Total War: WARHAMMER III

Total War: WARHAMMER III

747 ratings
Sylvania: Faction Overhaul
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Tags: mod
File Size
Posted
Updated
99.671 MB
17 Mar, 2023 @ 4:33pm
29 Sep @ 7:13am
44 Change Notes ( view )

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Sylvania: Faction Overhaul

Description
"At the edge of the Haunted Hills by the source of the Black Run River, Leicheberg lives in fear of its neighbour to the east, Sylvania. Its ruler, Count Petr von Stolpe, has faced the Walking Dead many times in his life and is convinced the von Carsteins mean to expand beyond their ancient borders."

Probably my most complete mod yet, this mod adds a whole new faction to the Empire; Sylvania.

FEATURES
  • Sylvanian Expedition – 1 new Faction, 1 Legendary Lord, 2 Legendary Heroes, 1 new RoR, and 5 new units
  • 2 new landmarks and 3 new building chains
  • Custom Mechanics
    • Stuck in the Past - Sylvanians are unwelcome to any new technological advancements. Sylvania will have a faction debuff to gunpowder/artillery units until you complete the "Sylvania goes BAM!" quest, issued after capturing Castle Drakenhof.
    • Empire Politics - Kinda. Mostly works, except for Reinstating (IE)

PLEASE READ
  • This mod is balanced for vanilla gameplay. It aims to insert itself into vanilla campaigns as seamlessly as possible.
  • Tier 3 Forges and up are locked until you finish the "Sylvania goes BAM!" quest.
  • Gunpowder nerfs will be removed when finishing the "Sylvania goes BAM!" quest.
  • Jovi Sunscryer can be recruited by building the Templehof Light Order landmark.
  • Reinstating this elector/faction will not work in IE. I've tried everything I could and it just won't work, as I suspect there will be some changed needed in the startpos for it to work. Please don't bother Mixu or anyone to ask about this.
  • However, I highly recommend to play this faction in The Old World, as all Empire Politics mechanics will work there.

RECOMMENDED

SUBMODS

CREDITS
  • Mixu - for the unlocker, the faction, the frontend script, which serves as the base of this mod
  • HN - Sylvania's banner is from his wonderful Banner Overhaul.
  • freakpear - Assistance with the empire politics script
  • Lt. Apollo - von Stolpe's head is from his Stirlander: Victory at War
  • h3ro - His amazing Asset Editor is what made this mod possible. Big thanks to him for all the possibilities!

Comment any potential balance changes and check the change notes for update details.

[www.patreon.com] [ko-fi.com]
483 Comments
Stachurski 5 Oct @ 3:56am 
drakenhof guard have missing legs textures
Elia 13 Sep @ 11:34pm 
I appreciate it!! Never any pressure, just a fan of your work making a request. :)
graetor  [author] 13 Sep @ 9:57pm 
Oh thats what you mean. I’ll try to fix as soon as i can
Elia 13 Sep @ 7:25pm 
It must be something on my end then, my apologies! The regular Grand Masters do not show up for me. ^^
graetor  [author] 13 Sep @ 12:11pm 
@Betamax - they are recruitable by other empire factions, through a landmark at castle sylvania
@Elia - pretty sure they are already
Elia 13 Sep @ 3:12am 
Hey! Is there any way this could be made compatible with your Grand Masters mod? I absolutely love your mods, and they are a staple in all of my runs especially as the Empire.
pheonix89 12 Sep @ 2:44pm 
Never mind the Karl wardec fealty issue, that was RDLL
pheonix89 12 Sep @ 2:31pm 
Playing on old world getting an error message about the startup script crashing every time I load or return from a battle after Sylvania bit it.

Also, I think the game parsed me as wardeccing them somehow because I have fealty malus from declaring war on an empire member?
Betamax 15 Aug @ 1:00am 
Is there any way you can make the new units recruitable by other empire factions? Maybe make them tied to provincial military buildings, like Xoudad has done with Sigmar's Heirs?
graetor  [author] 19 Jul @ 9:24pm 
im not sure but i think the lock should be lifted a turn later? ill check regardless. glad to hear ur having fun still