Total War: WARHAMMER III

Total War: WARHAMMER III

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Blessed Bretonnia - Faction Update [6.1]
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overhaul
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18.588 MB
18 Sep, 2024 @ 3:03am
23 Jun @ 5:23pm
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Blessed Bretonnia - Faction Update [6.1]

Description
This mod aims to bring Bretonnia, one of the oldest DLC factions, just slightly closer to the consistency of Warhammer 3’s newest factions.

Take a look at the screenshots if you want a quick general overview.


Not Save game compatible, Must start a new campaign.
mixer unlocker hard requirement.

[Compatible optional mods]



Whats Changed..
  • Confederation Hearaldy technologies have been de-linked - speeding up research time. Additionally, there is now an extra option to vassalise a duke instead (including mixer factions) with the help of IfThenOrElse and his mod!

  • A brand new line of tech buffing Men-at-Arm’s units, helping them to stay relevant a little longer in a campaign

  • The SIX different +% industry income techs have been combined into one. This allows a Industry economy to become viable from the start without needing heavy technology investment.

There is still more we can do to improve Bretonnia's tech!

Normally many of the mainline technologies take an extremely long time to research, sometimes even up to 15 turns for a single tech (warhammer 3 factions usually 4-5 turns each). Blessed Bretonnia normalises research times to about 5 turns.
  • Alberic and Repanse are more concerned with launching their errant quests into foreign regions rather than unifying the dukedoms. Both Legendary Lords have a special errantry tech tree in lieu of confederation techs to aid them in waging war in the unfamiliar territory.

  • Diplomatic overseas tech has been wholly removed and replaced with Repanse's Rally the Peasants tech branch.. Personally I found this set of research too manipulative and cheese and just making campaigns a bit too easy and samey after a while.



Bretonnia’s farm and industry both require two synergizing buildings, while novel, is a problem.
Especially in the early game, these buildings quickly consume valuable slots, often at the expense of military structures like the barracks. This severely restricts army composition, usually forcing players to skip most peasant units.

Normally the income disparity between farms and industry is significant early on, with industry only catching up after unlocking SIX! separate technologies.

  • Each set of buildings has been merged into a single one, saving precious settlement space.

  • Load the bulk of the technology boosts back into the base industry building, making it viable from the start.


  • Farms can be built in ‘farmable’ climates: Temperate, Temperate Island and Savannah for bonus income and will offer superior income compared to industry when done so.

    Industry provides slightly less total income but with the benefit of being unaffected by climate or the peasants' economy.



Alberic of Bordeleaux now has access to the shipbuilding mechanic. Functioning similar to vampire coasts horde ships, Alberic is able to upgrade his ship the L'Ermite de Sous far from port and home.

An upgraded ship may benefit from the keen eyes of Pegasus scouts extending its vision range, reduced army upkeep thanks to a vast cargo hold brimming with supplies, or even a private cellar stocked with the finest Bretonnian wines, ready for trade.


  • The Damsel can ride a Pegasus, while the Prophetess has access to the mystical Unicorn as a mount option.

  • Many legendary lords have their loose skills cleaned up and their special skill trees developed.

  • Regular Lords and Paladins have an additional mini skill tree. Prophetess and Damsel also have several brand new skills as well as some reworked ones.

  • Squires eager to prove their worth and increase their chances of being elevated to knighthood have gained a new skill A Squires Duty.




  • A reputation bonus with other order factions aswell as an upgraded version of the iconic lance formation if you prove yourself to be of knightly valour.

  • Green Knight arrives equipped with his unique wargear, traits and some extra QoL such as being able to move the same turn he is summoned.

  • In addition to lords starting with vows already unlocked at high Chivalry level Heroes too will now also enjoy that same bonus.

  • Recruitment for several units such as the Grail reliquae, Men-at-Arms variants and foot squires have all been lowered down a building tier to further encourage the recruitment of these units.



With GW officially making new Knights of the Realm fighting on foot models[www.warhammer-community.com]...we can now happily add this unit to our roster!

Available in two variants, Shields and great weapons. Featuring custom art and models from the GLF team and their awesome mods. thanks!


[Other notable changes]
  • Character starting trait rework

  • Knight characters can obtain Knightly Virtues to follow

  • Significant re-tiering of certain units. Footsquires are now T3, Pegasus T3 etc

  • Flying units have their own recruitment building and it is now in the military support section of buildings. this feels more familiar to WH3 faction building structure and tiering

  • Pledge to campaign has more climate options, making questing vow a tiny bit easier

  • Some LL unique items (Alberics trident etc) have unlimited uses - 2 minute cooldown

  • Green Knight has an extra charge per chivalry level

  • Green knight has large mass like normal heroes

  • Grail Reliquae's aura has slightly better effects

  • Rally the Peasants tech has been fixed

  • Edicts balanced


    If you have feed back on anything in this mod, no matter how simple or tiny please leave a comment.
  • Not SFO compatible
  • Other custom bretonnia factions are untested
  • Old World Campaign Incompatible
Popular Discussions View All (1)
0
8 Jan @ 11:46pm
Mod Compatibility Guide
Snotwasabi
171 Comments
zecrayz 6 Jul @ 4:17pm 
For what it's worth, I'm now 50 turns into an old world campaign, using this + lily's overhaul, and outside of the random issue with the farms that fixed itself it's been working fine. I think the mod is actually compatible with Old World and.
Snotwasabi  [author] 5 Jul @ 6:39pm 
that sounds like an old world issue. a patch for the Old world mod doesnt exist yet, until it does these two mods probs wont work together
zecrayz 5 Jul @ 6:36pm 
Edit to last comment: Problem fixed itself after several turns. Super weird! Thankfully it seems to be working now. Also just to ask: What's the problem with this mod and old world? I'm playing it right now and everything seems to be working fine, outside of the weird bug where farms had -50% income for the first several turns.
zecrayz 5 Jul @ 5:40pm 
So I'm super confused on the farms, and maybe I'm just running into a compatablity issue: But for some reason, all the farms have a built in -50% income modifier. This means they all produce far less thank the industry building. I'm playing on Old World, if that maybe is a known issue?
Snotwasabi  [author] 1 Jul @ 2:39pm 
No pans atm for 'New' stuff. next update will make chivalry numbers to be at parity with lilys overhaul.

Lilys bretonni unit pack mod adds polearms with shields.
Todbringer [FR] 30 Jun @ 5:24am 
Hello, thank you for this great mod, tell me do you think you will add men-at-arms with polearms and shields in the future? Thank you and good luck
Nova 29 Jun @ 10:02pm 
ah, so thats why some of the mods I run cant work in multi... btw, any future plans for the mod? Foot Squire variants? a upgrade to the Foot Knight's building? or are plans a surprise?
Snotwasabi  [author] 29 Jun @ 2:25pm 
@nova For compatibility, I would like to but a change like that could mess up any other skin mods such as Hooverics mod or Uniforms & Heraldry, etc
Snotwasabi  [author] 29 Jun @ 2:19pm 
Pega is automatically unlocked at rank 18
gz331903 29 Jun @ 11:20am 
The Damsel how to ride a Pegasus?