Raise Dead Changes

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Author: PIXY_UNICORN

Last revision: 25 Mar, 2025 at 20:00 UTC

File size: 95.78 KB

On Steam Workshop

Description:

Tired of Vampire factions losing an army of zombies only to attack you on the following turn with terrorghiests and blood knights?
Or do you just want raise dead to be more thematic so that you can’t "summon" vampire knights into your army after fighting orcs and actually have to use recruitment buildings for once?

THEN THIS MOD IS FOR YOU

This mod changes which units are available in the vampire counts and vampire coasts raise dead pools.

Vampire Counts:

Fell bats
Dire wolves
Zombies
Skeleton warriors
Skeleton spearmen
Crypt ghouls
Crypt horrors
Grave guard (all 3 variants)
Black knights (both variants)

Vampire Coast:

Fell bats
Scurvy Dogs
Deckhands mob
Deckhands mob polearms
Gunnery mob
Gunnery mob (bombers)
Gunnery mob (Handgunners)
Bloated Corpse
Deck Droppers
Animated Hulks

Global recruitment is also removed for vampire coast, because they already have access to local recruitment, raise dead AND shipbuilding. So it is quite unnecessary to have global recruitment too, as it removes the importance of the lord’s shipbuilding.

TLDR: focuses raise dead mechanic on basic infantry, to incentivise using recruitment buildings for elite/specialist units.

Feedback, suggestions and bug reports are welcome in the comments below!

Check out my other mods here:

Bring Back The Mid-Game:
https://steamcommunity.com/sharedfiles/filedetails/?id=3417142180
Tailored Garrisons:
https://steamcommunity.com/sharedfiles/filedetails/?id=3400384160

If you wish to support the mod and contribute towards my next pint, please click the link below:
paypal.me/MGibson20

Compatibility

Should be compatible with most mods

Thank you and enjoy 🙂