now that let's wood elves colonize any settlement made by my friend ChopChop. But thanks for the info regarding your mod anyway.
terreohomines  [author] May 23 @ 8:06pm 
It is automatically built when the region reaches 80 forest cover. Occasionally they add a unique region that is not handled correctly. Is there a specific region that you are having trouble with?
RobertX13 May 23 @ 10:51am 
I'm liking this mod (in theory), but it has one problem for me: I cannot construct the main Asrai Hamlet Building. I tried to to convert it, but it won't let me. I even tried to edit the mod, but even with updated tables it still won't work. Any advice on how to get it to work?
Big Bad Wolf May 6 @ 10:07am 
Asrai Town fully upgraded are supposed to grant 6 construction slots. In my game, they are only giving 4 slots. Is this working as intended?
Vyktor Apr 22 @ 9:27am 
Hi, enjoying the mod thus far (only a few turns in) but was wondering if 'forest cover' actually adds more trees graphically to the map? thanks!
G I|I Clean_Nap Apr 21 @ 2:02pm 
any chances for update?
Camping_scout Mar 5 @ 10:16pm 
the mod is great, it would be nice if there was a outpost building that spread coverage to the province, even like 1 a turn.
kekhio Dec 29, 2024 @ 1:26am 
Not sure why, but it is not working for me. I can see the new buildings, but none changes when this lands reachs 80 of forest covert. Nothing changes and I can´t buy the new garrisons, as it always says that I have no space enough for it. But if I confederate other wood elves, then I can see those races can do... Perhaps I don´t know how to do
donschmiddy Nov 1, 2024 @ 3:55pm 
Hey, just wanted to drop in and tell you i really like the mod. Personally the game has been getting easier and easier over the years, and this mod gives the faction that is in my humble opinion the easiest an extra challenge and a fun mechanic. Good work all around! :)
terreohomines  [author] Oct 28, 2024 @ 5:36pm 
@Mora Yes it does.
Mora Oct 23, 2024 @ 11:14pm 
Does this result in wood elves getting siege battle maps where they have an actual town to defend?
mrhyms Oct 15, 2024 @ 3:41pm 
Happy to confirm that this seems to work fine with The Old World Campaign :)

Thanks for a great mod!
The Viral Divinity Oct 3, 2024 @ 1:53pm 
Seeing the planned features makes me hope that the development of this mod continues! Would be wild having a super great mod to make the wood elves more in-line with the rest of the races in the modding scene.
R2k Aug 14, 2024 @ 11:31pm 
Can you please make a simple unlock all cities without those forest shenanigans?
sigmars_disciple Jun 21, 2024 @ 7:50pm 
Don't forget there are reasons why WEFs cannot do this by default in vanilla for a reason.
You know, the thing that now takes way too long for your taste and you think that's unfair HAHA <3

Possibly a WEF Outpost expansion mod could be used, for more building variety/choices (again, I just assume). To speed up all construction by 33% I use a mod called "Faster Build Times". To speed up campaigns early turns and get to the interesting units, I often use "Level 5 Capital (or any level") by BAGholder and I set the minimum campaign launch/recolonization level for all settlements to level 3. That's overall pretty fair to all factions.

You can also check the (re-uploaded, updated) "Campaign Configuration Mod" to see if this lets you do the tweaks you like. Hope that helps <3
sigmars_disciple Jun 21, 2024 @ 7:49pm 
Hey @Griffox, I might actually be mistaken, but I thought you can combine this mod with building slots mods like the modular Buidling Slots Extended, that allows you to even get smth like

Special 20+ slots for some Special (Capital) settlements
20 Slots for all major (Capital) settlements
6 Slots for all minor settlements (and minors allow for tier 4 construction - I use Ragnarok's "Tier 4 For All" for that and connect them via BSE's tier 4 compatibility submod)

I find 6 Slots pretty perfect.

So what I'm saying is that providing the ideal # of slots for your campaign and preference is not within the scope of this mod. The speed is a different thing, although 8 to 15 turns sounds pretty reasonable for smth that should IMHO only exist if it's done somewhat loreful...
Arthas Jun 16, 2024 @ 8:00am 
Hope someone can make a single province (like wood elf or Kislve ) mod in the future.
Griffox Jun 6, 2024 @ 12:41pm 
Continuation of the text below

My suggestion is maybe large cities with 6 spaces and small ones with 4, in the conquest they start as a city, so the cities are useful for the player and the AI, facilitating expansion outside the forests, perhaps even competing against other factions.
Griffox Jun 6, 2024 @ 12:39pm 
I like your mod but it is not functional for both the player and the AI, it takes too long for the forest to grow, on average 8 to 15 turns for each city, then the city has to grow which takes another 5 turns, that is on average it takes 14 to 20 turns for a city to start being functional, a normal city would already be useful in tier 3 in 20 turns,

