Old vs New – Colony Plus
**Compatible with every mod including overhauls like SFO/CFU**
Update Three – Damn Pirates – 11/11/18
- Moved colony from Monument of the Moon (Vampire coast faction starts there) to The High Sentinel which is the seetlment below.
- High Sentinel was a Blue Viper settlement so they have been relocated nearby to the former ruins of Pahuax
- Estalia no longer has a colony, moved Tilea to Temple of Kara and left Pox Swamp vanilla as a vampire coast minor faction will be placed here.
- Kurt Helborg starts at El-Kalabad with four free levels
- Sudenburg is now a vassal of the Empire.
Update Two – A part of the Grim Update – 25/09/18
- Several of the Colonies have been renamed as detailed below.
- Colonies start at war with one random nearby faction.
Update One – Knights Vow – 16/09/18
- Bretonnia and Bordelaux always start with Knight Lords.
- Vow of knights should be unlocked from game start if not you get a free level to unlock it.
This mod gives one to two colonies with accompanying free-upkeep armies to serveral New World locations inspired by lore for the Empire, Bretonnia, Bordeleaux and Tilea. (You still retain your home region Altdorf etc). The natives aren’t too fond of their new neighbours but are a capricious lot as such for every new game the Colonies start at war with one random nearby faction.
Colonies
- Fuming Serpent, Lustria renamed Port Heldenhammer – Empire
- El-Kalabad, Araby – Empire
- Temple Of Kara, Lustria renamed Nuevo Luccini – Tilea
- The High Sentinel, Lustria – Bordelaux
- Temple Of Tlencan, Lustria renamed Bregonne – Bretonnia
- Copher, Araby – Bretonnia
Part of my "Old vs New" range of mods, these mods aim to increase the interaction between the New World and Old. As it stands the New World and Old World currently have very little interaction in the game, This mod changes that with the additon of colonies providing gameplay variety to the New World and Colonial factions. New World factions can drive the invaders out or use them as puppets against their enemies. The colonists can carve a new empire or gain powerful allies and trading partners. Conflicts erupt that span the Warhammer world as friends and foes are dragged into wars on distant shores.
This mod is different to the first mod "Colony" because it isn’t random, Empire & Bretonnia get two colonies and all the other factions get one colony. High Sentinel was a Blue Viper settlement so they have been relocated nearby to the former ruins of Pahuax
This is a LUA script which is highly compatible with other mods as it runs separately to other mods. In crynsos unlocker Sudenburg is a faction, when The Empire is assigned El-Kalabad they get the settlement instead and spawn an army. A small Sudenburg force remains to the east, I didn’t delete this army as I thought it provided some more variety. Fluff reasons for them being there could be them fleeing the destruction of Sudenburg, expedition, splinter group Etc.
- Tweaks and Balances – Please provide feedback in the comments
- Change up "New World Colonies" faction if unchanged in next DLC
- Dalmark – Empire – Lizardmen Army Book, Warhammer 6th ed. 2003 page 11
- El-Kalabad – Empire – CA Vortex Map
- Port Heldenhammer – Empire – Fan Lore
- Bregonne – Bretonnia – German White Dwarf scenario
- Nuevo Luccini – Tilea – Mordheim Town Cryer #15, page 17
- Santa Magritta – Estalia – Mordheim Town Cryer #15, page 17
- Copher – Bretonnia – CA WTW 2
For the full Old vs New experience subscribe to the Compilation Mod