Colony – Old vs New
**Compatible with every mod including overhauls like SFO/Crynsos for ME campaigns only**
Update Three – Damn Pirates – 30/10/18
- 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
This mod randomly assigns one colony and an accompanying army to serveral New World locations inspired by lore for the Empire, Bretonnia, Bordeleaux, Estallia or Tilea. (You still retain your home region Altdorf etc)
Possible Empire Colonies
- Fuming Serpent – Lustria
- El-Kalabad – Araby
- The High Sentinel – Lustria
Possible Bretonnia/Bordeleaux/Estalia/Tilea Colonies
- Temple Of Kara – Lustria
- Temple Of Tlencan – Lustria
- The High Sentinel – Lustria
Possible BretonniaBordeleaux Colonies
- Copher – Araby
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. As the colonies are randomly assigned this provides further variety and replayability creating new challenges and oppurtunties for each campaign. 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 is a LUA script which is highly compatible with other mods as it runs separately to other mods. The script works basically by selecting one of several pre-determined scenarios and then making the necessary changes. High Sentinel was a Blue Viper settlement so they have been relocated nearby to the former ruins of Pahuax
In crynsos unlocker Sudenburg is a faction, if The Empire is assigned El-Kalabad then The Empire gets the settlement and spawns an army. A small Sudenburg force remains to the east, I didn’t delete these armies 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.
Empire, Bretonnia, Bordeleaux and Tilea will always gain a colony where Estalia has a 66% chance. I did this for gameplay balance so the colonial factions footprint isn’t too large and to keep a semblance of lore accuracy in colonial locations.
- 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
Use with my other mods to increase Old World/New World interactions.
- Colony
- The Dead Rise
- Elven Expedition
- Corsair Raids
- Dawi Expedition
- Pointy Ead WAAAGH!
- Worldroots
- Vermintide
- Lizardmen Awaken
Compilation Mod – https://steamcommunity.com/sharedfiles/filedetails/?id=1509595973
Past Updates
Update Two – 16/08/18
- Added Bordeleaux to the mix
- All colonies now have Tier Two settlements and some have ports pre-built, left free buidling slot so you can decide what to construct (Less grindymore fun)
- Tiliea will now always spawn a colony
Update One – 13/08/18
- Bretonnia now has a chance to colonise Copher – Araby
- Colonial forces upkeep has been greatly reduced (Less grindymore fun)
- Bretonnias starting colonial armies have been buffed (Thanks to upkeep reduction)
- Estalias/Tileas colonial armies both receive a unit of halberdiers