If the player and the AI ​​lose the city restarts everything from scratch, another 15 to 20 turns again, the worst part is that cities take a long time to grow compared to other races, this ends up making the player end up depending only on the forests leaving the cities aside, if you play in the legendary game with mods it gets even worse, due to It would become more aggressive, and when it sees a weak city it ends up being an easy target,
Griffox Jun 5, 2024 @ 12:11pm 
My question is what if the AI ​​can also update the cities?
Griffox May 31, 2024 @ 5:26pm 
ty
Curithane May 9, 2024 @ 9:03am 
hell yeah thats what I am looking for!
Haruno Sakura Apr 28, 2024 @ 3:07am 
ah I was wondering why I couldnt upgrade my town into hamlet, but I did not read the forest cover
ChopChop Apr 3, 2024 @ 7:00am 
Thank you for the amazing mod! I have made two submods to work in compatibility with "Wood Elves Campaign Flavour":
[Submod] Wood Elf Cities and Towns + Wood Elves Campaign Flavour
[Submod] Wood Elf Cities and Towns + Wood Elves Campaign Flavour + BSE 20/6
The second one is for people using Building Slots Extended, cheers!
Ferreus the Umbral Arrow Mar 27, 2024 @ 7:10pm 
update?
Aragun Mar 4, 2024 @ 6:50am 
Amazing mod, thanks for making it : )
Arthas Jan 15, 2024 @ 12:34pm 
I hope that in the future, someone can make a city where all cities can be as independent as the cities of the wood elves, instead of having several cities for one province, which is so boring.
Monosis Jan 15, 2024 @ 12:31am 
Hello, currently wrapping up a Sisters campaign with your mod (on turn 70 or so), loved it. I always loved WE in battle, but felt like they played too passively in campaign since the WH2 rework. Not now, it's great and it never felt that I was too strong economically, the trees and sacking/razing were more important for sustaining my armies for sure. Thank you for your work!

Also, regarding the speed, it felt fine for me. It rewarded planning ahead with the expansion to maximize spread. Late game (around turn 50), I was able to support recruiting multiple lords on a particularly important province to speed it up (did with Castle Drakenhof and around Skavenblight to reclaim Estalia and Tilea). A late tech could work, but the baseline should be slow IMO. Finally, my only suggestion would be to replace the -5% upkeep on the garrison building to +5/10/15 (or 10/20/30) campaign sight. I think it would be flavorful with the outpost initial building.
Canadian Leaves Jan 5, 2024 @ 11:52am 
please do compability with 5 slots minor settlements
zhivagor Dec 31, 2023 @ 7:40pm 
I think everything should be quicker by half or so. Having an army sit in a settlement for 20 turns seems excessive. Then the builds are dozens of turns on top of that. Im almost done with the campaign by the time the first settlement has its first upgrades...
ThaddiusX Dec 14, 2023 @ 1:21am 
Oh, and I am not sure what research trees the other WE faction has. But if not same, towards the end there. :-)
ThaddiusX Dec 14, 2023 @ 1:20am 
I've played with this for 140 turns now, as Drycha. I seriously love this idea, but at turn 140 I have just been able to start converting two full provinces. Titan Peaks with 4 regions and Ashen Coast with 4 regions. And I have my starting settlement and heartlands. Now 80 points is a lot when you have big provinces, even 3-region provinces because you have to fight a lot and you can't afford to have anything standing there to make these convert unless you play a very passive campaign.

I was thinking, what about a technology late or at the end of the tree that reduced needed conversion by 50%? You'd need both Cadai and Cytharai done and they both would lead to the tech. You'll be way late in the game, so you won't be able to expand like the rest but when you come towards the later part of the game you'd have a higher chance of being able to. Great mod!
ThaddiusX Dec 12, 2023 @ 5:50pm 
This is a great idea :-) Not sure if anyone's talked about this before here, if so I'm sorry if I bring it up again, but in theory it should be possible to use the game's corruption mechanic to add forest spread. Make a "forest corruption" and then the ground starts to change with the right graphics components. Like Slanesh and Tzeench corruption.

