Total War: WARHAMMER III

Total War: WARHAMMER III

1,582 ratings
SCM Marienburg (6.2)
35
17
5
6
5
7
13
6
6
3
8
8
3
4
4
2
3
3
3
2
2
2
2
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
1.843 GB
4 Sep, 2023 @ 1:25pm
18 Jun @ 6:15am
121 Change Notes ( view )

Subscribe to download
SCM Marienburg (6.2)

Description
This mod will crash without Mixer's Unlocker enabled

Download Immortal Empires Expanded! to play with 2 new factions in Ind and Khuresh, new legendary lords, and new mechanics!



TLDR: This mod adds FIVE! fleshed-out lore-friendly factions interacting with the Wasteland, with legendary lords, an improved version of the caravan mechanic, a lot of unique mechanics, a completely unique roster, and much more. Lastly, this mod marks the return of the Landship to WH III. Please read this mod page for vital information.

Introduction

This mod has a combined development timespan of 2.5 years (!). Starting development in WH2 by the legendary OVN team. This mod gives Marienburg a completely lore-friendly DLC-type makeover. Not only does this mod completely overhaul Marienburg as a faction, with a completely stand-alone unique roster and RoR-pool, its own unique mechanics, legendary lords, and heroes – but it also adds 2 completely new playable factions on the campaign map. One as a Marienburg subfaction and one old enemy joins the board for the Vampire Counts.



Originally posted by Jaan van de Kuypers:
‘’The business of Marienburg is business’’

Jaan van de Kuypers is the richest man in the Old World and the most influential merchant in the Empire. All the Kings, Tsars, Queens, and Emperors of the mortal races owe him money or favors. This is by far the most complex and unique character design that we ever attempted, as Jaan van de Kuypers is not a fighting lord. He is probably the worst legendary lord you've ever seen Instead, he has strong economic and diplomatic buffs as long as you keep him garrisoned in Marienburg, where he rules from his Estate. He is never seen without his bodyguard, Legendary hero Pieter ‘’Big Piet’’ de Groot.

He is the informal ruler of Marienburg as the Van de Kuypers is the most powerful and influential family of the so-called ‘’Ten’’. The ten most Greatest Merchant Families. In his campaign, your goal is to bribe – blackmail, or indebt the other families to consolidate ultimate rule over Marienburg. Do this by completing various missions and completing his legendary item set. Additionally, he uses the Gilded Route and send trade convoys across the sea searching for wealth.



Lord of Shadows, Ruler of the Underground
Mundvard the Cruel

Mundvard the Cruel is a ruthless Vampire Lord who has ruled the underworld of the Wasteland for centuries. Unlike most of his vampire-kin, Mundvard has a particular and uncommon interest in the affairs of men. Especially affairs that involve accumulating wealth. He runs criminal networks, syndicates, and slave trafficking rings. His ultimate goal was to not rule the Wasteland from the Shadows but from a newly established throne in the City.
Mundvard rides his pet Terrorgheist, the Beast of Suiddock, and is a powerful caster profound in both the lore of vampires and the lore of shadows.

On his campaign, he can establish criminal networks in hostile towns and cities to leech from the world above. Additionally, he can accumulate slaves and sell them. Lastly, his knowledge of the Underground allows him to traverse the Underworld.



Nipponese, Marienburger and patron of Tzeentch
Egmond den Euwe

Egmond Den Euwe is the heir to one of the great Merchant Houses of Marienburg, House Den Euwe. He leads a special trading mission on the Eastern Shores of Cathay in a desperate attempt to prevent his family from going bankrupt. Unfortunately, his desperation caught the gaze of Tsien-Tsin. A diety he now follows enthusiastically – unaware of Tsien-Tsin’s true origin: Tzeentch.

Egmond can also utilize the Gilded Route like Jaan. Additionally, Egmond can convert Empiric soldiers to Tzeentch and upgrade them to Tzeentch warriors. Lastly, he can utilize the Changing of the Ways mechanic.


Camille Dauphina

(IEE only) As the Matriarch of the Sea Camille Dauphina follows information regarding the infamous Red Chaos Whale in the Cult's quest to bring down this creation of Stromfel. Starts in the distant lands of Khuresh.


