Total War: WARHAMMER III

Total War: WARHAMMER III

993 ratings
[Beta]Legendary Urbania
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Tags: mod
File Size
Posted
Updated
69.174 MB
2 Sep, 2024 @ 9:12pm
29 Dec, 2024 @ 5:05pm
6 Change Notes ( view )

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[Beta]Legendary Urbania

Description
Overview
Special Settlement Models
This MOD replaces campaign map town models to restore legendary cities from the lore. It aims to provide unique skins for as many settlements as possible at each level, making them visually distinct when occupied by different cultures. The ultimate aim is to provide unique skins for each settlement across all cultures.

vivid World

      ▪ Dynamic Settlements: When a settlement is occupied, its appearance changes to reflect the new faction. The occupied settlement will gradually evolve to mirror the new owner's culture, as if the inhabitants are rebuilding it. If no special model exists, the vanilla model corresponding to the race is used.

      ▪ Relation with OvN Lost World: Fully compatible with OvN Lost World. While OvN's settlement skins are impressive, they don't change based on the occupier's culture or settlement level.

      ▪ Relation with Dynamic Settlement: This MOD expands upon Dynamic Settlement's initial attempt to create a more vivid world by offering entirely unique models instead of vanilla ones.

Excellent Compatibility
The MOD changes settlement appearances through a virtual building chain without altering buildings, landmarks, or battle maps. It's highly compatible with almost any other MOD, including overhauls like SFO. While unique models for every custom faction aren't feasible due to resource constraints, the MOD automatically assigns suitable models from similar cultures (e.g., using the Empire's models for the Southern Kingdoms).




Beta
Progress:

      ▪ Number of Special Settlement Skins: 149

      ▪ Regions Applying Special Settlements: Lothern, Cairn Thel, Shrine of Loec

After updating the mod, to apply the latest settlement models:

      ▪ In MCT, enable "Enable Settlements initialize next turn" and "Initialize special settlement". Settlements will refresh automatically at the start of the next turn.

      ▪ Then disable "Enable Settlements initialize next turn".

      ▪ This mod update will not corrupt old save files.




Old Saves Compatibility
Compatible with old saves, you can enable this mod at any time during the campaign.




How to Use
Mods required to subscribe:
MCT (for adjusting MOD settings)

New save: After starting a new campaign, a click prompt to refresh settlements will pop up, and the mod will initialize. The game may appear frozen, but please be patient.

Old save: In the MCT settings of Legendary Urbania, enable "Enable all settlements to refresh next turn". You will receive a pop-up to refresh all settlements in the next turn. Only need to refresh once. After refreshing, turn off this option.

OvN Lost World:This MOD is compatible with OvN Lost World. In regions where Legendary Urbania provides special models, they will replace Lost World models (currently only for Lothern). Other Lost World models will display normally. It's recommended to set 'Models Replaced On First Turn' to -1 and 'Models Replaced Each Turn' to 0 in Lost World’s MCT settings. This ensures that all Lost World models are loaded before the first turn begins.




FAQ:
○ Q:How the settlement changes when occupied by non-native cultures.
○ A:For example, when a culture like Cathay occupies Lothern, they add decorations to the High Elves' Tier 1 base. As the settlement level increases, decorations from the Cathay become increasingly prevalent.




Compatibility
○ Old World: It seems to be working fine for now. However, special settlements might experience slight positional misalignments due to differences in Old World terrain data compared to vanilla, requiring additional adaptation.

○ The following mods are not compatible:
▪ Dynamic Settlements, Dynamic Lost World, Grandolph's Simple Dynamic Settlements Reborn (includes similar functionality)




Feedback Channels
○ You can directly give feedback in the workshop comment section, and you will receive a response within three days.




Future Plans
○ Continue to update more special settlement skins, prioritizing the capitals of various cultures, and special settlements not included in Lost World.




Acknowledgments
○ Thanks to @Grandolph, @harktheharreld, and @superforest games, the authors of Dynamic Settlements, for their initial attempt to build a vivid world.

○ Thanks to all the supporting players.
Popular Discussions View All (1)
1
31 Jan @ 11:23am
你好作者 此mod是否兼容sfo?发现一起运行的时候你们的mod失效了
shall we run
260 Comments
Balthasar23th 12 Jul @ 12:42am 
Thanks for your mod! I have made a small German translation. Can you maybe link it? Greetings

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3523420152
bbro51 12 Jun @ 6:47pm 
this is such an awesome idea and I have been looking for a mod like this for so long, great work!
Am I the only one who has the Dynamic_Lost World mod removed? Could you explain why?
elgato_86 27 May @ 1:51am 
anyone knows if this causes problems with the Nagash mod? I was playing Nagash but cannot perform the ritual in the black pyramid and im still trying to find the mod causing the problem
mistborn 24 May @ 1:43pm 
whenever i capture a unique settlement from another faction is resets the settlement to the default skin
Swinky 17 May @ 6:43am 
is it normal for certain modded factions to have invisible settlements? playing as the jade pirates from the yin-yin mod they become invisible and i was just wondering.
Zeth.exe 8 May @ 5:12pm 
Looking forward to the next update!
Mathicsatem 4 May @ 12:01pm 
Oi, dis is gonna be a right propa squig-gobblin’ bash! WAAAGH!
Yoda Gaming 2 May @ 2:46am 
Amazing Mod, cant wait for updates
ld1449 27 Apr @ 5:47am 
@MotorwaySouth. That's good to hear, no worries then. I thought it was that I'd screwed up somewhere but if it just needs updating I can be patient :)

...

HURRY! ;p