Total War: WARHAMMER III

Total War: WARHAMMER III

Immortal Landmarks
Heimdal  [developer] Aug 26, 2022 @ 11:44am
Suggestions
Post any suggestions here
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Showing 76-90 of 94 comments
Heimdal  [developer] May 31, 2023 @ 2:49pm 
As for OvN compatibility. I would like to do something with them. It's easy to support custom factions, but custom cultures are more complicated. Unless you make OvN a requirement, the game will crash if I throw in cultures that it doesn't recognize. I can recreate the culture in my mod to prevent this I think, I haven't looked at it too closely, I might do a big modded landmark submod supporting the main faction mods.
Elchardus Jun 10, 2023 @ 4:40pm 
Hey Heimdal, is it possible to add a landmark and/or resource to Aarnau in the far future?

Some lore :)

Aarnau is a large town in The Wasteland which is the self-appointed guardian of the Wasteland's independence. Aarnau trades mainly in food - either fish or farmed food. The settlement is the home of the last remaining noble family in the Wasteland, the van Buurens. Martinus van Buuren: An elderly lord who has spent considerable coin equipping the town militia. The large (150 strong) and well equipped militia drills in front of the townsfolk every Festag, carefully watched by their Lord. Although they have gained the title the 'Wasteland Peacocks' in Marienburg, they fight fiercely and well against the Fimir warbands in the northern Tumble Downs.

Lore source:
Marienburg: Sold Down the River (sourcebook)
Sea of Claws (book)


(Btw, I'm curious Is it even possible to add a landmark/resource to a settlement via rpfm if it doesn't have neither to begin with? )
Elchardus Jun 10, 2023 @ 4:58pm 
Final idea :')
Landmark called 'Winkelmarkt' in Marienburg which gives the same effect as the 'Migration dillema'. The landmark would give extra growth but negative public order (and perhaps negative relation with Empire?) :D

"The Winkelmarkt is normally more crowded than anywhere else in Marienburg. Outside of the main thoroughfares, the streets are typically so cramped that not even wagons can navigate them. Buildings often share sidewalls, and many are built on top of older buildings, such that most structures have an almost ramshackle appearance, sagging into one another and leaning at uncomfortable angles.

Caught between the appalling wretchedness of the Doodkanaal to the south and the declining ports of the Suiddock, Winkelmarkt slides inexorably toward poverty as the ward decays and the more successful types flee to the northern reaches of the city.

To make matters worse, the Winkelmarkt shouldered much of the burden of housing the people of the Empire, creating tensions between the entrenched Marienburgers and the frightened, penniless, and devastated refugees."
Cyan May 2, 2024 @ 6:50pm 
just wanna suggest a simple mct option to disable new units, would help with compatibility a ton
Hue Calistian May 4, 2024 @ 12:05am 
Not sure what you have planned for Tamurkhan but I think it makes sense that he gets some landmarks in the Ogre Kingdoms for Plague Ogre bonuses.
Hey Heimdal a slightly complex land mark for Hergig in Hoachland provience since it fairly Barren of a location. some lore supporting it but not much.


Hoachland Hunting Range.
Tier 2-4

Each tier Provides Benefit and item for Long rifles and provide a Item for a total set in the end

Tier 1 (settlement level 2) Hoachland's Shooting range [2000 Gold, 3 turns]
Provides a -5% recuitment cost for Hoachland Long rfiles.

Description: Hunting in the Dalwark's Forest one need to learn to Hide not to be Prey.
Forest Cloak (Armour): a +10% missile Resist. +10% ammunition and stalk.

Tier2 (Settlement level 3) Hunter's Rifle Range [2700 gold 5 turns]
+2 to the recruitment rank of Hoachland Long rifles.
-10% Recruitment cost. Hoachland Long rifles.
Allows Stalk and Woodsman for Hoachland Long rifle units
Provides 1 Unit of Hoachland Long rifles for Garrison
Item Drakwald Forest Veteran's Broach Slot (Talisman)
Description:
: Provides a accuracy Bouns of +10% and WayFinder.

