Total War: WARHAMMER

Total War: WARHAMMER

GOW Ultimate Edition - Campaign Overhaul
shaky_rivers  [developer] 14 Oct, 2017 @ 12:44am
Overview
This campaign map overhaul is aimed at making a fresh, fun and less linear play through. In short this mod adds new factions, new legendary lords, new heroes, new faction starts, diplomacy changes, new units, new empire offices and name changes. The ultimate edition adds loads more content and changes from the previous version all detailed below so be sure to read through even if it looks the same for E.g. Kurt Helborg.

I've done a lot of testing and believe I've found a fun, balanced and loreful representation of the Old World. I have added things that I thought are missing from the game and I've added my favourite parts of the lore in as well. I've made a lot of changes so I'll list them under their respective faction.

The Empire
- New Faction: Free Cities of Reikland who own Eilhart and Helmgart, they are currently your vassal with whom you have a trade agreement with.
- New Faction: - Wolf-Kin of Ulric replace the Empire Secessionists, they have unique white wolf units and are horde based so if their last settlement is lost they won’t suffer attrition. Also have defensive alliance with Middenland and Carroburg.
- New Faction: Mercenary Armies, during your campaign you may come across several Mercenary Armies like the mighty Grudgebringer’s, all of whom you can potentially hire and each one has unique units you can’t attain elsewhere.
- New Faction: Carroburg, City State and vassal to Middenland and defensive allies with Wolf-Kin of Ulric
- New LL: Reiksmarshal Kurt Helborg, you start with this legendary lord along with your chosen lord and he is already the Reiksmarhal in the office system gaining all the benefits the position bestows.
- New Heroes: You now start with the Emperors Champion Ludwig Schwarzhelm and the Supreme Patriach Thyrus Gormann (One before Gelt) both these heroes are immortal and both have their respective positions in the office system gaining all the benefits the position bestows. (That’s right these heroes have offices)
- New Units: Knights of the White Wolf recruitable from the reworked building Knights Keep (Formerly Reikfort) where you can also hire the knights of the blazing sun. The Knights of the White Wolf and a dismounted variant can be recruited from the Temple of Ulric. Also adds 10 new mercenary units but these can only be gained through confederating with the relevant mercenary faction.
- Reworked Office System: Renames Arch lector to Grand Theogonist and Patriarch to Supreme Patriarch. Replaces Treasurer, Siege Engineer and Spymaster with Witch Hunter General, Emperors Champion and Huntsmarshal and reworks every offices bonus to reflect their position and make them more useful. Several key characters start with their respective offices.
- New threats: The Empire is being torn asunder, tears in the mortal plane have appeared with the twisted forces of Chaos spilling forth and emboldened by this malevolent presence Orcs and Beastmen leave their gnarled forests and attack in their droves. To further complicate matters the reckless Grand Baron of Nordland has ignited a war with the Lorelorn Elves and we ourselves are having trouble with a fanatical cult known as the Wolf-Kin of Ulric who have much support in Middenland and should not be underestimated. The rest is just hearsay but there are rumours long abandoned ruins now stir with ancient evil. Our desire to take Marienburg may have to wait …
- Gameplay: With lots of new enemies and problems the Empire is in real trouble and once you’ve secured the Empire come the end game you'll have to journey to the Badlands to destroy the Dread Kings desert empire. I've edited the text from the starting missions so no references to secessionists or Grunburg but the Wolf-Kin and Castle Reiksguard and a bit of fluff.
- Diplomacy: All Empire factions (apart from Middenland with Reikland/Empire) have a non-aggression pact with those they border, Ostermark and Ostland also have non-aggression pacts with Kislev. I’ve also increased relations between Empire factions, Kislev and Bretonnia slightly, this reduces infighting and compensates as you have many real enemies to fight.
- Tweaks: Confederation Penalty reduced from 5 turns to 4 turns due to you having 66% more possible confederations.


