Clan Verms + Radious
This submod makes it so Clan Verms is balanced for Radious, various units have been adjusted for that purpose. Make sure you’re using the original mod and that this is above it in load order, otherwise you will have issues. Of course any credit for the units and characters go to those who made them from the original mod. And the work for Radious is done by Radious, so make sure you praise everyone involved. I’ll go over some of the alterations below.
I’ve also dialed back the negatives of Clan Verms to make it a bit easier to reach late game. The cost of non-verm military buildings is only increased by 60%, and non-verm units only cost 100% more rather than 300%, you still reduce the penalty by taking over certain landmark regions but the benefits now include reducing the negative on building cost. However you cannot completely remove the negative for non-verm units as it’d still be 10% increased upkeep with all landmark buildings.
Other than that I’ve added not only my skill dumps to the Verm lords and heroes, I’ve also added a smaller skill tree for buffing units to the Verm lords. Though they cannot buff normal skaven units to the same degree as normal skaven lords, as such 4 skaven lords have been put into the lord recruit pool, they’re not immortal so try to be careful with them. With all this done they should handle themselves well enough to make it to late game. If anything is off with the balance, make mention and I may change it if it makes sense.
As said this goes above the original mod in load order, and both go above Radious. If you want to play as this faction you will need Mixer (though I think it still can be on the map as a non-playable faction without Mixer on), which does conflict with Radious on some aspects, the more annoying aspects can be solved by using the Mixer Compatibility Patch for Radious https://steamcommunity.com/sharedfiles/filedetails/?id=2872223080
However not all things are fixed, technically speaking, the changes Radious does to starting armies, buildings, regions, and diplomacy are overwritten by Mixer. These changes govern what’s in the starting armies, where they are, what buildings are already built, and starting diplomacy like wars and alliances. The actual balance of units themselves and the additional units are still fine, so nothing will be off stat wise. Let’s say Radious gives the starting army of Skarbrand a bloodthirster (it doesn’t but this is an example), but with Mixer on, you won’t get that added bloodthirster in the starting army. I recommend checking both with and without Mixer to see what you want to do. You can get additional build slots via another submod, and maybe in the future a more extensive update to smooth over more of these conflicts will come out, but for now, as with any mod, use with caution, just more caution when it’s bigger mods.
Required items:
Click the title to search on this site.
Clan Verms — Steam Workshop
Radious Total War Mod - Part 1 — Steam Workshop
Radious Total War Mod - Part 2 — Steam Workshop
Radious Total War Mod - Part 3 — Steam Workshop
Radious Total War Mod - Part 4 - Assets — Steam Workshop
Revisions:
Old revisions of this mod are available below. Click the link to download.