Tier 3 (Settlement level 4) Dalwark's Training Center. [4500 gold, 7]
+5 recruitment rank (Settlement)
-10% Recruitment Cost for Long rifle's Faction wide
-5% upkeep all armies
Provides Hoachland Long rifle unit's +10% range and Accuracy
provides 2 Hoachland Long rifles for Garrison.
Increase Cap of The Hergig Jaegerkorps Unit by 1

Item: The Hergig Jaegerkorps Repeater
Description a Modifed Version of the Repeater taking Design traits from the Hochland Long rifle. to improve it's Deadly Accuracy
effect: Sniper, +20% Range. +15% Ap Range Damage.

Tier 4 (Settlement teir is 5) The Hergig Jaegerkorps Barrack [7000 gold 9 turns]
-15% recruitment faction wide for Hoachland Long rifles.
-10% upkeep all armies for Hoachland long rifles.
Provides 2 The Hergig JaegerKorps as Garrison
Increase The Hergig Jaegerkorps Cap by +2.
Provide Hoachland Long rifles +20% Range Damage and Unspottable .

Item: Collage Forged Bullets (enchanted Item): (Requites the Hochland College of Sorcery to be built)
Description: these Magic Bullets are Created by the The Hochland College of Sorcery to Allmost always hit.
item: provide Magical attacks for the Character Equipped, +20 Reload speed, and Provides a magic Missile ability which is like Amber Spear In-terms of Damge ¬700 Ap that Home in on Targets.

When Equipped as a Set.
+30% range, Unspottable, +20% Speed and melee defence, gain's Fire whiles Moving (unmounted).

Lore source a bit of Imagination, the Heir of Sigmar RPG book, the eye for a eye Mini campaign in tww1 with the Dalwark Watch Tower buildings, Empire Heraldry & uniform book Hochland.

is this doable?.
Last edited by XIX Victorious Aut Mortis; May 5, 2024 @ 1:29am
rossco437 May 6, 2024 @ 1:16am 
Originally posted by XIX Victorious Aut Mortis:
Hey Heimdal a slightly complex land mark for Hergig in Hoachland provience since it fairly Barren of a location. some lore supporting it but not much.


Hoachland Hunting Range.
Tier 2-4

Each tier Provides Benefit and item for Long rifles and provide a Item for a total set in the end

Tier 1 (settlement level 2) Hoachland's Shooting range [2000 Gold, 3 turns]
Provides a -5% recuitment cost for Hoachland Long rfiles.

Description: Hunting in the Dalwark's Forest one need to learn to Hide not to be Prey.
Forest Cloak (Armour): a +10% missile Resist. +10% ammunition and stalk.

Tier2 (Settlement level 3) Hunter's Rifle Range [2700 gold 5 turns]
+2 to the recruitment rank of Hoachland Long rifles.
-10% Recruitment cost. Hoachland Long rifles.
Allows Stalk and Woodsman for Hoachland Long rifle units
Provides 1 Unit of Hoachland Long rifles for Garrison
Item Drakwald Forest Veteran's Broach Slot (Talisman)
Description:
: Provides a accuracy Bouns of +10% and WayFinder.

Tier 3 (Settlement level 4) Dalwark's Training Center. [4500 gold, 7]
+5 recruitment rank (Settlement)
-10% Recruitment Cost for Long rifle's Faction wide
-5% upkeep all armies
Provides Hoachland Long rifle unit's +10% range and Accuracy
provides 2 Hoachland Long rifles for Garrison.
Increase Cap of The Hergig Jaegerkorps Unit by 1

Item: The Hergig Jaegerkorps Repeater
Description a Modifed Version of the Repeater taking Design traits from the Hochland Long rifle. to improve it's Deadly Accuracy
effect: Sniper, +20% Range. +15% Ap Range Damage.

Tier 4 (Settlement teir is 5) The Hergig Jaegerkorps Barrack [7000 gold 9 turns]
-15% recruitment faction wide for Hoachland Long rifles.
-10% upkeep all armies for Hoachland long rifles.
Provides 2 The Hergig JaegerKorps as Garrison
Increase The Hergig Jaegerkorps Cap by +2.
Provide Hoachland Long rifles +20% Range Damage and Unspottable .

Item: Collage Forged Bullets (enchanted Item): (Requites the Hochland College of Sorcery to be built)
Description: these Magic Bullets are Created by the The Hochland College of Sorcery to Allmost always hit.
item: provide Magical attacks for the Character Equipped, +20 Reload speed, and Provides a magic Missile ability which is like Amber Spear In-terms of Damge ¬700 Ap that Home in on Targets.

When Equipped as a Set.
+30% range, Unspottable, +20% Speed and melee defence, gain's Fire whiles Moving (unmounted).

Lore source a bit of Imagination, the Heir of Sigmar RPG book, the eye for a eye Mini campaign in tww1 with the Dalwark Watch Tower buildings, Empire Heraldry & uniform book Hochland.

is this doable?.

Funnily enough I actually suggested a similar landmark over at Landmarks of legend but this is way, WAY more in depth! (lore wise you could have it as the "set your sights" competition)

Wait a second... haven't I seen you somewhere before...?
Originally posted by rossco437:
Originally posted by XIX Victorious Aut Mortis:
Hey Heimdal a slightly complex land mark for Hergig in Hoachland provience since it fairly Barren of a location. some lore supporting it but not much.


Hoachland Hunting Range.
Tier 2-4

Each tier Provides Benefit and item for Long rifles and provide a Item for a total set in the end

Tier 1 (settlement level 2) Hoachland's Shooting range [2000 Gold, 3 turns]
Provides a -5% recuitment cost for Hoachland Long rfiles.

Description: Hunting in the Dalwark's Forest one need to learn to Hide not to be Prey.
Forest Cloak (Armour): a +10% missile Resist. +10% ammunition and stalk.

Tier2 (Settlement level 3) Hunter's Rifle Range [2700 gold 5 turns]
+2 to the recruitment rank of Hoachland Long rifles.
-10% Recruitment cost. Hoachland Long rifles.
Allows Stalk and Woodsman for Hoachland Long rifle units
Provides 1 Unit of Hoachland Long rifles for Garrison
Item Drakwald Forest Veteran's Broach Slot (Talisman)
Description:
: Provides a accuracy Bouns of +10% and WayFinder.

Tier 3 (Settlement level 4) Dalwark's Training Center. [4500 gold, 7]
+5 recruitment rank (Settlement)
-10% Recruitment Cost for Long rifle's Faction wide
-5% upkeep all armies
Provides Hoachland Long rifle unit's +10% range and Accuracy
provides 2 Hoachland Long rifles for Garrison.
Increase Cap of The Hergig Jaegerkorps Unit by 1

Item: The Hergig Jaegerkorps Repeater
Description a Modifed Version of the Repeater taking Design traits from the Hochland Long rifle. to improve it's Deadly Accuracy
effect: Sniper, +20% Range. +15% Ap Range Damage.

Tier 4 (Settlement teir is 5) The Hergig Jaegerkorps Barrack [7000 gold 9 turns]
-15% recruitment faction wide for Hoachland Long rifles.
-10% upkeep all armies for Hoachland long rifles.
Provides 2 The Hergig JaegerKorps as Garrison
Increase The Hergig Jaegerkorps Cap by +2.
Provide Hoachland Long rifles +20% Range Damage and Unspottable .

Item: Collage Forged Bullets (enchanted Item): (Requites the Hochland College of Sorcery to be built)
Description: these Magic Bullets are Created by the The Hochland College of Sorcery to Allmost always hit.
item: provide Magical attacks for the Character Equipped, +20 Reload speed, and Provides a magic Missile ability which is like Amber Spear In-terms of Damge ¬700 Ap that Home in on Targets.

When Equipped as a Set.
+30% range, Unspottable, +20% Speed and melee defence, gain's Fire whiles Moving (unmounted).

Lore source a bit of Imagination, the Heir of Sigmar RPG book, the eye for a eye Mini campaign in tww1 with the Dalwark Watch Tower buildings, Empire Heraldry & uniform book Hochland.

is this doable?.

Funnily enough I actually suggested a similar landmark over at Landmarks of legend but this is way, WAY more in depth! (lore wise you could have it as the "set your sights" competition)

Wait a second... haven't I seen you somewhere before...?

yes i post every now and then on various forums i did a post on LMOL. but that was around Nuln, and Middinhiem.
albarrizal92 May 9, 2024 @ 5:17pm 
well there's one Landmark that i want to suggest, Eilhart Vineries (from landmarks of the old world by the mall of america). it's a landmark for The Empire and Bretonnia.
The Landmark effects:
- produce wine resource(obviously)
- increased diplomacy relation between The Empire and Bretonnia. perhaps around +10 or +20 diplomatic relation buff
- Unit buff for Melee Infantry(for The Empire) & Cavalry(for Bretonnia) or it can be both for both race too
- increased allegiance gained between Empire and Bretonnia. +10% allegiance points gained for alliance between the two race. so if the player build the landmark as The Empire, the player gained +10% for alliance with Bretonnia, and vice versa

the landmark could be placed at either Tier 2 or tier 3
Brawl May 14, 2024 @ 4:43am 
Just for the feeling: I always found it weird, that Karag Dum doesn't have a landmark for the different Chaos Factions (Demons, WoC primarily), except for Daniel. Could be a very simple factionwide buff for Armor, iron ingot production and diplomacy bonus with Warriors of Chaos or more complex and tailored to the specific gods. Same goes for Zanbaijin: I understand that LoE has a landmark for the WoC and you have one for Khorne there, but something for the other Chaosgods, especially since the release of Tamurkhan (who established its importance in lore and even starts there) would really be nice.
Snoozefest May 16, 2024 @ 11:37pm 
Recently read a book "Heroes of the Empire" and I think structure from it would make very interesting landmark.

!!!SPOILERS BELOW FOR BOOK CONTENTS!!!




In book woman Natasya corrupts Averheim and begins to constract Iron tower in city just above uried ancient chaos Stone. Tower channels power of Stone to tear reality apart, enables demons to walk freely and ultimately begins Natasya's ascension to daemonhood.

I think i'll make very thematic landmark for slaanesh and woc(sigvald and azazel). New silver pinnacle landmark mechanic which spawns armies until building completes can be used here to simulate Empire trying to stop Natasyas ascension (in book they were successful).
Crowmeat Jun 2, 2024 @ 11:59am 
If this is still being updated, a Mordheim landmark that works kind of like the Silver Pinnacle grudge landmark and then gives access to a few RoR-esque Sisters of Sigmar units would be great.
evcastello Jul 24, 2024 @ 2:46pm 
I didn't see anything for Chorfs on the google doc.
There's many easy options like +X resource. Labor, armaments, or materials.
Research rate or influence as they have so so many options to pick from.

I'd really love something flavored as better metals or smithing practices from maybe the dwarfs that gives missile resistance, mass, or missile block chance to their lower tier Daemons like the Skullcracker.
rossco437 Jul 25, 2024 @ 1:17am 
Originally posted by evcastello:
I didn't see anything for Chorfs on the google doc.
There's many easy options like +X resource. Labor, armaments, or materials.
Research rate or influence as they have so so many options to pick from.

I'd really love something flavored as better metals or smithing practices from maybe the dwarfs that gives missile resistance, mass, or missile block chance to their lower tier Daemons like the Skullcracker.

*cracks knuckles* one moment please...
rossco437 Jul 25, 2024 @ 1:49am 
Workshops of Zharr-Naggrund
Tier 1-5

Tier 1 (settlement level 1) simmering forges ("Little remains of the beating industrial heart of the Dawi-Zarr Empire after the Black Orc Rebellion... but it will be rebuilt, bigger and crueller than ever."): +20 Armaments and 125 gold, -120 or so materials and labor)

Tier 2 (settlement level 2) stoked forges ("A thousand massive furnaces burn within the vastness of Zharr-Naggrund, smelting the metals that are the lifeblood of the city."): +50 Armaments and 250 gold, -250 or so materials and labor)

Tier 3 (settlement level 3) machine workshops ("The city is a huge living workshop full of smoke and noise, illuminated by its inner fires and driven by machines of vast size and power.") (+100 Armaments and 500 gold, -250 or so materials and labor)

Tier 4 (settlement level 4) Arcane Machineries ("Gigantic steam-driven hammers stamp out sheets of iron and bronze with rythmic booms like the heartbeats of a cyclopean god.") (+150 Armaments and 750 gold, -500 or so materials and labor)

Tier 5 (settlement level 5) Heart of Industry ("Massive cauldrons of bubbling metal pour out their molten contents into twisted moulds of intrincate construction. The roaring of furnaces, groaning of huge wheels and grinding of arcane machineries fills the oily air. The noise and the labours never cease...") (+200 Armaments and 1000 gold, -750 or so materials and labor)

Source
https://warhammerfantasy.fandom.com/wiki/Zharr-Naggrund#Notable_Locations
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