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I like the ideas of the movement slows. I considered doing something similar when I created the mod. The problem relates to how the climate system works. It becomes awkward when an army does not have a movement penalty when they don't own a region but then is penalized when they do own it. A better option may be to add bonus speed to certain owner factions, but then you have armies moving faster in swamps than on normal land. I decided to just leave that to terrain system.
Regarding the old world/new world naming. I tried to minimize the number of climates as much as I felt comfortable. Each new climate requires a new cross reference with every subrace or faction. If the results were too minor, I didn’t go through the trouble. Boreal is used in only a small number of old world regions and borderlands is used in zero new world regions.
I called all the southern temperate islands tropical because they were all off the coast of the jungle climates. The only remaining temperate island were on Ulthuan so I just called it that to focus on the floating magic island part.
The Vermin Wastes thing was created special for the new single settlement skaven provinces. They needed to be undesirable to everyone else. The rest appear to be built hidden under lizardmen temples, dark elf fortresses, and dwarf holds. These should have appropriate values to their originating cultures.
In the future I have grand plans to make a new mod that will account for 3 factors of each region. These are: infrastructure type, population type, and terrain/climate. The problem is that this means several times as many climate types and a ton of work. Compounded on this is the fact that the new dlc added a few new campaign mechanics that I want to use in new, non climate mods first.
So I'm currently playing a Kraka Drak (Cataph's Kraka Drak) game in combination with your climate changes (and a few other mods that don't really matter for the following suggestion). Your system is pretty nice, I like how when you hover over the climate icon it actually gives an explanation and the actual name of the climate.
It would feel right though for the Norse Dwarfs to actually have Frozen Tundra as a suitable climate considering that they start with one which is actually their main port. In the lore the port of Sjoktraken (not sure if the region has that name in vanilla but it definitely has in Cataph's Kraka Drak) is their main port (and probably only if you ask me) and has an access to the Ungruvalk, an underground warded channel which gives them a direct access to the sea of claws. (so no need to circumnavigate the whole of Norsca).
Also not a specialist of the lore so I could be wrong but shouldn't Norsca have some kind of Fjord "climate", I get that there is corruption, and the tribes for the most part are chaos worshipers but as I understand it shouldn't be like the actual chaos waste in the North.
Casualty replenishment should probably be decreased to -10% since the elves of Nagarythe are very war-hardened and have spent millennia fighting druchii. It would be newcomers who are wary of joining armies.
That's at least what I think of it. Since elves are superstitious as all hell, they wouldn't want to move there from their current homes. Elves are also proud however, and they refuse to let anyone else defile their sacred land.