There's a few corruption change/editing mods around for the regular ones, perhaps possible to reverse engineer for a new one. Just a thought. :-)
Cpt Crappy Dec 12, 2023 @ 1:05pm 
II think the mod might need an update as of todays patch...?
terreohomines  [author] Dec 9, 2023 @ 9:03am 
@Cegorach Yeah, unfortunately they need to be separate buildings in order to add the extra "requires x building" property, which is what prevents them from being buildable when just the base outpost is there.
If you wanted to try your hand at it, it would probably be easy to make a patch mod that would fix it: look up the name of the new units in that unit pack mod (in main_units table) and add them to the new buildings in the "building_units_allowed" table (you can find the names of my buildings in my mod if you look at that same table).
Cegorach Dec 9, 2023 @ 1:46am 
Is there a reason the military recruitment buildings you use for the cities dont match the ones the real wood elves actually use? It prevents recruiting modded wood elf units like from "Asrai Unit Pack (Wood Elves)"
Krb Nov 22, 2023 @ 5:40am 
Hey @terreohomines, can you give us the option of building a Wood Elf City or an Outpost? And also makes Amber necessary for building Wood Elf Cities, cutting out some special buildings (ex: building tier 5) , making default Wood Elf Cities more important. And thank for mod.
Big Bad Wolf Nov 15, 2023 @ 12:17am 
...Part - III
4) Arborist Enclave Upgrade: This one was the last cus I do not know if its possible. I read you are attempting to make a Rite to increase forest spreading. Right now the building just occupies a slot till the adjoining provinces are done with upgrading to forest cover. The Arborist Enclave building can at Tier 3, Spread Forest Cover in adjacent provinces and Automatically colonize Razed settlements in province and if the game allows it, at Tier 5 automatically colonize razed settlements in adjacent provinces.
Consider from a playstyle point of view. The WE usually cant expand outside Magic Forests so they raze settlments like Skarbrand. WE raze forests/corruption so new growth can bloom. Fits the playstyle and circumvents the obscene costs for colonization for WE.
Big Bad Wolf Nov 15, 2023 @ 12:17am 
....Part - II

3) Consolidate Outpost and Infrastructure buildings: A lot of players probably use Landmarks Mods because CA is lazy AF and have not given any decent Landmark buildings in IE campaign. If I get basically the Military Recruitment Buildings that give +1 Hero capacity, they are the Main Melee Infantry Recruitment building(Glade Captain), Ranged Infantry Recruitment Building(Waystalker), Forest Spirit Building (Branchwraith Caster), Caster building (Spellsinger Caster), Forest Patrol Control building (Shadowdancer) from SFO mod. Totaling 5 buildings to increase Hero capacity. Add the Main settlement slot + Armory Slot (upkeep red. + recruitment cost red.) + Garrison Slot + 3 Infrastructure buildings OR Outpost buildings (depending upon your settlement level. You run out of Building slots. Consolidating the Outpost buildings into Infra buildings when you upgrade to Asrai Hamlets adding the bonuses together would be good for making strong main settlements for Hero buildings.
Big Bad Wolf Nov 15, 2023 @ 12:16am 
@terreohomines Thanks for the great mod! I cannot play a WE campaign without it anymore. I have some suggestions if you are able to incorporate them.

1) The Military Recruitment Buildings: The Military recruitment buildings could add certain units from the recruitment tree to the garrison of the settlement (I believe SFO addon does that, however, as of now it does not seem compatible with your new buildings).

2) Woodland Trenches Unit Garrison: The building itself is quite bland and I don't build it in the settlements outside the magical forests. You could add units to garrison from the Woodland Trenches building like the units added in the Magical forests through SFO mod (I believe), the building can go up to Tier 4 where the SFO mod gives you a Shadowdancer Hero which is pretty good and can work well with your mod in main settlements.

...Part - I
BloodW0lf Nov 2, 2023 @ 8:38pm 
does this work with IEE? seems epic!
N'kai Oct 28, 2023 @ 7:21am 
Love the mod , great work , can't do a woodelf campain without it now. any possibility to have compatibility with the "simple dynamic settlement"? should be nice to have real big tree city everywhere.
Greymater Oct 28, 2023 @ 6:49am 
have you considered getting this to work in SFO? Great mod by the way!
terreohomines  [author] Oct 25, 2023 @ 7:24pm 
@Felekis I have not tried those mods, but I think it definitely should work with Immortal Empires Extended and *probably* would work with Building Slot Extended as well, though that one I am less certain of. It depends on how they implemented the extra slots.
Felekis Oct 25, 2023 @ 3:44am 
@terreohomines
Is this compatible in Building Slot Extended (BSE) and Immortal Empires Extended?
terreohomines  [author] Oct 6, 2023 @ 6:28pm 
Updated to once again work correctly in Altdorf, Zharr-Naggrund, and Wei-Jin, which were altered in yesterday's hotfix.
Scrapulous Aug 15, 2023 @ 1:30pm 
Interesting. I wonder if I'm seeing a mod conflict when those icons appear. I can confirm that I see your garrison fix in the latest version. I appreciate the fast fix!
terreohomines  [author] Aug 12, 2023 @ 8:30am 
Thanks for the feedback, Scrapulous,
I just tested building a tier 3 major settlement building and it correctly showed me the tier 3 icon so I'm not sure why it seems like it might be inconsistent there but I'll keep an eye out for it and see if I can try to figure out what's going on.

For the garrison, building, you are correct! Turns out I had accidentally mis-copied the garrison unit sets. Should be fixed now.