Total War: WARHAMMER III

Total War: WARHAMMER III

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SWO-RD - Progressive Landmarks
   
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Tags: mod
File Size
Posted
Updated
8.741 MB
16 Apr, 2022 @ 6:06am
5 Oct @ 2:38am
49 Change Notes ( view )

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SWO-RD - Progressive Landmarks

In 3 collections by stephane.f.david
SWO-RD standalone modules collection
14 items
SWO-RD for WH3 : full collection without banners
25 items
SWO-RD for WH3 full collection with banners
28 items
Description
Make all landmarks upgradable with several levels.
Part of SWO-RD, standalone module.

The documentation of all the mods part of SWO-RD is available here as a PDF document[drive.google.com].

Do you find it weird that a landmark can only be built directly in a fully developed city and immediately gives maximum bonus?
Surely the Celestial Palace in Wei Jing should be there more or less from start, the Dragon Emperor surely is not a homeless beggar in the streets...

SWORD makes almost all the landmark progressive. They can be built earlier, with weaker effect, and then upgraded as your settlement grows, improving their effects, until the fully upgrade landmark at highest settlement level give the best bonus.
The cost and construction time of the higher level has been reduced a bit, but since you need to build the lower levels and upgrade, the total cost and construction time to get the fully upgraded landmark is higher.
Although you can start a landmark much sooner, it will use a slot... Be careful not to sacrifice a more urgent building!

=== Test change : feedback welcome ===
In order to slow a bit global expansion, each landmark requires one population cost now.
I'm looking for feedback about this:
- it is a good idea?
- should it cost more point for high levels?
================================


I recommend using Spartan's excellent building progression icons to work in complement

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2790007728


I mod for free and will always keep it this way. But an extensive mod means hundreds of hours spent modding! If you want to show your appreciation, a small token is always welcome.

[www.paypal.me]
112 Comments
stephane.f.david  [author] 3 Sep @ 4:15am 
Fixed, should be working now
stephane.f.david  [author] 2 Sep @ 2:34pm 
Yes, CA modified some buildings with 6.3, updat in progress
Unknown Soldier 2 Sep @ 12:32pm 
As we got the update 6.3, some mods are crashing (as usual). I just wanted to report that this mode seems to produce a crash during the startup of the game. Here the error message:
The following mods cause a crash to the Database:

SWO-RD_Landmarks.pack

The first invalid database record is wh3_dlc26_special_bonewood_totems_3wh3_dlc24_effect_spell_mastery_dummyIsFactionWurrzag in table building_effects_junction_tables and pack file SWO-RD_Landmarks.pack


Besides this, I just wanted to thank you for the work you put into these mods. It's great!
Tom with a Don 22 Jun @ 6:49am 
Mod Order is
Skip Intro
Mod configuration Tool - V0.9 Beta
Better Camera Mod
Map Replacer Framework (With Extra Assets)
Custom Siege Maps For Campaigns Compilation
Remover Characters Traits Limit
SWO-RD Progressive Landmarks
Tom with a Don 21 Jun @ 3:41pm 
I do, I will take a look and try to get the list to you soon
stephane.f.david  [author] 18 Jun @ 8:35pm 
That's weird. Do you have other mods?
Tom with a Don 18 Jun @ 9:26am 
Came across and oddity while playing Gorebad. I captured Karak Eight Peaks pretty early from the greenskins there, and one of the building is the Paradise Gardens III. I took the mod off and captured it in a new game and it wasn't there.
Elitewrecker PT 10 Oct, 2024 @ 11:55am 
So, the issue is that Lost World moves Anurell's tomb landmark normal location to the settlement to the left of Imrik. I assume it would need a patch to redirect your progressive landmarks to their Lost World locations for both to work together.
Elitewrecker PT 8 Oct, 2024 @ 9:08am 
Ok, I was hoping you could figure something out about why it would crash.
But I'll ask if there's anything that can be done in Lost World too.
stephane.f.david  [author] 8 Oct, 2024 @ 9:06am 
Ok, then if ti works without OVN, I'm afraid there isn't much I can do.