Total War: WARHAMMER III

Total War: WARHAMMER III

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The Land, the People, the State: Kislev Subfactions
   
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16 Apr @ 6:58am
6 Jul @ 1:10pm
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The Land, the People, the State: Kislev Subfactions

In 1 collection by Fizzle_Boom25
Fizzle Boom Sub-Factions
11 items
Description
Introduction
This mod splits up Kislev into three sub-factions. One representing the land, one for the people, and one for the state. Each sub-faction has a limited roster and set of available buildings, but also receives buffs to support a certain playstyle.

Sub-faction Summaries
The Land
Units: Warriors, Kossars, Akshina, Dervishes, Horse Archers, Things in the Woods, Incarnate Element of Beasts,Snow Leopard, Frost Wyrm, Elemental Bear

The Land sub-factions are led by a Druzhina who receives the following faction leader traits:
-Causes attrition to enemies in their territory (note: this is Kislev winter attrition, which effects armies in encamped or raiding stances)
-Campaign movement range: +15%
-Charge bonus for horsemen: +20%
-Ammo for horsemen: +100%
-Unit capacity for horsemen: +100 (requires my unit cap mod)

In addition, these factions can not build walls, instead relying on attrition and mobile armies to defend their territory.

Factions: Ungol Kindred, Brotherhood of the Bear (can also recruit War Bear Riders), Rota of the Dawn [TOW], Chattel of Zharr [TOW]

The People
Units: Warriors, Kossars, Armoured Kossars, Dervishes, Horse Archers, Winged Lancers, War Sleds, Little Grom

Main settlement buildings for these factions give a bonus to devotion and reduced upkeep for kossars. The bonuses decrease as the settlement is upgraded.

TOW factions are led by an Ice Witch who receives the following faction leader traits:
-+5 Melee Attack, Melee Defense for Ice Guard
-Local recruitment capacity: +1
-Can recruit Ice Guard, Snow Leopard, Frost Wyrm, and Elemental Bear

Factions: The Great Orthodoxy, Druzhina Enclave, Heldegrad [TOW], Peasant Council [TOW], Wheatland Colonies [TOW]

The State
Units: Warriors, Kossars (w/o spears), Armoured Kossars, Tzar Guard, Streltsi, Winged Lancers, Griffon Legion, War Sleds, Little Grom

The State sub-factions are led by a Boyar who receives the following faction leader traits:
-Recruit rank: +5 for Boyar lords
-Growth: +10 for all provinces
-Lance formation for Winged Lancers and Griffon Legion

They also unlock Winged lancers at tier 2 instead of tier 3

Factions: The Ice Court, Ursun Revivalists, Ropsmenn Clan, Dervingard Garrison [TOW], Order of the Winter Sun [TOW], Boyar Assembly [TOW], Tzaryovshchina [TOW]

Other Subfaction Mods
-Empire: Planned
-Dwarfs: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3461049488
-Greenskins: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3446809693
-Vampires: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3473512199
-Bretonnia: No plans
-Wood Elves: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3290225744
-Beastmen: No plans
-Warriors of Chaos: No plans
-Norsca: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3439077222
-High Elves: Planned (Colonist factions)
-Dark Elves: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3529886662
-Skaven: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3454605611
-Lizardmen: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3489986082
-Tomb Kings: No plans
-Vampire Coast: Planned (Living Pirates faction)
-Kislev: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3464916787
-Cathay: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3461049488
-Ogres: No plans
-Chaos Dwarfs: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3508127542
-Demons of Chaos: Planned (Mortals vs Immortals)
22 Comments
Fizzle_Boom25  [author] 7 Jul @ 10:54am 
That's a good idea. I already did something similar for Orcs or Goblins and Wez Speshul where only forest goblin tribes can recruit the forest goblins added by that mod, etc... I'll do the same for Dead's Kislev mod when I get a chance.
GrumpyBadger 7 Jul @ 9:40am 
This seems like it would really tie in well with Dead's Kislev mod, that adds some more units so you can have thematic "Ungol" (Land) and "Gospodar" (State) armies. I don't know if you can work in something with that like I believe the Hobgoblin Khan's faction allows extra Hobgoblins from mods.

Not sure how easy it would be, but throwing it out there if you were unaware.
Gaucho 7 Jul @ 6:35am 
Yes!, I just saw that you planned for a living pirates faction, I have been waiting for one for so long.
Fizzle_Boom25  [author] 25 Apr @ 6:52pm 
New update: Added playable factions: The Great Orthodoxy is a People sub-faction and The Ice court and the Ursun Revivalists are State sub-factions (no changes to the Daughters of the Forest, but they're basically a Land sub-faction already). I also modified the People faction so their upkeep and devotion bonuses apply to settlements instead of thru faction leader traits.
eduacicab70 23 Apr @ 9:40am 
I saw that many of the expedition sub-factions have innovation units, i just needed to play more xd. Thanks
Fizzle_Boom25  [author] 22 Apr @ 9:56am 
Next up are lizardmen. I'm planning on doing a feral sub-faction, a temple-city sub-faction, a skink sub-faction, a saurus sub-faction for Kroq-Gar, and a few unique ones. I also finished vampire counts, but I'm not happy with it, so I want to redo it.

Which dwarf factions do you think should be Innovation? I'm trying to limit Tradition and Innovation sub-factions to ones that live in their ancestral home. The rest are Expedition sub-factions.

And your English is perfectly fine.
eduacicab70 22 Apr @ 8:07am 
after the rework wich race is next? Also, could you add more innovation dwarf factions for TOW? Sorry for bad english.
Fizzle_Boom25  [author] 21 Apr @ 4:14pm 
Currently, the only change for playable factions is I removed the hag witch building from all except Ostankya.

I'm planning to rework the People sub-faction. Once I do that, I'll make Kostaltyn fall into that category and Boris and Katarina will be State factions. Ostankya already more or less matches what I have for Land factions, so no changes for her.
Dr Charko 21 Apr @ 3:35pm 
So this doesn't affect the playable factions?
Fizzle_Boom25  [author] 21 Apr @ 8:13am 
Kislev is divided thematically, but not really mechanically in vanilla. Ungols can recruit tzar guard, boyars can recruit things in the woods, etc… This is my attempt to fix that.

I haven’t looked at any unit mods specifically, but it should be fairly compatible. I mainly removed recruitment buildings for each sub faction, so as long as any new units follow the same logic as vanilla, it should be compatible. Let me know if there are any obvious issues (I.e. a mod adds an elite ungol cav unit, but Ungol factions can’t recruit it because they can’t build a T3 stable) and I’ll try to fix them.

Let me know your thoughts as you play through it. I’m always open to suggestions. In fact, I have a few user ideas to implement now after taking a break from modding over the Easter break