Total War: WARHAMMER

Total War: WARHAMMER

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Building the Empire
   
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Tags: mod, Campaign
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137.555 KB
1 Jan, 2017 @ 4:39am
26 Aug, 2017 @ 9:38pm
31 Change Notes ( view )

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Building the Empire

Description
♥♥♥♥ Norsca. That is all.
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Have you ever thought that the campaign map aspect of the empire was a tad too simple? That the empire was not the powerhouse of the old world but just a series of provinces that eventually get conveniently divided into $ making provinces and Army making provinces?

The empire doesn't have campaign map mechanics like raising the dead, fulfilling grudges or the quest for amber to provide purpose to it's mid game. You just use the Empire you are fighting to defend as a cash cow to expand more forces and drown your foes in the body of your state troops.

This mod seeks to remedy that. It brings things like roads, supply depots, industrial and agricultural buildings just to make your empire seem more like an actual empire, and not Money Provinces and Army Recruitment Provinces.

Here's the different buildings the mod has added so far.
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>you can build imperial academies that allow you to recruit more veteran lords and artillery/knightly units to better lead your armies.

>you can now build market expansions to substantially increase the income you get from local ports and from trade agreements with your allies and trade partners. You can build a maximum of 3 market expansions in a settlement, thus turning your port settlements into major trading hubs.

>you can build roads to increase movement speed at a regional and provincial level FOR ALL FORCES
Along with making certain pointlessly huge places like Wurtbad a little less painful to travel, it also allows you the option of letting your forces travel to the front with haste as you keep building roads that connect your empire.
Just be warned, the enemy can do just the same with your infrastructure.

>you can build supply depots to vastly increase replenishment rate, remove local attrition modifiers and reduce army upkeep for a flat maintainence fee.
A couple of supply depots in your border provinces more than make the buildings pay for themselves as your armies will have access to all the floppy hats they will ever need brought to them straight from the floppy hat industry of the empire. It is also useful when you want to resettle places like sylvania and chaos infested Kislev.

>you can specialize your province in farming or industry with two building support chains that give you a global growth rate or global construction cost bonus.
Agricultural buildings now give you money along with growth and replenishment bonuses. Be warned, as you keep developing your agriculture in a province, the industrial potential of the province decreases, and vice versa.

Also, two new building chains allow you to increase the money you receive from the Farms and Cloth maker industries, while also providing small global bonuses to your empire that add up over time.

Irrigation networks turn your food provinces profitable, and also increase global (yes global) growth rate.

Craftsmen's guilds make your floppy hat industry extremely cutting edge, and grant you a small global reduction in building costs

>You can build Blazing Sun chapterhouses as an alternative to the reiksguard.
It is a pain in the ass to get Knights of the blazing sun in the campaign, and by the time you get them, you already have access to Demigryph Knights which are hilariously better. Blazing Sun Komturies make them as easily recruitable as the Reiksguard and give you that sweet early-midgame heavy cavalry, in bronze!


>wizard towers and the altdorf college/conclave buildings increase local winds of magic and reserves and at the same time reduce it for your opponents, a wizard's tower will now serve a strategic function on the front lines instead of being another building to spam agents from.

Compatibility.
The new buildings should be compatible with any mod. The income modifiers for the vanilla buildings might clash with SFO, but you should be able to use it just fine without too much trouble.
Warning. Due to the volume of buildings added, it might reduce compatibilities when using other mods. Only use this mod if you are playing as empire provinces.

Recommended mods.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=824817852

Any mods by zingertits that add more slots should do just fine.


https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=700071210
Mazz's Level 4 settlement mods are pretty nifty.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=763393248
Largely something to help the AI, this also allows you to recruit basic armies and throngs without requiring barracks buildings. Great for making garrison armies or colonising settlements on the fly.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=815581682
So, now you have a YUGE economy, but your peasants are still freeloading off your costly investments. Tax them until they are rid of their excess wealth and stop inflation with these 4 fresh edicts!

Big thanks to CA for actually releasing the game and making it this awesome, and for the rome 2 icons that fit surprisingly well into the game.

Also a shout out to the random road symbol png in my hard drive which allowed me to show off my impressive GIMP skills.
319 Comments
Starfoth The Burgundy Silk Rug 11 Mar, 2021 @ 10:35pm 
Does this grant roads to TEB as well?
Dknight 18 Jun, 2018 @ 1:52pm 
Hey Tank, for some reason I can't view the TW:W2 version of this mod; says it's either hidden or lacking permissions to view it. Anyways, the Faction Unlocker compatch mod has made it so that you can't recruit Heroes; pressing the recruit Hero button causes the game ot hang , and then crash.
Dr. Quackers M.D. 7 Jun, 2018 @ 11:31pm 
There was a time during the ye old days 1700 something when people took there purchasing power seriously. Its about damn time we remembered how to do that instead of being a zombie who will buy anything unable to control there urge to own the newest title!
Dr. Quackers M.D. 7 Jun, 2018 @ 11:30pm 
Boycott SEGA guys dont buy another TW title just keep moding and playing the TW titles you already own. Lets show SEGA we the TW fans will not stand by and let them turn our beloved franchise into a cash grab!
Levin- Gaming- Inc. 7 Jun, 2018 @ 11:27am 
can you make a vampire counts version? Rise of the Undead Empire or something like that please.
Oswald 8 May, 2018 @ 10:45am 
is there any chance in hell that you could make the warhammer one work for warhammer two?
Tankbuster  [author] 8 May, 2018 @ 12:51am 
because I remade it.
Oswald 7 May, 2018 @ 4:21pm 
Tankbuster why does the warhammer 2 mod not give the same buildings as this one?
Tankbuster  [author] 6 May, 2018 @ 4:37pm 
yes
RandomGamerGuy 6 May, 2018 @ 2:02pm 
Will this work with mortal empires?