Total War: WARHAMMER III

Total War: WARHAMMER III

The Land, the People, the State: Kislev Subfactions
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
sigmars_disciple 21 Apr @ 2:18am 
Def earns a sub and a tryout <3
sigmars_disciple 21 Apr @ 2:18am 
Cool idea, but Kislev of all "races" (to me at least) was already so divided in a sense...and it's not exactly easy either (think Kostaltyn).

It's a very unique situation also that with Dead Baron's Kislev overhaul (or the contained ca. 6 mods individually, which sum up *slightly* different & def more ompatible), the Motherland mod, the "unit renamer for SFO" mod and CA, quite a few Kislev mods make pretty drastic changes.

I assume you see playing vanilla plus your mod as the way to go HAHA!!! BUT I'm curious which Kislev unit mods you think pair the best with your new classifications? I think if there were 3 unit mods and (very rougly) each of the 3 subfactions gets smth decent, then unit mods + this mod can work right?
Fizzle_Boom25  [author] 17 Apr @ 1:53pm 
On second thought, I think I'll keep the Brotherhood of the Bear as a Land faction. If you have Mixu's LL, Rastiltin Belchuck gives a lot of buffs for Akshina, Kossars, and light cavalry, so he works much better as a Land faction.

Ideally, there would be more (any) Orthodoxy units to fit the People theme, but for now, they're the Ice Witch sub-faction. I'll try to make the Druzhina Enclave a hybrid Land/People faction, but hopefully they get another DLC so I can make the People sub-faction more unique.
Chen2014 17 Apr @ 8:32am 
great
Fizzle_Boom25  [author] 16 Apr @ 9:40pm 
That’s a good point. I wanted to break it up by faction leader, but there should be a People faction on all campaigns. Plus it doesn’t really matter which generic lord is leading the Brotherhood since I assume most people are using Mixu’s LL.

I’ll give the Brotherhood the buildings from the People faction and move the attrition effect from the Druzhina to a building effect for Land factions.
Jyggalag 16 Apr @ 8:21pm 
You should change brotherhood of the bear to "the People" faction all about ursun devotion and have at least 1 faction represent that subfaction since otherwise that subfaction is only in the old world campaign
Qudit 16 Apr @ 3:21pm 
Makes sense, thanks!
Fizzle_Boom25  [author] 16 Apr @ 3:05pm 
She does not. She already has a mechanic that limits her roster, so I didn't think it was necessary.

I forgot to put it in the description, but the other main factions also don't belong to any sub-faction, but I did remove the forests chain from them. So now that building is exclusive to Land sub-factions and Ostankya.
Qudit 16 Apr @ 2:48pm 
Does Ostankya (Daughters of the Forest) not belong to any of the factions?
Rincewind322 16 Apr @ 1:56pm 
Delightful
Fizzle_Boom25  [author] 16 Apr @ 12:34pm 
Thanks you! I'm glad you enjoy
Hyubris 16 Apr @ 9:37am 
love this series, very much helps with immersion