Arkat Fooger

(IEE only) Van de Kuypers has brought the wealthy House Fooger to the brink of bankruptcy. In a dire attempt to save his Clan's honor, Arkat Fooger hopes to stake a claim in Ind's spice route.
Character Preview


Facts & Figures
  • 6 Legendary Lords
  • 12 Legendary Heroes
  • 7 generic Agents
  • 5 New factions
  • 30+ units
  • 10+ Regiments of Renown
  • 90+ unique Ancillaries
  • 7 Landmark Buildings
  • A uniquely skinned version of the caravan mechanic

F.A.Q.
  1. Why have you reuploaded the mod?
    Steam only allows the main author to update the pack and it was problematic when the person was out of touch.

  2. This mod crashes on loading the game, why?
    Make sure you have the latest version of the Mixer enabled

  3. Can Marienburg confederate and be confederated by Empire Factions?
    Yes, 4 human Marienburg factions still count as Empire factions.

  4. Jaan van de Kuypers is worthless in battle, can you buff him?
    No. Jaan van de Kuypers is a frail old man with 0 fighting capabilities, just like his lore. Garrison him in Marienburg and allow his generals to do the fighting

  5. I want to get the RoR and roster units as Reikland
    Conquer Marienburg as Reikland and unlock all the unique units.

  6. How do I report bugs?
    Ideally, Modding Den Discord's skeleton_crew channel. When reporting bugs, replicate it with minimum amounts of mods. If you won't. We're not going to investigate it since we don't want to spend time on people who don't want to spend theirs.


Compatability
This mod was designed to function with well-known mods like OvN, TEB, Mixu’s LLs, and much more. This mod is meant to be compatible with Immortal Empires Expanded (IEE) with some additional content.

This mod does not support The Realm of Chaos (RoC) and The Old World (TOW) campaigns. We will ignore any feedback issue if you're using this mod in any of these two campaigns.

All Rhox's other caravan mods (LCCP, Lost Calm, and Araby) should work without problems as they have the same structure, but I don't know about other mods as I don't know their structure. According to the some of players, this mod is not compatible with the 'Caravans of the Old World mod'.

Making submods is allowed, but re-using assets is not.

This mod will not work on other Overhaul mods like SFO and Radious. We're not making submods for it, so if you need one, go to their Discord, not here. Anyone who asks for it will be blocked.

Credits

You can see it here

Closing notes
I met all these, and many more amazingly talented people on The Modding Den Discord [discord.gg] If you want to get into modding but have no idea where to start: this is that place.
1,025 Comments
Miracle Johnson 10 Jul @ 8:34am 
Hello! Question, is this od also compatible to the Heirs of Sigmars Mod?
Wüstenratte 3 Jul @ 12:12pm 
There is some more potential for the mechanics for Marienburg, but it is one of the best mods I've played. Thanks for the great work.
LargeJohnson 30 Jun @ 11:18pm 
Fooger caravan fights do not work please fix
Aldaraia 26 Jun @ 5:38pm 
Going to be honest I think this mod made me a full time Marienburg enjoyer now, the mechanics of the faction are exactly what I was looking for in an empire play-through! I love how Kuypers (much like his lore) is meant to stay at the harbor with his retinue. The only thing I dislike about the mod is the complete removal of imperial floppy hats! :steamfacepalm::steamfacepalm::steamfacepalm:
zecrayz 21 Jun @ 8:42pm 
Would someone be able to let me know how to increase unit capacity in this mod? I really like both the migrated Dwarf units, and especially the super awesome Black Caps and Knights Mariner, but they each have a capacity of 2, with no building I can find that actually increases it.

I assumed making more tap rooms would give me more dwarfs, but no. Honestly, why do the dwarfs even have a cap of 2?

Someone please let me know, I'd really appreciate it. Thank you!
VonZrucker 20 Jun @ 12:38pm 
Old man Kuypers is one of the most fun mod campaigns I've played. I really can't rave about this mod enough.

I would love it if he had an option(a building of some kind) that would allow him to confederate Empire-adjacent factions, like TEB, Kislev etc. for large sums of cold hard cash.
Macrath 20 Jun @ 4:08am 
Love this mod. NEED it for TOW.
Warcommissar1 19 Jun @ 11:00pm 
Also Reiterpalllash I dont even have old world rites and this mod causes a ctd on nordlands turn
Warcommissar1 19 Jun @ 10:59pm 
were outriders and pistoliers omitted on purpose? they seem very marienburg type units