Total War: WARHAMMER III

Total War: WARHAMMER III

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Immortal Landmarks
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Tags: mod
File Size
Posted
Updated
97.010 MB
Aug 26, 2022 @ 11:28am
Mar 19 @ 11:45pm
59 Change Notes ( view )

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Immortal Landmarks

Description
UPDATED FOR 7.2
The mod will run without Mixu, but you'll be missing a bunch (~80%) of the landmarks. Adding landmarks requires startpos modding, Mixu's Unlocker = common startpos framework that keeps mods compatible.


KEY FEATURES




WHY GET THIS MOD?

Tired of building up generic province #26? This mod aims to make the world feel more dynamic by greatly expanding the landmark system used in vanilla. While the landmarks in this mod do include some standard landmark stuff (+2 order factionwide etc...), I tried to expand the design space of landmarks by including many effects which aren't used for vanilla landmarks.

This includes things like landmarks that summon a storm in coastal regions, or give your armies in Ulthuan access to powerful cataclysm spells (in a balance-limited fashion); even a landmark which can make your city invisible and untargetable, for a cost. Rather than give +2 recruit rank to Slayers, why not design a cool new ability that Slayers will gain with the landmark? Instead of +10 growth, why not have landmarks that grant you cool weapons and artifacts, or landmarks that trigger quests for powerful items in the lore that aren't represented in the game?

You can check out a list of landmarks, and a couple bullets on their biggest effects (there are ofc other effects, but I'm trying to keep the Google doc manageable), in the links below. NB that Steam hates Google doc links, just click through the warnings like you do for every other mod :p

Landmarks for order(ish) factions [docs.google.com]
Landmarks for evil(ish) factions [docs.google.com]


GAME BALANCE

Because landmarks are inherently limited by region and faction, they are an excellent tool to spice up your campaign without greatly impacting overall balance. That said, I've tried to keep all effects broadly in line with vanilla balance. The AI will make full use of the new landmarks, that includes scripts which will give them quest rewards the same way they do for Legendary Lord quests. I hope that by letting the AI fully utilize landmarks, it will avoid making the player overpowered. But of course it is impossible for me to test every effect in every situation, so I encourage you to share your balance thoughts and feedback!

COMPATIBILITY
  • Works with Immortal Empires Expanded mod
  • Does not add anything to the Chaosrobie's Old World Campaign map
  • MIXER IS COMPATIBLE WITH SFO, THIS MOD IS COMPATIBLE WITH SFO, WE'RE ALL COMPATIBLE WITH SFO. If you don't believe me, start a game with only this mod + Mixer + SFO. You too can become a scientist, using the scientific method to unravel the mysteries of compatibility!
  • RE SFO; note that, for the landmarks which add units or unit summons, the stats won't be aligned with the changes SFO makes to equivalent units. If someone wants to make a submod they are welcome to it.
  • Requires a new game
  • Yes it's compatible with Landmarks of Legend (I think Inquisitor and I have avoided overlap)
  • Works with Immortal Empires or Realm of Chaos campaigns (but the locations in the documentation refer to IE locations!)
  • Polish translation submod here: https://steamcommunity.com/sharedfiles/filedetails/?id=2857387944
  • German Translation Here: , credit Balthasar23
  • To use with other startpos mods (more slots, etc...), you will need a compatibility patch between the startpos mod and Mixu's unlocker.
If a mod is compatible with Mixu's unlocker mod, it should also be compatible with this one. If a mod isn't compatible with Mixu's unlocker, then...it won't be compatible with this one. Please report any incompatibilities and I'll look into it.

FUTURE / OTHER NOTES

I have more landmarks planned, and will update this mod throughout the life of Immortal Empires. I also would like to include support for mod configuration tool to enable lore-strict vs. lore-loose settings. While more of the landmarks are loreful, I took minor creative liberties for the sake of gameplay on occasion (though I think the only landmarks that are entirely made up are Surtha Ek's workshop and a bunch of Cathay ones). In a few cases I moved the loreful location a bit to better fit with gameplay.

There are a very small handful of new Regiment of Renown type units, but no normal 'unlimited recruitment' units. The new units included are mostly fun variants of existing units (Corrupted Terracotta Sentinel for Tzeentch, etc...). If you're interested in new units from landmarks though, I encourage you to check out Inquisitor's excellent Landmarks of Legend mod!


CREDIT / THANKS
  • Hate Criminal and Mall of America for their work on Landmarks of the Old World (and all others credited with that mod). This mod was made with Hate Criminal's permission.
  • Spartan VI and Sjeng Nedam for new building icons, Vladislav Grechko for dilemma art,
  • Zaskar70 and Zerg93 for the Black Guard of Morr model
  • rossco437 and Scribe of Nekoti for suggestions and outright designing a few of the landmarks
  • The incredible people over at Da Modding Den [discord.com], without whom I never would have figured many things out.

A FINAL NOTE
If you enjoy this mod, please throw it an upvote so others can more easily find it :D
Popular Discussions View All (4)
202
Mar 26 @ 9:59am
Bug Reports
Heimdal
94
Dec 30, 2024 @ 11:13pm
Suggestions
Heimdal
0
Nov 21, 2023 @ 4:11pm
Rollback 4.0.7
Prosuchti00
1,669 Comments
一把伞一个人 Apr 6 @ 5:45pm 
is it sub OVN?
Stubetje Apr 6 @ 9:25am 
Hi, thank you for all the work you put into the MOD.
In Nuja you added "the spineport" landmark for Skaven. Apart from some other bonuses it vassalizes the Grey Point Scuttler Pirates, which is the skaven roaming pirate army off the coast there. However, this is completely useless, since those factions are hard coded only to go to war with the player. They will never join a war or help in any way, because they are part of the pirate coast campaign ROR mechanic. It is stupid I know, but I thought this might be an oversight and the intention was to confederate them, which would make more sense imo.
Red Panda Apr 2 @ 11:44am 
Because I am using more slots and can't see any problem.
Red Panda Apr 1 @ 5:07pm 
Is it not comp with more slots ?
Maverick Mar 29 @ 1:39am 
I'm having crashes in MP with this mod after the Mixu's unlocker was updated the otherday
Stryker Mar 29 @ 12:12am 
does this work with radious?
BurntFaceMan Mar 26 @ 10:50am 
NM looks like you're right and it probably is VCO adding them in - just ran a campaign with just this and mixu and no warpstone unique landmarks.
BurntFaceMan Mar 26 @ 10:43am 
Hmm only mods I have enabled on this playthrough are as follows:

Mixus unlocker
Save camera settings
MCT settings
Immortal landmarks
Victory conditions overhaul

So unless it's VCO and I'm being derpy I'm not sure which of the others would be adding warpstone landmarks.

Also does any faction actually interact with warpstone as a resource in base game?

Been a while since I played skaven and can't remember them having a warpstone mechanic either.
Heimdal  [author] Mar 26 @ 5:19am 
AFAIK there aren't any chaos dwarf landmarks giving warpstone, it's probably from another mod?
BurntFaceMan Mar 25 @ 10:12pm 
I've noticed whilst playing as zhatan that in the chaos wastes region there's a lot of landmarks added which give you warpstone - but what does the warpstone actually do?

Do any of the factions actually use it for any purpose?

If it's just supposed to be a trade resource, then it's not currently showing up in the trade section.

Can't find info about this anywhere atm.