Total War: WARHAMMER III

Total War: WARHAMMER III

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Immortal Landmarks
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Tags: mod
File Size
Posted
Updated
94.167 MB
Aug 26, 2022 @ 11:28am
Jun 25 @ 3:23am
53 Change Notes ( view )

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Immortal Landmarks

Description
UPDATED FOR 6.0
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
  • 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)
184
Jul 3 @ 8:23am
Bug Reports
Heimdal
94
Dec 30, 2024 @ 11:13pm
Suggestions
Heimdal
0
Nov 21, 2023 @ 4:11pm
Rollback 4.0.7
Prosuchti00
1,558 Comments
Silentjoe2 Jun 29 @ 11:37am 
Dawi have a lot of nice landmarks but i hope to see like two added to Barak Varr for being both dwarf marienburg and a really unique karak
Heimdal  [author] Jun 25 @ 3:28am 
@Regerem, I double checked and it seems to only be taking off 600 per turn as intended for me. The idea was you're getting two buffed bone giants which naturally have 0 upkeep. Rather than mess with bone giant stats (which would impact Tomb Kings factions) I just set what the upkeep value would be if they were V Count units as part of the building upkeep cost.

That said, I just pushed an update cutting the value in half and reducing the building cost, to keep it more in line with the current state of landmarks. Idk how to reproduce the -2 billion though, that didn't happen for me
Regerem Jun 24 @ 10:06am 
Thanks for the awesome mod! I think I found a bug though with the Temple of Skulls (Kingdom of Beasts region - Temple of Skulls Settlement) Temple of Skull building has a negative income of -600, I was playing as the Caravan of Blue Roses Faction. Upon completion of the building my economy went insanely in the negative (like -2 billions per turn...) seems like a bug to me!)
intspod Jun 22 @ 10:42am 
Thanks for the update bro. Here is a little treat! Hotto Steam Pointo
Rephil Jun 16 @ 1:26am 
says in the description no Tal
Tal'Raziid Jun 14 @ 2:10pm 
Anyone know if this works with the Old World Campaign mapmod?
Campin_Carl Jun 13 @ 6:16am 
Hey @Heimdal
I play chorfs rn and I got the same issue. I cant build the Fire Mouth landmark.
TToKKang Jun 9 @ 10:35am 
Hello! I translated this mod into Korean and uploaded it! If you don't like what I uploaded, I will delete it!
Masta_Steve Jun 6 @ 1:19pm 
Does this mod add any landmarks to Old World map? I know the game runs when both are enabled, but i figured it didn't add anything due to provinces/city/map changes.
NickCarl May 28 @ 9:47am 
Thank you. I recommend you to try out the Chorfs, they have a very fun campaign