Vampire Counts renamed Undead Legions
- New Province: In the Badlands you start with the completely new region the "Marshes of Madness" home to the ruined fort of Morgheim
- New LL: Dread King available from game start who has taken Morgheim from which to enact his masterplan.
- New threats: Near the old ruins of Mordheim a chaos rift emerges and from it unspeakable horrors emerge. The Orcs in the Badlands will need to kneel or die if the Dread Kings dreams of domination are to be realised.
- Gameplay: I found it very fun destroying all the filthy orcs in the Badlands but mid-game expect a war with the dwarfs on two fronts also corruption reworked with all the new settlement, so you don't have to worry about corruption grind. Edited starting corruption and the local populace corruption.
- Diplomacy: At war with Top Knots and Tempelhof

Von Carstein renamed Servants of Nagash
- New regions: Within the Grey Mountains you now start with Castle Drachenfels and the Blood Keep.
- New LL: The Nameless has joined your ranks and currently resides at Castle Drachenfels
- New Hero: You now start with Arkhan the Black
- New threats: The Dwarfs mean to take back the mountains for themselves and with us surrounded by the Empire and Bretonnia we will have to tread lightly until we regain our strength.
- Gameplay: With your lands separated you have to be very careful and balance your resources, I’ve also changed their map colour to Grey so they don’t clash with The Empire and other red coloured factions. Corruption reworked with all the new settlement, so you don't have to worry about corruption grind. Edited starting corruption and the local populace corruption.

- Diplomacy: At war with Karak Ziflin and having infiltrated the nobles of Stirland you have arranged a non-aggression pact for now.

Greenskins renamed Grimgor's Warband
- New Region: You have taken the old fort of Blighted Towers (Pfeildorf) in Wissenland
- New LL: Gorbad Ironclaw has re-emerged and joined your cause taking blighted towers in Wissenland to show his worth.
- New threats: With dead things in our lands they could help smash hairys, Azhag might be able to sort summit with em then we smash dead things or we smash em right nowz, Humies need smashing too.
- Diplomacy: Not at war with Dwarfs or Karak Azul but are at war with Wissenland and Averland.
- Gameplay: The undead in the Badlands make for an interesting scenario and you have a force in the empire who are beset with a lot of new enemies, do you settle, pillage or return home to the Badlands.

-Bretonnia renamed Couronne and the other Bretonnian factions
- New Factions: Adds Aquitaine, Brionne, Montfort, Quenelles and Gisoreux onto the campaign map with their respective regions.
- Diplomacy: Aquitaine is a vassal of Bordeleaux and Quenelles is a vassal of Parravon, Montfort also has a non-aggression pact with the Free Cites of Reikland.
- Gameplay: All the new Bretonnian factions added can help or hinder your campaign and you will have to deal with the undead of the Grey Mountains or they will come for your lands.

-Wood Elves renamed Taslyn
- Diplomacy: Cannot confederate with Lorelorn Elves but they can be made vassals
- Gameplay: New Brettonian factions to contend with and the Undead of the Grey Mountains should not be ignored. How will you deal with the attacks on your elven brother of Lorelorn will you aid them or ignore them.

- Beastmen renamed Warherd of the One Eye
- New Faction: Shadowgor have being added near Averland, potential allies or rivals.
- Gameplay: Khazrak One-Eye has been moved into the thick of the action and now starts in Middenland and must be careful as there are many imperial enemies but they have many enemies too, striking at war torn targets might be the best plan until we can build our forces to defeat Todbringer and we should use the other beastmen tribes to further our power.
- Diplomacy: No longer at war with the Empire but are at war with Middenland.


Effects for other factions

- Dwarfs renamed Karak-A-Karaz
- Gameplay: Can get surrounded by orcs and the undead
- Diplomacy: No longer at war with the Greenskins

- Norsca renamed Wulfrik's Warband
- Gameplay: Opportunity to fight Lorelorn Elves

- Karak Norn & Karak Ziflin were moved to new regions in the grey mountains but their new settlements were made into provincial capitals so they still get 6 building slots. Karak Norn’s faction colour is now white and Karak Ziflin’s is now Brown.

