Total War: WARHAMMER III

Total War: WARHAMMER III

Landmarks of Legend
The_Inquisitor  [developer] 15 Apr, 2022 @ 7:29am
Ideas and Suggestions Thread
Leave any suggestions/ideas for new buildings/units/effects or changes here.
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Showing 1-15 of 223 comments
Lord Bendtner 15 Apr, 2022 @ 9:32am 
The forge of Nan-Gau is kinda meh for a tier 4 landmark.Maybe make the 10% from industry into 20% global , 10 armor to units recruited from this province and some empire/dwarf gunpowder units ( dont know if its possible without the mod kit).Also remove the linked tech cause you are gonna suffer if you start as Zhao .
The dragon tooth landmark is too op for tier 2 , maybe reduce the gold to 500.
Or Make it a 2 stage landmark. Tier 2 it has half of the current effects and tier 4-5 it upgrades to the current ones
Last edited by Lord Bendtner; 15 Apr, 2022 @ 9:57am
TMarx400 15 Apr, 2022 @ 12:11pm 
Landmark for Tzeentch in Wei'jin
Landmark for Tzeentch in Altdorf
Landmark for Nurgle in the Gallows Tree or Tree of Damned Shade
The_Inquisitor  [developer] 15 Apr, 2022 @ 7:26pm 
Originally posted by Mamouras:
The forge of Nan-Gau is kinda meh for a tier 4 landmark.Maybe make the 10% from industry into 20% global , 10 armor to units recruited from this province and some empire/dwarf gunpowder units ( dont know if its possible without the mod kit).Also remove the linked tech cause you are gonna suffer if you start as Zhao .
The dragon tooth landmark is too op for tier 2 , maybe reduce the gold to 500.
Or Make it a 2 stage landmark. Tier 2 it has half of the current effects and tier 4-5 it upgrades to the current ones
Perhaps swapping their tiers might help? the tech requirement will go though for sure
The_Inquisitor  [developer] 15 Apr, 2022 @ 7:27pm 
Originally posted by TMarx400:
Landmark for Tzeentch in Wei'jin
Landmark for Tzeentch in Altdorf
Landmark for Nurgle in the Gallows Tree or Tree of Damned Shade
There's already two landmarks for Tzeentch in Altdorf but I'll have a look the two other locations. Thanks!
Lord Bendtner 15 Apr, 2022 @ 11:46pm 
Tier 4 Inn would still be good but make the growth less and global since it you would barely need it .
Not sure for tier 2 forge without anybuffs, 10% bonus to local industry is like 30g which its not worth building.
Heimdal adds landmarks for tzeench to the locations the other guy mentioned
The_Inquisitor  [developer] 16 Apr, 2022 @ 12:49am 
Originally posted by Mamouras:
Tier 4 Inn would still be good but make the growth less and global since it you would barely need it .
Not sure for tier 2 forge without anybuffs, 10% bonus to local industry is like 30g which its not worth building.
Heimdal adds landmarks for tzeench to the locations the other guy mentioned
Yeh I'm probably gonna end up buffing the building a little bit in the future. Thanks for the heads up though!
rossco437 16 Apr, 2022 @ 4:27am 
Note: No canon information is known about the kislevite settlements along the skull road, but they can be seen in this image:
https://i.redd.it/0ht146xpjxy61.jpg

But the old world hasn't been released yet, so what I am writing is basically made up, feel free to change this to be more in line in the future.
===============================================

Name: "Fort Dorznye-Vort" or "Rebuilt/restored Fort Dorznye-Vort"

Effects:
- Adds walls and a garrison
- possible gold income?
- Recruitment of Tsar guard and bear riders or a bonus to their recruitment (helps with Boris's campaign)
- Public order and de-corruption
- Decrease to local build times (represents the area being rebuilt and helps with early game)

Description:

Formally part of a series of forts protecting the wheatlands and skull road, Fort Dorznye-Vort was destroyed by an invasion of Chaos Dwarves in 2302 IC due to being dangerously close to Uzkulak and the Plain of Zharr. Even so several attempts have been made to repair, rebuild and repopulate the old fortress with the latest attempt being in 2501 IC under the Red Tzar Boris Bokha.

