Total War: WARHAMMER II

Total War: WARHAMMER II

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Factionwide Landmark Effects - OvN
   
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Tags: mod, Campaign
File Size
Posted
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1.062 MB
14 Mar, 2022 @ 3:48pm
6 Jul, 2023 @ 2:28pm
65 Change Notes ( view )

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Factionwide Landmark Effects - OvN

Description
This is a companion mod with OvN Lost Factions to give the same landmark patterns that my Factionwide Landmark Effects mod does to landmarks introduced in OvN Lost Factions. This also makes generic buildings added by the mod follow the patterns in the Resource Overhaul and Factionwide Levels for Heroes mods.

List of Specific Changes
  • Albion can upgrade it's coastal outpost major settlement chains to level 5. This fixes the bug where they currently can only upgrade Albion up to level 3 in the Vortex campaign.
  • The Great Ogham Circle has been combined with the Ogham Stones chain.
  • The Unique Ogham Stone Chain that every faction can build is more powerful when built by Albion. It is combined with their generic Ogham Stone chain and in the vortex campaign, has the additional effects of The Great Ogham Circle.
  • The Forge of the Old Ones is combined with the Albion smith chain.
  • The Grand Cauldron is better when used by the Halflings. It is combined with their Restaurant chain.
  • The Gipfel Tobacco Barn is combined with the Halflings generic Tobacco chain.
  • The Tree Spirits landmark is combined with the Halflings basic recruitment chain.
  • The Clar Karond Lairs that can be built by the Halflings is combined with the Dragon Hatchling recruitment building. It reduces upkeep of Dragon Hatchlings (as one would guess) and also doesn't contain any of the other penalties associated with the building. It grants three Dragon Hatchling units to Clar Karond's garrison.
  • The two Blood Keep landmarks have been combined together and mixed with the Vampire Keep chain.
  • The Citadel of Lead has been combined with the garrison chain.
  • The Marsh Traps have been combined with the Fimir slave improvement chain.
  • The Palace of the Great Sultan has been combined with the Araby basic recruitment chain.
  • When occupied by Araby, the Imperial Palace and Bokha Palace are combined with the Araby basic recruitment chain.
  • Madrasat el-Se'hr has been combined with the Arabyan wizards chain.
  • When occupied by Araby, The Colleges of Magic, Tower of Hoeth and Tower of Ghrond are combined with the Arabyan wizards chain.
  • The Gardens of Bel Aliad have been combined with the farms chain.
  • The Fortress of Nafel Muq and The Black-Gold Tower are combined with the Walls chain.
  • The Ivory Palace of Ka-Sabar, Blazing Sun Chapterhouse and Clar Karond Lairs have been combined with the Arabyan cavalry chain. The Clar Karond Lairs that Araby can build are similar to the ones that improve units in other factions. In Araby's case, it reduces the upkeep cost of their Scorpion units as well as providing a garrison of two giant scorpion units and one behemoth scorpion unit.
  • The Nuln Gunnery School has been combined with the Arabyan forge building. It lacks the public order penalty that the generic version causes.
  • The Portal of Twilight can only be built by the Caliphate of Araby faction. It has been combined with the Arabyan slaves chain. When Bel Aliad is held by the Aswad Scythans or Flaming Scimitar, they can only build a generic slave building and by relation, will not have the technologies related to the use of chaos units. This is because Fatandira and the Golden Magus cannot take the skills that indicate a dedication to chaos. My Generics for Legendary Lords mod will remove the righteous skill from the Caliphate of Araby and the villainous one from the Aswad Scythans and Flaming Scimitar.
  • The special ports throughout the world allow recruitment of Arabyan Corsairs, Promethean Hatchlings, Necrofex Colossuses and Bloated Corpses (the latter two only recruitable by The Flaming Scimitar) at the same tier as typical ports will allow their recruitment.
  • Araby combines its public order building with The Red Moon Inn.
  • Fatandira's unique landmark in Akendorf is combined with the Scythan specific Tomb King Crypt chain. The Scythan's can now build a Tomb King Crypt in Altdorf.
  • Albion can build up the special Erengrad, Bordeleaux, Marienburg and Albion (only in vortex) ports to level 3.
  • The fluff lines from the Looted Lothern Palace are different when built by Albion, Trolls or Fimir.
  • Fimir and Troll subfactions cannot build Losterriksons Great Hall.
  • The Cave of the Rocky Throne has been combined with the two basic Troll unit recruitment buildings of Trolls, the Sorcery chain of the Fimir and the monsters chain of the Rotblood Tribe.
  • Fixed a bunch of bugs where The Moot and Arabyan factions could not occupy Konquata or build the Albion Port and City of Bronze.
  • Fixed bugs where Arabyan factions could not build The Great Halls of Nagashizzar, the Vault of Nagash or the Peg Street Pawnshop.
  • Halflings can no longer build the Knights Panther, Knights of the Blazing Sun Chapterhouses or Castle Reikguard building chains as all those chains are useless to them.
  • The Moot has had its garrison chain replaced with the wall chain. It has been given access to all the buildings that it was previously barred access to due to being a minor settlement.
  • Ogre mercenaries will gain the same benefits from effects that Imperial and Arabyan Ogres can get. This includes Ogres from the Expanded Roster. Some units have their benefits changed where appropriate (Maneaters with Pistols and Leadbelchers get missile infantry benefits instead of melee infantry and Maneaters/Ironguts getting tier 2 empire infantry benefits for example). While The Empire and Araby will be able to buff their mercenary Ogres further, this will mean that factions that get effects that mass target a category of units will buff Ogre mercenaries with those effects.
  • The Ransacked Tower of Ghrond, Ransacked Tower of Hoeth, Shrine of Khaine, Emerald Pools, Ancient Catacombs of Quintex, Hag Graef Mines, Stellar Pyramids of the Southern Skies, Chamber of Visions, Golden Tower of the Gods, Vault of Nagash, Great Halls of Nagashizzar and Tower of the Bloodytooth can now be built by Albion, Fimir, Trolls and the Rotblood Tribe. If this mod is used alongside the two Chaos Dwarf mods, then the Chaos Dwarfs will be able to build these landmarks.
  • Smithy's Tavern can be built by Albion.
  • The City of Bronze chain can be built by Albion, Fimir, Trolls and the Rotblood Tribe. In Albion's case, it is combined with their smith chain.
  • The Clar Karond Lairs can be built by Albion, Fimir, Trolls and the Rotblood Tribe. In the Troll's case, it is combined with their wyvern/giant troll building and reduces the upkeep cost of Feral Wyverns.
  • The Servants of Fimulneid and Ugma's Tribe each have their own version of the Gnoblar Under-belly.
  • The Grand Palace of the Sultan, Madrasat el-Se'hr, Ivory Palace of Ka-Sabar and Great Tomb of Mullah Aklan’d have been relocated to their proper locations in the Vortex campaign (Al-Haikk, Sorcerer's Islands, Ka-Sabar and Fyrus respectively).
  • Arabyan Coffee buildings have been moved from the Economy section to the Resource section.
10 Comments
Tunch Khan 19 Jul, 2022 @ 8:46am 
I meant, as Jaffar's faction, I was enjoying playing different playthroughs either as chaotic or good. I'm not saying your design choice is bad but I like to have my options open personally. Either way, thank you for your mods. Mods create more options and diversity/
Autumnchain  [author] 19 Jul, 2022 @ 8:12am 
@Tunch Khan You pick sides through choosing your starting faction. Jaffar's villainy was blatant so why would a lord who opposes Chaos serve him? Similarly, why wouldn't Fatandira and The Golden Magus allow subordinates lords who serve chaos?
Tunch Khan 19 Jul, 2022 @ 3:54am 
"My Generics for Legendary Lords mod will remove the righteous skill from the Caliphate of Araby and the villainous one from the Aswad Scythans and Flaming Scimitar." : so no longer players choice to pick sides?
Autumnchain  [author] 15 Jul, 2022 @ 4:15pm 
@armbarchris It doesn't strictly require it but in order to make use of landmark changes from this one in The Moot, this mod is required.
armbarchris 15 Jul, 2022 @ 2:02pm 
Does this REQUIRE the Big Moot Submod? I'm using another mod that gives even more building slots and I don't want to doubleup on redundant mods.
DevilSlayer 26 Apr, 2022 @ 1:03pm 
Awesome works straight from save I did on that turn :) Ur the man!
Autumnchain  [author] 26 Apr, 2022 @ 12:45pm 
@DevilSlayer Careless table filling that I did while sleep deprived. Try it now.
DevilSlayer 26 Apr, 2022 @ 12:35pm 
For some reason the Forge of The Old Ones landmark wipes the experiance bonus for Albion... it was working when only for the province, does not work now factionwide....
Autumnchain  [author] 18 Mar, 2022 @ 3:24pm 
Should be fixed.
Myrddraal 18 Mar, 2022 @ 1:46pm 
Tried it out. Game crashes out Caliphate of Araby's turn two. (not playing as them)