Archaon Invasion. The End Times

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Author: trimToSize()

Last revision: 30 May at 12:37 UTC (3)

File size: 34.1 MB

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Description:

Description

You can play as the forces of Light, the forces of Chaos, or Archaon himself. This page describes the scenario for the forces of Light only; the rest is detailed in the .doc file.
You can customize the invasion almost entirely through MCT. A detailed description of all settings is provided in the section below.
If you do not use MCT, the default settings will apply:
The invasion will begin between turn 60 and turn 80. The exact turn is determined randomly when you first launch a new campaign or load your current save. The mod is compatible with existing save files if you have not yet reached turn 40(inclusive) and are not using MCT. You may try enabling it later in your campaign, but some logic may not function as intended and certain events may not occur as planned.

IMPORTANT

If you are configuring the invasion for an ongoing campaign (not a new game), please keep in mind that a 20-turn preparation period is required. In other words, if your save file is currently on turn 40, do not set the minimum invasion start turn lower than turn 61. Otherwise, the invasion logic may break.

The mod must be configured in the main menu before starting a new game or before the first launch with your current save.
During the campaign, you can only disable two settings in MCT: enhanced recruitment and dog replacement.

Scenario Overview

Playing as the Forces of Light
At the start of the invasion, you will receive a Campaign Victory Condition.

  • The invasion consists of two waves and portals:
    • The first wave begins randomly between turns 60 and 85.
    • The second wave begins 20 turns after the first.
    • Each wave contains 28 armies.
    • The first wave consists of mid-tier armies.
    • The second wave is significantly more deadly.
    • Portals appear between the first and second waves of the invasion. A detailed description can be found in the .doc file.
  • Approximately 20 turns before the first wave, several preparatory events will occur:
    • A cutscene will trigger — marking the beginning of the endgame.
    • You will receive central on-screen notifications (please read them carefully to understand which stage you are in).
    • If Archaon’s faction is still alive before the first wave, his army will be rebuilt.
    • If Archaon’s faction was destroyed, he will respawn in his home region with 5 armies.
  • Archaon will unite the Chaos factions:
    • He will confederate the Warriors of Chaos factions.
    • Chaos factions at war with each other will sign peace treaties.
    • Relations between all Chaos factions will rapidly improve.
    • Archaon will declare war on all Order factions.
    • Relations between Order factions will also improve to help them unite against the threat.
    • The Dark Elves will side with the Order factions, except for Morathi (Cult of Pleasure).

Regarding army spawns:

  • The army general spawns at a random level of approximately 30.
  • The armies have no upkeep cost to prevent Archaon from going bankrupt. They can replenish in any territory. Allowing replenishment everywhere increases aggression, as the AI tends to “park” its armies less often, based on my observations.
  • Upon spawning, each lord receives a random unique trait, for example: +5 melee attack for all units, etc.
  • The armies have received casualty replenishment.
  • The armies have received campaign movement range.
  • The armies spread corruption more effectively.

When Archaon’s army is rebuilt or resurrected, it retains all of the bonuses listed above. However, Archaon himself spawns at level 50 and receives the best Chaos units.
Additionally, during the invasion, Archaon’s territories and the neighboring provinces receive increased Undivided corruption. At the start of the invasion, Archaon receives 2 million

MCT

Ability to customize the invasion in MCT (mod configuration tool):

  • You can set the number of armies that spawn waves. You specify the number of armies that spawn per region.
    The formula is simple: number of armies × number of regions = total number of Archaon’s armies per wave. Since there are two waves, multiply that number by 2 to get the total number of armies for the entire invasion.
  • You can also choose which regions the armies will spawn in.
  • You can set the invasion range — that is, define between which turns the invasion will begin.
  • Allows you to enable or disable the diplomatic bonus. The setting is separate for the Chaos and Order sides. (Chaos Relations+ and Light Relations+)
  • Replace the dogs in all of Archaon’s armies. Disable further recruitment of them for him. (Can be toggled during the campaign.)
  • Improved troop recruitment for Archaon’s faction (Experimental). (Can be toggled during the campaign.
  • You can disable automatic peace enforcement. If the bonus for the Forces of Light is enabled but automatic peace is disabled, improved relations between factions will not automatically end the war. This setting only affects the Forces of Light and the Dark Elf factions. Chaos factions will make peace with each other regardless. (Auto Peace)
  • Archaon Confederation — allows enabling/disabling Archaon’s confederation WoC factions.
  • Provides a diplomatic bonus between Dark Elves factions and the Forces of Light (excluding the Cult of Pleasure). The Cult of Pleasure instead receives a separate bonus with Chaos factions. (Dark Elves Relations+)
  • Portal Settings
  • Compatible with Old World mod

I do not recommend spawning more than 40–50 armies for the entire invasion. Even with my settings, armies tend to get stuck and pile up. If you increase the number further, congestion is guaranteed, and something might even break — this would need testing. Lower values are completely safe and, in some ways, even better. Feel free to experiment.

Bugs & Issues

For bug reports, I have created a discussion thread below.

Compatibility
  • Multiplayer is supported
  • Immortal Empires Expanded (IEE) is supported
  • You can combine this disaster with the vanilla ones
  • MCT is supported (not required)
  • Most likely compatible with SFO, but the unit caps must be disabled.
  • Compatible with Old World Campaign(Compatibility must be enabled in MCT, NOT CLASSIC)

Notes
Translations

Russian

Support

If you enjoy my mods and would like to support me, you can do so:
Boosty[boosty.to]

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.