Total War: WARHAMMER III

Total War: WARHAMMER III

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Lily's Bretonnia Overhaul - SFO Standalone Submod
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File Size
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47.819 MB
7 Aug, 2024 @ 8:02pm
27 Jan @ 4:38am
10 Change Notes ( view )

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Lily's Bretonnia Overhaul - SFO Standalone Submod

In 1 collection by CYLMT Riven
CYLMT's Submods and Other Magical Things
40 items
Description
Sons and Daughters of Fair Bretonnia! This is the SFO submod of my Bretonnia Overhaul!

This mod is a rework of Bretonnia, adding new units, technologies and balance changes to enhance your feudal-over-lording experience.

This overhaul experience was designed to allow for more effective use of melee infantry, whilst still adding new features and changes to enhance the noble knights. Overall, Bretonnia may have a steeper challenge in some areas due to the weaker economy, but having more options and play-styles at hand will radically change how you play each campaign.

Try your hand at peasant mob spam with the Fay Enchantress, an army of royal men-at-arms with Louen or hard hitting regiments of foot squires as Alberic!





• Knights no longer have a +200% upkeep increase if your lord doesn't have the knights/questing/grail vow.
• Questing Knights and Grail Knights have smaller unit counts but improved stats to compensate
• Barracks infantry recruited a tier earlier, Unshielded sword/spear variants are moved to the settlement chain
• Changes to dilemma events
• New units: Royal Men-at-Arms, Royal Spearmen-at-Arms, Royal Men-at-Arms (Skirmishers), Royal Men-at-Arms (Hammers), Royal Men-at-Arms (Longbows) and Royal Men-at-Arms (Polearm)
• New Regiment of Renown: Swords of Couronne (Royal Men-at-Arms)
• New Building: Almshouses. They are used to increase peasants in the peasants economy.
• New Building: Guilds. They improve your economy, especially industry, and allow you to recruit knights faster.
• New Building: Royal Chapter Barracks. They allow you to recruit Royal Men-at-Arms.
• 19 new technologies and changes to many existing technologies
• 14 New skills, with a unique skill for each Lord, Hero and Legendary Lord.
• Redesigned Traits for each Faction.
• Many Buildings have new effects.




Royal Men-at-Arms
• A Core Royal Men-at-Arms choice
• Armed with swords and shields, they make a solid generalist choice for more dependable infantry.


Royal Spearmen-at-Arms
• A Core Royal Men-at-Arms choice
• Armed with shields and spears, they are able to take a direct charge and dish out more damage than regular spearmen-at-arms!


Royal Men-at-Arms (Polearm)
• A Core Royal Men-at-Arms choice
• Armed with polearms, they deal great armour piercing damage to large enemies, much more so than regular Men-at-Arms.


Royal Men-at-Arms (Longbows)
• A Special Royal Men-at-Arms choice
• Ranged Infantry armed with longbows.
• They have increased ranged damage, accuracy and ammunition compared to peasant bowmen, as well as slightly improved melee stats, leadership, health and armour.


Royal Men-at-Arms (Skirmishers)
• A Special Royal Men-at-Arms choice
• Highly skilled melee infantry (for Peasants)
• Anti-infantry with armour piercing attacks and a high melee attack. They can Vanguard Deploy.


Royal Men-at-Arms (Hammers)
• A Special Royal Men-at-Arms choice
• Highly skilled melee infantry (for Peasants)
• Anti-infantry with a large charge bonus!


Swords of Couronne (Royal Men-at-Arms)
• Regiment of Renown, unlocked at level 6
• Melee Infantry armed with duel swords, they deal high damage to enemy infantry.


New Technology:

Nineteen New Technologies!
• Improve your Mounted Yeomen and Men-at-arms with technologies such as Warden, Banner Carriers, Expert Blacksmiths and Heavy Armour!
• Bring your knights to new levels of power with Empathy, Noble honour, Blessed Blades and the Blessing of the Grail!
• Peasant mobs will be able to stand up to Kings when encouraged by the Autonomous Collective!
• Improve your economy with Sacred texts, Herbalists and Improved Mills!



New Lord Skills:

• Fourteen new skills in total, some of which are unique to certain legendary lords.
• Six new skills available to all lords that follow three mutually exclusive trees: Noble Steward, Peasantry Commander and Noble Commander.
• Noble Steward and Bureaucrat skills improve the economy and work best when fielding mixed armies.
• Peasantry Commander and Logistician are ideal skills for leading large peasant rabbles to war.
• Noble Commander and Heroism are ideal skills for commanders that lead mighty hosts of knights from the front.


I would love to hear your feedback!
If you want more mods like this to exist, please rate the mod.


Join my discord or Donate:
[discord.gg]
[www.paypal.com]

Huge Thanks to CYLMT Riven for making this submod possible!
74 Comments
CYLMT Riven  [author] 15 Apr @ 10:12pm 
@charlesklimper it was an issue with units from the unit pack
CYLMT Riven  [author] 15 Apr @ 10:12pm 
@charlesklimper Fixed the missing names.

@Ted Voon Still looking into to the longbow issue.
CYLMT Riven  [author] 19 Mar @ 9:10am 
@BardInThePurple that was my original plan but I’ve been really busy lately. I’m hoping I will be able to eventually release an sfo version for the all in one. :steamthumbsup:
BardInThePurple 18 Mar @ 6:31pm 
will the all in one version get an sfo version? thanks for your work
CYLMT Riven  [author] 1 Mar @ 12:11pm 
@Ted Voon thank you. I will look into it. :steamthumbsup:
Ted Voon 28 Feb @ 7:55pm 
@CYLMT Riven

found another bug, upgrading peasant to the longbow via warband also crashes the game
CYLMT Riven  [author] 14 Feb @ 4:14pm 
@charlesklimper I’ll be taking a look at the mods tonight. I’ll fix any issues I can find. 👍
charlesklimper 11 Feb @ 7:52pm 
@CYLMT Riven
I'm sorry to bother you, but there might be an issue. There are two units who have had their names deleted? It might be my fault. If it helps, they are a spear infantry recruited from the level 1 infantry building, and a halberd infantry from the level 2. Sorry again for the bother, but I've tried unsubscribing and resubscribing several times.
CYLMT Riven  [author] 29 Jan @ 12:20pm 
@Replay64 I would assume there is overlap somewhere between the two most likely from the tech tree. but I don’t think it’s game breaking or would cause issues. I’m gonna have to redo the dukes of bretonnia sfo submod tables at some point since they currently overwrite the SFO tech tables. When I do that I’ll make sure to double check their comparability. 👍
Replay64 29 Jan @ 10:59am 
hi fantastic mod, how does this interact with dukes of bretonnia? any overlaps?