Total War: WARHAMMER III

Total War: WARHAMMER III

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Living World Expanded: Total Map Overhaul
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Tags: mod
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513.897 KB
2 Dec, 2023 @ 4:59am
3 Jan @ 7:47am
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Living World Expanded: Total Map Overhaul

In 1 collection by Forlorn
SFO: Enhanced
28 items
Description
==NEWS==

New changes:

Updated for Omens of Destruction.

- Golg moved to Frozen Landing, in true neutral position.
- Added Clan Gnaw under Golg
- Updated several minor factions that were updated with Omens of Destruction
- Redid leafcutterz start in Badlands
- Moved new Skrag camp to mountains of Ind
- Gorbad starts with 1 less settlement


=========


This is a port of Living World (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2950672476), brought over to the biggest map available! The entire world is utilized and spaced out between legendary lords so that there is plenty of space between everyone. As one example, Empire is playable since there aren't 20 LL's packed within the vicinity of the Empire anymore. Living World Expanded provides the ultimate grand campaign experience! Most LL's will not die before the mid game, and order or chaos tides are both very unlikely.

There are hundreds of changes - what you see in the screenshots above are only half of the easily visible changes. There are many more changes to diplomacy "under the hood" to help ensure that the early game starts off balanced without any bias towards order or chaos tide. All changes are made to be as loreful as possible while enhancing gameplay.

Living World Expanded is compatible with virtually every mod except certain mods that add in new starting locations. So for example, vanilla Living World will not work with Living World Expanded. There may be a conflict, or there might not with mods that create a single custom faction. Considering how much space is opened up because of Ind, Khuresh, and Ihan, the chances of a conflict with custom factions and Living World Expanded is smaller than ever. 99% of the time Living World Expanded should work with anything as it is 99% script based. Even if there is a conflict, all that happens is you may see some strange starting positions as a result, so conflicts with Living World are generally small and easily fixed.

If you'd like to support my work, you can tip or donate to me here: PayPal[paypal.me]
136 Comments
Forlorn  [author] 10 Jul @ 7:13am 
Also Hellbrone goes to war with Khorne Queen very often. Kairos eventually can but he techs up and waits for opportunities. Hellbrone has diplomatic contact with HE so she's very likely to sail forth and invade Ulthuan. Trust me the world is laid out for maximum conflict.
iamtheresurrection94 7 Jul @ 4:12am 
1. Ah, okay nvm.

2. Yeah love DeepWar. I wonder are other mods influencing his behaviour then? Could that influence the script?
Forlorn  [author] 6 Jul @ 4:36pm 
resurrection: 1. I don't use SCM, cannot comment on it. There are mods that let you move one or two factions to your liking that might solve your problem here.
2. Do you use DeepWar? Kairos is anything but inactive with that AI.
iamtheresurrection94 6 Jul @ 5:42am 
GOAT mod. Just two suggestions

1. TikTak is getting drowned out consistently in west Ind, particularly if you use the SCM mod that puts new factions in Ind and Khuresh. I'd suggest moving him to east Ind: this would also help him get to the Lost City of the Old Ones in Khuresh by the mid-game and take advantage of the landmark there.

2. Moving Sigvald to Norsca has made Norsca and the west Old World more interesting but, in my experience, at the cost of making Hellebron's life way too easy. She consistently steamrolls the north-west Wastes: in my current game, its turn 29 and she has 12 settlements: her only real natural enemies are minor Greenskins and Norscans who get stomped. I get the Kairos is up there now but in my experience his AI seems weak/reactive. Not sure how to solve this: maybe move Epidemius to Frigid Wasteland, to reflect his lore interactions with Malekith? Start Kairos at war with Hellebron?

Just small things though, otherwise 10/10 mod
Forlorn  [author] 11 Jun @ 2:09pm 
Greg yes it's done on purpose so AI cannot mess up the world.
Greg 10 Jun @ 5:44am 
First of all, thank you for the wonderful mod. I have already tested it and I really liked it. But there is one nuance. Unfortunately, this mod adds diplomatic agreements that cannot be broken. For example, playing as an archaon, I cannot break the right of passage with a holek or with the khorna faction without losing reliability. This is done on purpose. Perhaps I did not read carefully. Thanks in advance.
Aaron 28 May @ 1:07am 
Thanks, I've been using it and pretty impressed so far.
Forlorn  [author] 27 May @ 10:37pm 
Bruh there's no way I would make mods incompatible with each other :0

This mod is 10x better with DeepWar
Aaron 27 May @ 3:06pm 
Would DeepWar AI work with this or would it interfere with how the AI views eachother?
Forlorn  [author] 27 May @ 12:31pm 
Kaybern: Many other changes
Shing: Yes it's pure script, very unlikely to break. Even if it breaks all that happens are minor bugs