Total War: WARHAMMER III

Total War: WARHAMMER III

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Additional Buildings: Bastions, Forts & Gates
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Tags: mod
File Size
Posted
Updated
1.200 MB
Oct 30, 2024 @ 7:08pm
Feb 16 @ 9:20am
11 Change Notes ( view )

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Additional Buildings: Bastions, Forts & Gates

In 7 collections by ChopChop
The Dwarfs: Immortal Empires Expanded | IEE 6.0
253 items
The Empire: Immortal Empires Expanded | IEE 6.0
236 items
The Bretonnia: Immortal Empires Expanded | IEE 6.0
218 items
ChopChop's Workshop: All Released Mods
77 items
The Wood Elves - Immortal Empires Expanded | IEE 6.0
236 items
Core: Buildings, Garrisons & Landmarks | Immortal Empires Expanded
33 items
KISLEV
224 items
Description

In order to unlock the slots in this mod you have to use MIXER, but I am not adding it as required as it will work without (more info in "Features"):

The mod is saved game friendly, but the slots may not unlock. To restore the slots use Prop Joe's Console Commands, select the bugged settlement and type "primary X" with the X being number of current level of the city building chain.


This is a standalone mod that is aiming to utilize the feature of Bastions in the game and expand it further to the Forts and Gates.

The Bastion as the defence from the Chaos Tide still remains the strongest of them all, therefore same way as it's made for Grand Cathay - all supported faction by this mod will also get military and special building chains when controlling any of them. However only Grand Cathay is able to expand the same way in the Gates & Forts, having same available buildings to construct.

Unless specified for Forts & Gates - all remaining factions get a special limited variety of available buildings fitting the theme of military support points with low economic value. Within the selected buildings each faction gets 1-3 new buildings that can be found ONLY in Forts, Gates & Bastions, with one of them always having a small faction-wide effect, that when controlling all 10 Bastions/Gates/Forts on map will give a reasonable reward sum for conquering the world.

All assets used in this mod are custom made by me using the in-game files and good 'ol GIMP. The mod does NOT edit any existing buildings or effects and is aimed to fit vanilla balance of the effects strength.


In order to construct new buildings added in this mod, I have created additional building slots for the Forts, Gates & Bastions. Additional building slots are available with and without MIXER according to the number in the table below:

LOCATION
NO MIXER
WITH MIXER
Bastions:
  • Dragon Gate
  • Snake Gate
  • Turtle Gate
4 slots (3 building slots + 1 for city)
4 slots (3 building slots + 1 for city)
Forts:
  • Fort Bergbres
  • Fort Soll
  • Helmgart
2 slots (1 building slot + 1 for city)
4 slots (3 building slots + 1 for city)
Gates:
  • Phoenix Gate
  • Unicorn Gate
  • Eagle Gate
  • Griffon Gate
2 slots (1 building slot + 1 for city)
4 slots (3 building slots + 1 for city)

BASTION - following vanilla Bastion setup for Grand Cathay all supported factions receive the similar setup with full basic and advanced military buildings. Additionally same as vanilla Bastions - I added selected support buildings to all from the detailed list below for the Fort & Gate.

FORT & GATE - settlements get 6 buildings*:
  • Smith/Carpenter/Workshop
  • Worship/Corruption
  • Tavern/Public order
  • Small economy building
  • Roads
  • Special semi-landmark "discovery" buildings

*Grand Cathay receive Bastion buildings setup for all: Bastion, Gate & Fort with added buildings in the table below

List of supported factions:
  • Bretonnia
  • Chaos Dwarfs
  • Grand Cathay
  • Dark Elves
  • Dwarfs
  • Empire
  • Greenskins
  • High Elves
  • Kislev
  • Skaven
  • Vampire Counts
  • Wood Elves

More coming soon!™

Due to workshop limitations, expanded buildings info moved to the discussion below:



This mod is giving Bastions for all factions and small version for Fort & Gate, but if you would like all Forts & Gate to become Bastions (having also full military sets) use the submod MILITARY below. Additionally here is a submod that will give all Forts, Gates & Bastions full ECONOMY turning them into special city when enabled together. If you like my work on custom buildings - I recommend the PROVINCE submod that adds them to all towns. More slots for Fort/Gate/Bastion below.



TRANSLATIONS:
Française - French by Pendragon64
한국어 - Korean by Modmodmod
한국어 번역 모드 - Korean by min985
中文汉化合集 - Chinese by To infinity and beyond

Thank you!

SUBMODS:

TW Millennium: Modern Warfare Submod by Erebi

Many thanks!

Extra flavor recommended mods by Murranji:




Many thanks to Mixu for the incredible amount of work done for the modding community, creation & support of Mixer and responding to my request of unlocking the slots for Forts, Gates and Bastions, therefore allowing creation of this mod after update 5.3.

Cheese Pastures - in collaboration with Lily, when enabling Lily's Bretonnia Overhaul this building will have Cow Catapult available to recruit. Additionally The Bretonnia Overhaul also now contains the Cheese Pastures available as regular building in all provinces without this mod. Many thanks!

Imperial Academy - this building is a revival from WH2, many thanks to Obopmot for allowing the use of same keys for compatibility with his mod "Empire Techtree Expanded [5.0]"

Screenshots taken using mod by Müsliriegel, Drew_West & Levie:


[streamelements.com][patreon.com][discord.gg]
136 Comments
Grovilator 23 hours ago 
Excellent mod, thank you. The forts are more interesting now, or should I say "less boring" ;)
Lord_Zomdado_Spy Apr 20 @ 4:25am 
Ah Ok, I will Check There if i find anything
ChopChop  [author] Apr 20 @ 4:22am 
I remember this effect was added by another mod to this building, its not coming from me. Im 90% sure it was Guns of Empire but i dont remember now well
Lord_Zomdado_Spy Apr 19 @ 10:13am 
Hey Great Mod, i was playing the mod as Empire and i build the Empire Academy... but what does the "Hobbled" Effect do?
templarblak Apr 4 @ 12:02pm 
take your time!! ^^ we can wait for the update and it ill be totally worth hehe
ChopChop  [author] Apr 3 @ 10:48am 
No, sorry, i didnt manage to fix last time as it was too much. I didnt fix fully so i couldnt upload :( now my pc is in a box as im moving house, but i promise to fix first this mod when i arrive at new place next week. Apologies friends
Tacale Apr 3 @ 9:23am 
Any news on the fix? :(
ChopChop  [author] Mar 28 @ 3:52am 
Dang it, thank you i will try to fix today
GoatScream Mar 27 @ 8:09pm 
Hello there, this mod removes the new settlement invocations from Kislev
Sallazzarr Mar 1 @ 4:56pm 
Something that is said on so many mods, yet this one earns it: I hope this is actually added as a function by CA in the future.