For the first time in centuries Kossars, Streltsi and even a company of bear riders now man the walls and patrol the outskirts of the growing fortress. It's defences being constantly added to in order to dissuade another Dwarf assault with rumours saying that cannons may be added in the future, although how they will hold up in real combat is anyone's guess.
Last edited by rossco437; 16 Apr, 2022 @ 4:42am
The_Inquisitor  [developer] 16 Apr, 2022 @ 4:50am 
Originally posted by rossco437:
Note: No canon information is known about the kislevite settlements along the skull road, but they can be seen in this image:
https://i.redd.it/0ht146xpjxy61.jpg

But the old world hasn't been released yet, so what I am writing is basically made up, feel free to change this to be more in line in the future.
===============================================

Name: "Fort Dorznye-Vort" or "Rebuilt/restored Fort Dorznye-Vort"

Effects:
- Adds walls and a garrison
- possible gold income?
- Recruitment of Tsar guard and bear riders or a bonus to their recruitment (helps with Boris's campaign)
- Public order and de-corruption
- Decrease to local build times (represents the area being rebuilt and helps with early game)

Description:

Formally part of a series of forts protecting the wheatlands and skull road, Fort Dorznye-Vort was destroyed by an invasion of Chaos Dwarves in 2302 IC due to being dangerously close to Uzkulak and the Plain of Zharr. Even so several attempts have been made to repair, rebuild and repopulate the old fortress with the latest attempt being in 2501 IC under the Red Tzar Boris Bokha.

For the first time in centuries Kossars, Streltsi and even a company of bear riders now man the walls and patrol the outskirts of the growing fortress. It's defences being constantly added to in order to dissuade another Dwarf assault with rumours saying that cannons may be added in the future, although how they will hold up in real combat is anyone's guess.
Great idea! I'll add this once I am able add landmarks to anywhere on the map. Great to have you here again rossco!
rossco437 16 Apr, 2022 @ 5:24am 
Aye, great to be writing here again inquisitor, I'd be writing in more (specifically for Uzkulany and Zamoski) but I uh, already gave those ideas to the Glorious landmarks mod. Sorry. I'll see if I can figure anything out for the chaos factions...
rossco437 16 Apr, 2022 @ 6:05am 
Name: the sunken sewers

Effects:
- extra growth for the settlement
- increased chance of plague spreading
- possible recruitment rank bonus for Forsaken of Nurgle?
- Nurgle corruption
- Possibility for a unique unit if you are up for it.

Description:

the sunken sewers, as the name implies, is a massive sprawling labyrinthine network of half flooded underground tunnels. Some of these are natural, however most of these tunnels are in fact man (or at the very least artificially) made. Given the sheer size and scale of the sewers in question, it is theorised that there was once a sprawling, thriving city on the surface. However any ruins of this great city has since sunken into a fetid, putrid swamp that now permeates the area.

The old citizens continue on to this day, now immune to the march of time thanks to Grandfather Nurgle. They now dwell in the one part of their city that still survives, the underground sewers, where they live amongst the muck, petulance and sewage of the cistern. Despite their disgusting looks and abhorrent manners, the inhabitants are a surprisingly welcoming and jolly lot, welcoming anyone and everyone with Nurgles embrace!
Heimdal 16 Apr, 2022 @ 7:20am 
Originally posted by rossco437:
Aye, great to be writing here again inquisitor, I'd be writing in more (specifically for Uzkulany and Zamoski) but I uh, already gave those ideas to the Glorious landmarks mod. Sorry. I'll see if I can figure anything out for the chaos factions...
Hah, I planned on adding them once we get proper modding support (kind of full on resource locations :p) But if Inquisitor wants them he is also welcome to it.
The_Inquisitor  [developer] 16 Apr, 2022 @ 7:30am 
Originally posted by Heimdal:
Originally posted by rossco437:
Aye, great to be writing here again inquisitor, I'd be writing in more (specifically for Uzkulany and Zamoski) but I uh, already gave those ideas to the Glorious landmarks mod. Sorry. I'll see if I can figure anything out for the chaos factions...
Hah, I planned on adding them once we get proper modding support (kind of full on resource locations :p) But if Inquisitor wants them he is also welcome to it.
We can collab on stuff like this and combine into a single landmark. That way neither of us has to drop a landmark because the other is working on the same/similar one. Just a possible compromise
rossco437 16 Apr, 2022 @ 2:56pm 
Originally posted by The_Inquisitor:
Originally posted by Heimdal:
Hah, I planned on adding them once we get proper modding support (kind of full on resource locations :p) But if Inquisitor wants them he is also welcome to it.
We can collab on stuff like this and combine into a single landmark. That way neither of us has to drop a landmark because the other is working on the same/similar one. Just a possible compromise

