Total War: WARHAMMER III

Total War: WARHAMMER III

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Cho's Improved Landmarks
   
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May 17, 2022 @ 2:55am
Apr 5 @ 12:00pm
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Cho's Improved Landmarks

Description
-Updated with patch 6.0 landmarks adjustments.


This mods improves a selection of the landmarks found in the Realm of Chaos campaign, but rather then a complete overhaul this mod only seeks to tweak things while still keeping it close to vanilla.

The more lackluster landmarks have had either old effects adjusted, new effects added or garrison units added.

Not every landmark has gotten a tweak since a lot of them where pretty solid, and adjustments are based and balanced depending on factors such as the gold cost, build tier, distance from faction start etc.
So for example landmarks further away from the factions start positions should feel a lot more rewarding.

The "Court of the Covenant" landmarks that each mono god faction has access too, had fairly generic bonuses.
Now on top of existing effects each of them has a gold income of 200 as well as a additional bonus unique for each faction.


Landmark changes:

Cathay:
The Ninth Wall, new effects; garrison units added.

Temple of the Jade-Blood Sorcerers, improved effects; WoM power reserve change, WoM max capacity increase factionwide

Kislev:
Imperial embassy, improved effects; allegiance points gain, Diplomatic bonus with Empire.
Imperial embassy, new effect; gold income added, trade income bonus added.

Temple of Manann, improved effects; Construction cost for ports.
Temple of Manann, new effect; gold income added.
The Lynsk Bridge, improved effects; trade income bonus.
The Lynsk Bridge, new effect; income from all buildings in adjucent provinces +5% added.

Khorne:

Court of the Covenant, new effects; gold income added, recruitment cost -10% factionwide added
The Machina Daemonium, new effects; garrison units added.
The Khadeium Paradox, new effects; public order bonus(local) added, Spell resistance bonus for all armies factionwide added.
The Wrathgate, new effects; Bloodreaper recruitment, Bloodreaper capacity and Blooodreaper recruit rank bonus added.

Nurgle:

Court of the Covenant, changed effects; public order bonus changed from local to factionwide
Court of the Covenant, new effects; gold income added, Plaugeridden capacity and recruit rank bonus added, WoM max capacity increase factionwide

Slaanesh:

Court of the Covenant, new effects; gold income added, allegiance unit cost discount added, loan alllied army cost discount
The Marcher Fortress, changed effects; replenishment bonus changed from local region to factionwide bonus
The Marcher Fortress, new effects; garrison units added
The Pandemournium, new effects; gold income added
The Vale of Creatures, new effects; garrison units added

Tzeentch:

Court of the Covenant, new effects; gold income added, replenishment bonus(factionwide), WoM max capacity increase factionwide
Symposium of Change, new effects; grimoires per turn added, upkeep bonus for Lord of Change units added, garrison unit added
The Inevitable City, changed effects; public order bonus changed from local to factionwide
The Inevitable City, new effects; gold income added, garrison units added



Unusual Locations changes:

With their inclusion in patch 5.2, the mod now also covers Unusual Locations buildings, adding minor adjustments and changes to make them overall more intressting and flavorful where necessary.



Adjustments to other factions landmark can be found in the update Change Notes for now.


Should be save game compatible, but it will take a turn for new Garrison units to appear and start replenish for any landmark that was already built before the mod was activated.

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21 Comments
Vimictus Brutiius XII Apr 2 @ 11:48pm 
thanks for the mod
fredhoover Dec 14, 2024 @ 12:02am 
Thanks for this great mod and the updates. It really makes the map much more interesting.
Choyi  [author] Aug 21, 2024 @ 2:08pm 
@Rustic "Kalessin" Citrus I've not encountered anything like your screenshot in my tests, nor do I think its possible that this mod causes it since it only edits the building_effects table for the Unusual Locations.
It alters nothing else for them that could be causing anything like whatever bug you may be experiencing there.
Rustic "Kalessin" Citrus Aug 21, 2024 @ 1:53pm 
Thank you for the lovely update :WH3_clasp:

I'm not sure if its this mod 100% as the unusual locations are... a pain in the butt by their nature to troubleshoot!
However, now i'm getting them showing up completely blank!
Screenie: https://i.imgur.com/xbmWjWy.png

Is this something you know of? Do you know of anything that would conflict with this for my testing? Please and thnak-you in advance <3
Lion_El_Johnson_93 Jul 4, 2024 @ 3:10pm 
Thanks for your mod
Could you upgrade them please.

I thank you in advance
Choyi  [author] Apr 5, 2024 @ 7:06am 
@Aelfric yes
Aelfric Apr 4, 2024 @ 10:18pm 
Does this work with mixu's launcher?
Choyi  [author] Jan 15, 2024 @ 5:56am 
@YashaSkaven it is compatible with both IEE and Old World mods.
YashaSkaven Jan 14, 2024 @ 10:43pm 
I would guess not but I figured I'd ask to be sure but: is this compatible with IEE?
sigmars_disciple Nov 10, 2023 @ 2:48pm 
@Unworthypilot I'm usually one who activates at least 2 landmark mods too many (and always LM of Legend, Immortal LM and their new contender by Chasslo) and I'm actually surprised but the last time I had trouble with the game that (possibly) had to do with landmarks must be almost 1,5 years ago I think. I would not expect any problems running this with the 3 large landmark mods and Mixer.

If one ever overwrites the other for a few landmarks and/or changes on them, I think it's also not a big issue - whichever way. If I would run 10 different landmark mods confidently, I don't know.

But I sure know I will try, HAHAHAHA