Total War: WARHAMMER III

Total War: WARHAMMER III

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Kislev: Vassal Factions | IE + IEE + ROC + TOW
   
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Tags: mod
File Size
Posted
Updated
1.634 MB
23 Mar @ 4:45am
28 Oct @ 8:12am
5 Change Notes ( view )

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Kislev: Vassal Factions | IE + IEE + ROC + TOW

In 2 collections by ChopChop
ChopChop's Workshop: All Released Mods
60 items
The Kislev - Immortal Empires Expanded | IEE
214 items
Description

The mod is based on WH2 mod: Spirits of the Forest by Anyndel. Many thanks to Anyndel for epic contributions to Steam Workshop and allowing to reuse the idea and integrated script.

The mod requires new campaign (no save game). Works with all maps, but i didn't test TOW:
  • IE - Immortal Empires
  • IEE - Immortal Empires Expanded
  • ROC - Realms of Chaos
  • TOW - The Old World

The mod is utilizing faction_keys existing in base game (kislev_qb1 & kislev_qb2) that are originally used for Mother Ostankya and Daughters of The Forest faction mechanics and does not edit startpos. There are mods on the workshop that are also using this faction entries for their mods purpose (like Caravans of The Old World) therefore you might see the names of my factions (The Orthodoxy/The Motherland) appearing while using other mods. In case of any issues - there are automatic solutions that will reinstall the vassal explained below.


Features of the mod:
This mod is introducing 2 new custom non-playable vassal factions for Kislev:
  • The Motherland - available only to The Ice Court (Katarina)
  • The Orthodoxy - available only to The Great Orthodoxy (Kostaltyn)

How does it work?
  1. After settlement battle, apart form regular options (occupy, sack, raze etc) you will be given an opportunity to gift the city to the vassal faction.
  2. When chosen for the first time - it will establish a new faction that will automatically become your vassal.
  3. At the beginning of turn the mod is performing a check in case the vassal rebels against you or in case of unexpected interactions with mods due to using same faction keys.
    In this case - the vassal will be automatically reinstalled at beginning of the turn.
  4. The created factions are given a minor faction personality and will be treated by game like this with in-game events and diplomacy.
  5. The factions are available to AI, but it's unlikely that the opposite side will give the city to the vassal.
    I would like the AI to use this feature, if this will not be appearing often enough - I will tweak it in the future - Chop
  6. If the vassal faction occupy any of the 3 special cities below - will automatically transfer it to the master faction as the right owners and leaders of The Motherland or The Orthodoxy:
    • Erengrad
    • Kislev
    • Praag
  7. If you confederate the opposite faction using The Motherland mechanic (with supporters etc) - if established - the enemy vassal faction should remain as regular minor faction on the map ready for all diplomatic actions, as it's not attached to the base game dillema of confederating opposition. It will become an enemy though when chosen the way of war.
  8. It is possible to confederate the vassal. It has to be done on the same turn after breaking the vassal treaty and meeting all normal diplomacy requirements, however it is not intention of this mod.

Why the mod?
When playing with the original mod and it's recreation in another WH3 mod: Wood Elves Campaign Flavour I really enjoyed the permanent vassal option. I found it very useful when painting the map when you don't really want to own all cities, but still have a 100% reliable ally of the same culture that will own them instead, trade with you and use all diplomatic and military alliance options available to the player (ally war coordinations, borrow army etc). As I don't want to edit startpos and interfere nor require MIXER - the first recruited lord will become faction leader. My first mod in this area of modding, there's some places for improvement, but all are non-invasive and won't cause issues when I update mod in the future.
Good luck and have fun!


Many thanks to:
Additional credit & mods used in screenshots:


chopchop chop chop workshop
10 Comments
ChopChop  [author] 10 Aug @ 7:35am 
MOD UPDATED :steamthumbsup:
- it seems that there is an incompatibility with Caravans of the Old World mod and factions Im using to make vassals in this mod. I will enquire for creation of this factions in MIXER soon to resolve the problem, soory guys i was away for a while
Paco 1 Jun @ 12:32am 
Love this!
Matrim2013 6 Apr @ 10:38pm 
I am running into an issue. The AI seems to be gifting the Ortho faction settlements regardless of faction
Summer 6 Apr @ 9:16am 
Seems like the caravan mod has a small conflict with this mod where when you get a caravan dilemma to fight another for cargo. Even if you choose to not fight you are automatically at war with the motherland and will bring Kislev in on it for obvious reasons.
Matrim2013 4 Apr @ 1:44pm 
Any chance of getting one for good ol' Boris?
ChopChop  [author] 27 Mar @ 2:59am 
MOD UPDATED 6.1
MANIFISTO 25 Mar @ 7:01pm 
i believe this would work well with the dwarfs with their deeps mechanic rewarding bordering allied dwarfs and playing tall but i know nothing about modding so don't know if that would be difficult
Arwootarch 24 Mar @ 8:26pm 
More taxpayers, excellent!:WH3_bear:
Rincewind322 23 Mar @ 7:52pm 
Nice! An empire with no vassals is no empire at all
🔰kotovsky🔰 23 Mar @ 10:35am 
Empire administration plz:steamthumbsup::steamthumbsup::steamthumbsup: