Total War: WARHAMMER III

Total War: WARHAMMER III

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Improved Empire Landmarks
   
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135.284 KB
24 Mar @ 8:34am
22 Jun @ 7:10am
17 Change Notes ( view )

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Improved Empire Landmarks

Description
TLDR: Extended and improved Empire landmarks. Sally out (Ataman from Kislev ability) for empire landmarks with garrison function. Empire building slots are available earlier (not increased maximum).

Recommended: Combine this mod with Fix Altdorf and Empire Forts garrisons: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2859577837
Only then the garrison units are harmonized.

Hey,
this mod gives some more flavor to the Empire landmarks while still beeing balanced (more or less).

Imperial palace: Added a tier 3 building for the palace: now you get the buffs much earlier. Also tweaked the values. As compensation you are not able to build the tavern in Altdorf.

Magic conclave: The vanilla Landmark is a tier 3 and tier 5 building chain. I added an additional building at tier 2, that you are able to recruit wizards like in any other major city. Also tweaked the values.

Red Moon Inn in Ubersreik: added the normal garrison to the Red Moon Inn. You are not able to build the normal garrison building and you don't need to. Also tweaked the values. And of course since the Red Moon Inn is the local tavern, you cannot build an other one in Ubersreik.

Middenheim Great Temple of Ulric: added a tier 3 variant to the building chain. Disabled tavern in Middenheim and gave the temple the needed stats.

Mordheim Rock of Sigmar: gave all garrison attributes to the landmark, disabled garrison building in Mordheim.

Mootland landmark: gave all garrison attributes to the landmark, disabled garrison building in the Moot. Also added some additional trade goods.

Solland wine market: GDP-Modification for all adjacend provinces.

Also empire major cites have one more build slot then in vanilla until tier 4. Tier 4 and 5 are unchanged.

For details have a look at the pictures above.

SAVEGAME COMPATIBLE! The new garrisons appear when you hit "end turn" the first time after activating the mod. The units will have to replenish.

For suggestions, bug reports or anything else please comment below.
Cheers and have fun

Also check out my other mods:
Provincial roads: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2859798303
Increased port income (balanced): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2859809362
Balanced economy buildings: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2963140431
Advanced Nuln Imperial Gunnery School Building:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3246720718
Hellblaster and Great Canon Upgrades for Steam Tanks in Nuln Gunnery School: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3250730783
Improved Altdorf and Empire Forts Garrisons: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2859577837
Improved Dwarf landmarks and garrisons: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3263538699
Improved Kislev landmarks and garrisons: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3456378095

Changelog:
2025-03-24 initial release
2025-03-25 no changes for update 6.1
2025-03-28 added Middenheim and Mordheim landmarks
2025-03-30 added sally out for garrison landmarks and earliy build slots
2025-04-01 added solland wine market. tweaking values slightly
2025-04-02 tweaking values slightly
2025-04-05 reenabled the tavern in Altdorf to recruit Gotrek and Felix
2025-04-10 added panther chapterhouse in Carroburg
2025-05-10 added the moot
13 Comments
FreeParmenion  [author] 22 Jun @ 7:11am 
Hey, no changes needed for patch 6.2. Cheers
Tingu 6 Apr @ 9:39am 
Your mod is always so practical and balanced, amazing.
Tunch Khan 5 Apr @ 4:12pm 
Thank you. :lunar2019piginablanket:
FreeParmenion  [author] 4 Apr @ 1:52am 
@Tunch Khan you have a point there. My thought to disable it is to prevent stacking of bonuses. But if players want it, they should be able to.
I will reactivate the tavern as soon as I have time for that.
So long you have to build a tavern in an other province or in one of the minor settlements in Reichland to recruit Gotrek and Felix. Shouldn't be a problem...
Cheers
Tunch Khan 3 Apr @ 2:20pm 
Why don't you keep tavern as an option in Altdorf then? This way it would be up to the player to chose if they want/need one in their province.
FreeParmenion  [author] 2 Apr @ 12:47pm 
@Tunch Khan I have just deleted my change for Felix and Gotrek, since that change would mean, that you need to own the Reichland to get them. Since there are a lot Empire factions around, that does not work. So I am sorry, you will have to build a tavern somewhere to get them as Franz. But not in Ubersreik and not in Altdorf. Cheers
FreeParmenion  [author] 1 Apr @ 7:08pm 
@Xela09 I'm sorry and completly honest here: I don't care.
FreeParmenion  [author] 1 Apr @ 7:07pm 
@Tunch Khan thx for heads up, implemented. I hope it works :D
Xela09 1 Apr @ 6:25pm 
Hey, cool mod with nice changes, but i noticed you're missing a loc description for added/modified landmark, like the gunnery school or T2 college of magic and T3 imperial palace, it would be nice a touch to add.
Tunch Khan 1 Apr @ 3:03pm 
If you are taking tavern out of Altdorf, shouldn't you allow Red Moon Inn to recruit Gotrek & Felix?