- Bloody Handz faction colour is changed to red instead of black so it doesn't clash with the new vampire count region, plus it probably should be red anyway.

- Tilea now owns Tobaro instead of Estalia

New Factions
- Chaos
  • Cult of the Possessed: Chaos faction led by the Shadowlord who was once the ruler of Mordheim before he and city was destroyed and while his malevolent spirit lingered it is only now through the Dark Gods power he has returned to enact his revenge.
  • Plague Hordes of Nurgle: Chaos faction led by the ♥♥♥♥♥♥♥ King, champion of Nurgle who has entered the Old World for the glory of the Dark Gods and to prepare for the great invasion.

- Elves:
  • Laurelorn: Wood Elves faction, usually secretive and isolated but the belligerent Count of Nordland has incurred their wrath.

- Empire:
  • Free Cities of Reikland: Final Empire State and subservient to Karl Franz.
  • Wolf-Kin of Ulric: Fanatical religious cult backed by Todbringer to undermine Franz, replaces empire secessionists and have unique White Wolf Units
  • Carroburg: City State and vassal to Middenland

- Mercenary Armies:
  • Grudebringer Army, allies with the Empire and have four unique units making up Grudgebringer roster
  • Carlsson’s Militia, allies with The Empire and the Border Princes are also friendly to the local dwarfs have the unique units Carlsson’s Cavalry and the Black Avengers
  • Vannheims 75th have the unique units of Vannheims 75th and the Countess Guard
  • Ragnar’s Wolves have the unique unit Ragnar’s Wolves
  • Leopolds Leopards have the unique unit Leopolds Leopard

- Bretonnia:
  • Aquitaine
  • Brionne
  • Montfort
  • Quenelles
  • Gisoreux

- Orcs:
  • Black Pit Tribe who start in Middenland
  • Gloomy Woodz Tribe, who start Hochland

- Beastmen:
  • Shadowgor Tribe who start in Averland

Settlement Name Changes
  • Fort Solace - Gorrsel
  • Castle Reiksguard - Grunburg
  • Mordheim - Castle Tempelhof
  • Karak Ziflin - Black Stone Post
  • Karak Norn - Grimhold
  • Castle Drachenfels - Karak Ziflin
  • Blood Keep - Karak Norn
  • Morgheim - Dragon Mines
  • Welleborn - Kemperbad

Compatibility
Won't work with anything that edits the start-pos so won’t work with overhaul mods E.g. SFO, Radious, Crynos unlocker, I have made it compatible with all of Dresdens Conquer Anywhere mods though. Tested and it should work with all script mods E.g. Rise of the beastmen, the Empire, summon the elector counts; will work with unit mods, cosmetic mods, so basically is compatible with anything that doesn't touch the start pos.

Recommended Mods
(Will work fine without)
- One of Dresdens Conquer Anywhere Mods
- Tomb king units for vampire counts, Haradrim has some great individual units mods to choose from and Deco has a great mummie mod (plus other great units, I use dwarfs, elves and barbarians for empire)

Comments
Please refer to the Q&A in the discussions, I’ve answered the most common questions.

Thanks
Thanks to Dresden for tips on making his mod compatible, Crynos for helping with some questions, Willemsens for some of his units and strange AK47 for his Ragnar Wolves unit.

Want to Help
If anyone wants to help me with the mod with stuff like scripts, units, art and whatever else they can think of please let me know. No skills but want to help, donate and I’ll use the money to pay other modders to create new stuff of which I’ll also chip in - paypal.me/shakyrivers

You can check out my other mods here;
https://steamhost.cn/steamcommunity_com/id/shakyrivers/myworkshopfiles/?appid=364360
Last edited by shaky_rivers; 21 Oct, 2017 @ 3:47am