Collabing on stuff sounds like a good idea to me
rossco437 16 Apr, 2022 @ 7:00pm 
Name: Castle Alexandronov

Built: By Kislev factions in the settlement of the same name

Levels: 2, built at tier 1 and upgraded at tier 3

Effects:
- Adds a bigger garrison to the settlement
- local de-corruption and order bonus.
- Allows for the recruitment of kossars and armored kossars.
- Increased recruit rank for local units.
- Possibility for a unique unit if you are up for it.

Description:

Castle Alexandronov stands to the North of Erengrad, on the borders of the Troll country. Construction of the castle was originally ordered by the great Tzar Alexandr Njevski. He chose the site guided by a dream in which Boris Ursa, the Forever Tzar of Kislev, directed him to build a great stronghold for Kislev, or else the land would be lost in a war against the greatest evil of all.

Castle Alexandronov does not block the route of the rampaging Chaos hordes. Indeed, that would be an impossible task, since the northern Kislevite border stretches many hundreds of miles, most of it windswept plain. Rather, the castle attracts the worshippers of the four Dark Gods like a candle attracts moths. Arrogant Chaos Lords regard the land where the castle stands as their property and to have a Kislevite fortress on their land enrages them to a reckless frenzy. To this day Castle Alexandronov has never been taken.

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Name: Reinforced Castle Alexandronov

Level: Tier 3 upgrade built by Kislev

Effects:
- Adds walls to the settlement.
- global de-corruption and order bonus.
- Allows for the recruitment of Tzar Guard, Griffon Legion and Patriarch Hero
- Increased recruit rank for local units.
- Prevents chaos vortex's from spawning.
- Possibility for a unique unit if you are up for it.

Description:

Castle Alexandronov has never been taken. It is one of the most formidable fortresses in the Old World, rivaling even the great Dwarf strongholds. During the Great War against Chaos the castle was attacked six times and some of the most bitter fighting of the entire campaign was fought in its colossal shadow. The castle tied up a considerable part of the Chaos horde and it is without doubt that it was instrumental in the defeat of Chaos during that dark time.

The castle is constantly manned by the most fanatical defenders of Kislev and each man who aspires to join either the Kreml Guard or Gryphon Legion must first serve here for a period of six months. Recently Kostaltyn, the Supreme Patriarch of the Cult of Ursun and his followers have taken up residence here, both due to the Castle's fortified location and because it is an important symbol for the people of Kislev, signifying their resolution to stand firm against any enemy.

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Name: Fallen Castle Alexandronov

Built: By Chaos factions in the settlement of the same name

Levels: Built at Tier 2 or 3

Effects:
- Adds a garrison of chaos warriors
- local and adjacent province chaos corruption.
- Global Moral bonus when fighting Kislev
- Increased recruit rank for local units.
- +10 diplomacy with chaos factions and -20 with kislev factions.

Description:

Castle Alexandronov, the symbol of Kislevite resistance and resolution in the face of the dark gods has fallen. Although it's strategical value is questionable, it's symbolical value is massive! Tzar Alexandr Njevski was told by the great bear in a dream that should this fortress ever fall then the land would be lost in a war against the greatest evil of all. Many in kislev see it's fall as a sign that the end times are upon them and have begun to fear the dark gods...

In addition, many chaotic warbands now flock to your banner as you have cracked the impenetrable fortress that had tied up so much of the Northerner's forces during the great war against Chaos.


https://warhammerfantasy.fandom.com/wiki/Castle_Alexandronov
Last edited by rossco437; 16 Apr, 2022 @ 7:14pm
rossco437 17 Apr, 2022 @ 4:18am 
Apparently the Roppsmenn that you fight at the start of the Kislev campaign are a bit more complex than just a simple uprising, apparently they have an entire ghetto in Praag called "Old Town"

https://warhammerfantasy.fandom.com/wiki/Roppsmenn

Not really sure how you could use that (or if it would even be worth it), but maybe a unique variant of Kossar? Idk
Last edited by rossco437; 17 Apr, 2022 @ 4:20am
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