Total War: WARHAMMER III

Total War: WARHAMMER III

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Warlords of Cathay: Cathay Subfactions
   
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File Size
Posted
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446.939 KB
1 Jul @ 6:25pm
9 Jul @ 2:57pm
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Warlords of Cathay: Cathay Subfactions

In 1 collection by Fizzle_Boom25
Fizzle Boom Sub-Factions
11 items
Description
Introduction
This mod splits off Cathayan rebels into their own sub-faction. Rebels have access to new units and buildings and have a reworked garrison. Main factions are unchanged (for the purposes of this mod the Celestial Loyalists are a "main" faction) and minor loyalist factions lose access to some elite units. I also added bonuses to each faction through faction leader traits and other faction-wide effects.

Faction Leader Traits
Celestial General
Melee Attack: +3 for Jade Warriors
Melee Defense: +3 for Jade Warriors
Recruit Rank: +2 for all units
Dragon-Blooded Shugengan
Armor: +20 (faction leader)
Weapon Strength: +20% (faction leader)
Public Order: +2 (all provinces)
Magistrate
Growth: +10 (all provinces)
Hero Action Success Chance: +10%
Income from all buildings: +10%

Sub-faction Summaries
Rebels
Units: Peasant Units, Bandit Swordsmen (new), Bandit Archers (new), Mercenaries (new), Grenadiers, Iron Hail Gunners, Artillery, War Compass/Drum, Ogre Maneaters, Sabretusks

Rebels and bandits of Cathay. They have access to new bandit units and mercenary versions of Jade Warriors. Each mercenary variant has slightly better combat stats than their Jade Warrior equivalent, but lower leadership and they do not count for Yin/Yang. Mercenaries also have lower recruit cost, but higher upkeep.

Factions: Burning Wind Nomads, Dissenter Lords of Jinshen, Rebel Lords of Nan Yang, Slaves of Zharr [TOW], Silver Road Bandits [TOW]
Nippon
Units: Everything except constructs. Also added bandit swordsmen and archers.

Merged the magical tower and celestial barracks buildings and added bandits to be recruited from ports.

Factions: Sanyo Clan [IEE], The Chosen [IEE], Okumoto Clan [IEE]
Minor Factions
Units: Everything except Longma Rides and Celestial Dragon Guard

Minor loyalist factions. Mostly unchanged, they just lack access to some of the more elite Cathay units.

Factions: Eastern River Lords, Imperial Wardens, Jade Custodians, Sea Dragons Castaways [TOW], Agents of the Moon [TOW]

Compatibility
Rebel factions use a new military group for this mod. That means, any mod that adds new units won't automatically apply to them. I have to manually add those units to the military group. The following mods are currently supported:
-Landmarks of Legend
-Landmarks of Eternity
-Immortal Landmarks
-Dead's Cathay units
-Whc's Cathay Unit Pack
-Walk with the Dragon
-Roar of the Jade Sea
Let me know what other mods you would like supported in the comments.

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=3514225945
-Ogres: No plans
-Chaos Dwarfs: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3508127542
-Demons of Chaos: Planned (Mortals vs Immortals)
26 Comments
Fizzle_Boom25  [author] 13 Jul @ 10:18pm 
That's something I to do more often, and I'll look for more opportunities as I go back and make changes. In my WIP Dark Elf mod, every unit has a landmark or rare resource that you can recruit it at if you can't recruit it normally. Thanks for your feedback!
Kill with Fire 13 Jul @ 7:41pm 
Thank you! I agree it would be kinda weird for them to have the Wuxing War Compass, but the idea of having it as a pinnacle unit you strive for all campaign to get access to tickled me a bit too much to not go for it, especially since normally you don't want it too much.
Fizzle_Boom25  [author] 9 Jul @ 1:24pm 
I have RPFM open and there is not a landmark like that. I'll make it so you can recruit the Compass from The Grand Observatory next update.
Fizzle_Boom25  [author] 9 Jul @ 1:17pm 
Yes, theoretically they can still recruit it from a landmark, but they can't recruit it normally. I haven't checked if there are any landmarks that let you recruit them though.

I'm not sure whether the Compass fits in with the rest of the rebel roster. I think the War Drum is a nice thematic addition to a peasant heavy army. The Compass feels like a rare artifact that the rebels might steel (by capturing a city with the right landmark).

That's just my gut reaction, I could change my mind on it. I'll also check later and add it to and landmark if it can't be recruited from one already.
Kill with Fire 9 Jul @ 10:21am 
The rebels have no access to the Wuxing War Compass, only the War Drum, at least playing as the Silver Road Bandits in The Old World.
Fizzle_Boom25  [author] 7 Jul @ 1:19pm 
Yes and no. I don't think there would be any hard conflicts, but the new units probably need a patch to be balanced for SFO. If anyone wants to make a patch, you have my permission, but I don't plan on making one myself.
Irradiated_Haggis 7 Jul @ 12:25pm 
Is this compatible with SFO? I'm assuming it's NOT Radious compatible.
Fizzle_Boom25  [author] 6 Jul @ 12:56pm 
Thanks! I want to make every faction a little bit unique and then you can add LLs on top of my mods to make certain factions stand out even more. I haven't tried multiplayer, but these mods are pretty simple, so it should work fine. That's one advantage of not knowing how to do complex scripts :)
Leonardo 6 Jul @ 10:48am 
hi Fizzle_Boom25, very interesting what you're doing here, I have modded my game with custom LLords alot to deal with the samey-ness but what you're doing sounds much better than managing 100+ mod list, and possibly be good for multiplayer too. Look forward to your AIO pack.
Fizzle_Boom25  [author] 6 Jul @ 8:23am 
I'll look into it once I finish all of my planned sub-faction mods. I don't want to have to keep updating the AIO every time I release a new mod.