Total War: WARHAMMER

Total War: WARHAMMER

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Autonomous Bretonnian Dukedoms + PCBSO
   
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Tags: mod, Campaign
File Size
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13.117 MB
Mar 17, 2017 @ 9:00am
Apr 26, 2017 @ 6:25am
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Autonomous Bretonnian Dukedoms + PCBSO

Description
This mod is not finished yet and just available for public playtesting
While it has been tested for stability, it still:
- is not fleshed out
- could make some factions, especially Bretonnia stronger on the grand campaign map than intended
- may be abandoned if the changes done by the mod prove to be very unpopular / problematic in conjunction with certain gameplay elements

Please keep that in mind if you decide to try it out! Constructive criticism is very much desired!

The PCBSO in the title stands for my other mod, mostly included within this one, Province Capital Building Slot Overhaul, available here. Don't use them together.
PCBSO is not a work in progress release, so if you're looking for a similar mod without experimental features, this may be the better pick for you.
A mad version of this mod where I went a little overboard is available here[www.dropbox.com].

Also, you may want to have a look at Zingertits' work
Would you like to experiment with this yourself? Here's a guide to basic province, region and settlement modding


Oh my god, T3 walls full of text. Tell me quickly what this does in a few lines!
  • Everything that PCBSO does (8 slots as a base value for all province capitals, some factions relocate their capitals [...])
  • Bretonnia no longer consists of 7 provinces with two settlements each, but 14 autonomous dukedoms with one settlement each (6 of them still being minor ones)
  • Mousillon is now a major settlement and gets unfair starting advantages because true Bretonnian knights like it a little rougher
  • The orc incursions are more dangerous without any changes to their script
  • Altdorf/Black Crag/Castle Drakenhof/Karaz-a-Karak unlock 3 building slots per tier, up to a maximum of 12
  • Karak Eight Peaks/Kislev/Marienburg/Miragliano/Middenheim/Nuln/Talabheim unlock 2 slots per tier, up to a maximum of 10

Detailed information:
Autonomous Bretonnian Dukedoms (ABD) fully contains PCBSO and introduces the following seven new Bretonnian provinces to the game by splitting up the old ones:
- Dukedom of L'Anguille (province capital: L'Anguille)
- Dukedom of Gisoreux (province capital: Gisoreux)
- Dukedom of Mousillon (province capital: Mousillon)
- Dukedom of Aquitaine (province capital: Aquitaine)
- Dukedom of Montfort (province capital: Montfort)
- Dukedom of Brionne (province capital: Brionne)
- Dukedom of Quenelles (province capital: Quenelles)

- All these provinces previously belonged to one of the bigger dukedoms (for example, L'Anguille was part of Couronne) and are now autonomous dukedoms, with the eponymous cities being the province capitals.

- The regular dukedoms listed above still belong to whatever faction originally owned the province.

- All provinces within Bretonnia except the Forest of Arden have been renamed to "Dukedom of ... "

- No settlement has been moved, added or removed. Settlement-based quests should remain unaffected.

- Couronne, Bordeleaux and Carcassonne have been upgraded to major dukedoms, granting their capital cities 10 building slots each.

- Settlements which are fortresses in lore have received pre-built garrison buildings and sometimes even walls. (Castle von Raukov, Fort Oberstyre...)

- Mousillon now starts out as a T4 major coastal settlement with fully upgraded walls, a mean corruption spreading building, additional military infrastructure and an upgraded port. Yes, that's cheating.
Is this too much? I managed to easily get by during my Bordeleaux test playthrough, though perhaps because the AI did some questionable things...

- Kraka Drak starts out much stronger as well

- Fixed CA's bugged settlement layouts for Sjoktkraken and Stoneminer Tower

Pre-set corruption changes:
- Mousillon starts out with 90% vampiric corruption (was 50%)
- Lyonesse starts out with 15% vampiric corruption (was 50%)

- When playing as a Bretonnian faction, Orc incursions now appear in both of your starting settlements. This is a result of the province split and working as intended. Don't be a squig farma and take the challenge!


Map resource availability changes:
  • Averheim can now build a Blazing Sun Chapterhouse as well as pastures
  • Helmgart now has access to iron mines (as in lore[vignette1.wikia.nocookie.net])
  • Kemperbad now has the wine resource (Kemperbad is famous for its Brandy and Brandy is made by distilling wine)
  • Mootland now has the pastures resource ("the province possesses a rich and highly fertile soil, which always brings in bountiful harvests year after year")
  • Aquitaine now has the pastures resource ("Aquitaine is famous for its highly arable farmlands and its gentle sandy shores.")
  • Khazid Bordkarag now has access to iron mines, as the settlement is affilliated with metalworking in lore
Just some flavour stuff here. Can easily be reversed or extended to other settlements


You might ask...

What about quests that require you to go to a certain province?
They're working fine so far. I have not deleted any of the original provinces, just split and renamed a few of them.
Example: A quest requires you to send an agent to Bordeaux. Now you can no longer send someone to the area around Aquitaine, as Aquitaine has its own province, the "Dukedom of Aquitaine". You need to go to the real lands of Bordelaux, the area around the actual city of Bordelaux.

How does the AI like it?
This is something I've asked myself too and my playtesting hasn't been really conclusive as of yet. The AI surely likes more slots, as the probability to accidentally make a logical and tactically sound construction choice increases with the number of slots available. (A 8 slot city is more likely to receive an armory necessary for advanced units than a 6 slot city.)
The following may be likely: If I don't give solo cities (cities without any other settlement in their province) enough building slots, then the AI will turn it into a mixed military recruitment/economy settlement. Generally, pure military recruitment/economy settlement tend to be more effective for most factions.

P.S. Missions which require capturing/holding whole provinces obviously become easier for Bretonnian factions. There's no way around that besides manually increasing the required amount in all of these missions. I'm not planning on doing that, honestly. But their campaign objectives usually revolve around gaining chivalry anyway.

Removed from previous version
  1. The city-states of Altdorf, Middenheim, Nuln and Talabheim have not been granted their own provinces, as splitting up the Empire's provinces turned out to be a bad idea during my test runs.
    (Middenheim was the capital of its own state called "CIty-state of Middenheim", Carroburg became a major settlement and Middenland's new capital. Nuln was capital of "City-state of Nuln", Wissenburg became the new capital of Wissenland etc.)
  2. Eastern Silver Road and autonomty of Karaz-a-Karak reverted due to bad testing results.

Further reading:
Guide to basic province, region and settlement modding
Popular Discussions View All (1)
3
Apr 7, 2017 @ 12:51am
Brainstorming
Theobald
62 Comments
Zorander  [author] Jun 2, 2019 @ 12:27pm 
@Reitschuster[GLTP]: No, it would have needed another complete rework and I didn't feel like doing that. It was too difficult to balance anyway.
Reitschuster Jun 1, 2019 @ 9:27am 
Does that still work?
Judgelight Dec 17, 2017 @ 10:01am 
@Zorander - no problem, I totally understand.
Zorander  [author] Dec 17, 2017 @ 3:27am 
@Judgelight Level 5: Meeeh. Unfortunately, I'm just no longer convinced of the idea that re-arranging the Bretonnian provinces/regions is such a good way to make at least one aspect of the campaign map 'better'. And it's pretty annoying to do >.<
Good thing I wrote a guide on how to implement most of these changes via the Assembly Kit and the PFM, so interested individuals could potentially take on this adventure themselves... :D

@BAMBO_PY: Not planned at the moment, I'm still lagging behind in two mods I wanted to release for TW:W II :/
Judgelight Dec 16, 2017 @ 8:09pm 
Hey I know this is a long shot - but any chance this could be updated/fixed? For some reason scripts such as the the orc one at the start of the campaign aren't working...

If you stopped working on warhammer I mods - no problem, I understand. Thank you for your other mods :)
BAMBO_PY Dec 14, 2017 @ 3:55am 
Pls this mod for total war warhammer 2 :D
Brother Penguinious Aug 29, 2017 @ 3:17pm 
Yeah at this point I just think it's gonna be easier to just start from the beginning.
Haha nah nah the guide is really great, believe me. I'm just still a rookie with modding :D
Zorander  [author] Aug 29, 2017 @ 4:23am 
@Sigmar: The error could be one very tiny detail, but tracking stuff like this down is usually sooo annoying >.<
Yeah, I kept all the old provinces 'alive' by letting them keep their original capital. The minor settlements within them got their own, new province.
Sorry about the guide being too confusing, I really tried :X
Brother Penguinious Aug 29, 2017 @ 1:30am 
Hmm well that's a bummer..
So basically what you did that makes it work is to just give the minor settlements a new province?
I decided to start from scratch. I most likely made some other mistakes during the process and now that I know a bit more or what I'm doing I can hopefully follow the guide with less confusion.

Anyway, thank you so much for putting the time in helping me out, Really means a lot.
Zorander  [author] Aug 28, 2017 @ 5:57pm 
Unfortunately, I haven't found any obvious errors while looking through it.
I see you've created a new province for each of the original Bretonnian major settlements, e.g. Carcassonne.
I wouldn't do this, as this leaves essentially empty provinces such as wh_main_carcassone_et_brionne (only one n here) as unused husks in the tables.
Carcassonne could stay in its original province, while Brionne is moved to the new one.
Immediately after starting a campaign as a Bretonnian faction, a script kicks in that triggers Orc rebellions in owned province capitals.
Theoretically, this script could be tied directly to the original provinces, now husks. If the script searches for the province capital within the given province, I'd assume it wouldn't find anything and prevent further execution or similar.
That would just be good practice though, it's not necessarily the cause of the error
The compiled .pack files doesn't work for me either. Campaigns crash at 50% of the loading bar :/