Total War: WARHAMMER III

Total War: WARHAMMER III

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Unique Empire States - United Empire (Regional Recruitment)
   
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2 Aug @ 9:37pm
19 Aug @ 1:57am
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Unique Empire States - United Empire (Regional Recruitment)

Description
UNITE. THE. EMPIRE!!!

Recruit unique units that represent their homelands!

This is a port and extension of my all time favorite TW Warhammer I mods--Unique Empire States and its sister mod, United Empire - Regional Recruitment. At long last, you can recruit unique, faction specific units from across the Empire! Build your Imperial Fruity Pebble Army and defeat Chaos, united!

Overview:
  • Each faction has its own unique swordsmen, spearmen, halberdiers, greatswords, handgunners, crossbowmen, knights, pistoleers, and outriders. They can be recruited through special provincial recruitment building sets. These are duplicates and reskins of vanilla units--no stat changes.

  • Conquer a region to get access the associated faction's population and press them into service under your banner! Check the Imperial Census book, next to the minimap, to see how many imperial citizens hailing from each province can serve the Empire.

  • Since the Empire is under constant threat, refugees are a common sight in Altdorf and Nuln. When an imperial province falls, you'll get access to more provincial manpower thanks to those refugees.

  • There's also a couple-three surprises ;)

Details:
The first game included an old (but unused in the base game) mechanic where you could assign units to specific provinces. That's how the original "United Empire" mod worked. They removed this in Warhammer II. I have since rebuilt it using the "pooled resource" mechanic allowing you to gain a faction's "resource" when you conquer one of the regions associated with them. You then spend that resource to construct that faction's recruitment buildings. Each faction has its own building set that you'll get access to when you have that faction's resources and its buildings will produce more, reflecting an increase in that population group, allowing you to, for example, colonize the Border Princes with Averlanders or Norsca with Nordlanders!

I (painfully) transferred, reconstructed, and in some cases built from the ground up, the reskins from the original mod. I mixed and matched a few changes between Unique Empire States and United Empire. This mod adds about 150 new units to the game, so I've tried to keep the UI from getting too cluttered using scripts. They don't work perfectly, so there might be a bit of a pause when you open the building browser or gunnery school.

I highly recommend using the Warhammer I Texture Project for better uniform colors and a LoD remover/fixer because a few units will lose the tops of their heads at a distance.

I've worked on converting and remaking this mod for 8 months now (off and on... mostly off) so if (when...) there's an issue--be gentle on me.

Compatibility:
  • This should be compatible with most mods that don't reskin Empire units. There's versions for Hooveric's reskin and for Chema's Units of the Imperial Provinces series (including a SICKO version for you PERVERTS that want EVEN MORE units) so check those out if you want! (Note: these are all their own versions, so don't use them together with this edition!)

  • Horse variety mods like Colored Horses Empire are fully compatible!

  • The Old World and Immortal Empires Expanded: should work as is with IEE and here's the version for TOW.
    If you also want a reskin friendly version that works with TOW, let me know and I can fix it up pretty easily.

  • I will not be making it compatible with Sigmar's Heirs because it already has its own regional recruitment system or Gigauz's "Heraldry of the Empire" because he's working on his own system and I don't want to step on his toes. If you want to take a stab at it, though, feel free!

  • Naturally, Mixu's Legendary Lords and Faction Unlocker are great companions to this mod.

  • SFO and Radious: I'll be real with you fam--I have no idea and don't plan on checking or attempting to do anything about that.

  • The Warhammer I Texture Project is not necessarily required but it is if you want the units to actually look good! The third game washed out all the textures and faction colors look horrible on them without this mod!

Credits:
dontfearme22 and PeskyBees for the original "Unique Empire States", Wüstenratte for the original "United Empire" mod and Aguirre and Fjsiscu for their textures in the original mods (I don't believe there are any textures from Gigiauz left from the original mod but shoutout just in case!).

Check out my other mods:

Immersive Battle Banners
Skin Wolves of Altdorf
Morr Better
Morr Better Standalone
Wissenland Flag of the Graveyard Rose
New Flags and Colors for Court of the Night, Templehof, and Vampire Rebels

What's Next?
  • I'z gotta plan...
Popular Discussions View All (2)
0
7 Aug @ 9:55pm
Suggestions
Tex_Ag_18
0
7 Aug @ 9:55pm
Issues Thread
Tex_Ag_18
24 Comments
Tex_Ag_18  [author] 24 Aug @ 10:40pm 
@Olafr_the_Viking that's super weird, I'm looking at the database and it's the same price as the vanilla units so something else is going on. I'll keep looking
Olafr_the_Viking 24 Aug @ 9:50pm 
This mod is awesome, but my Reikland Outriders and Reikland Pistoliers costs 0 to recruit; could there be a bug in the files? I have a few pastures (reducing recruitment costs of said units), but it should not drop it to zero.
Tex_Ag_18  [author] 23 Aug @ 9:10pm 
@shirinmak, I highly doubt it lol
shirinmak 23 Aug @ 11:05am 
is this compatible with ZC's empire reskins?
Tex_Ag_18  [author] 23 Aug @ 12:42am 
@Rheinländer: raaaggh I thought I fixed it--I'll tweak those tables more and see if I can get it.
@Olafr_the_Viking: not yet but I've been meaning to look into that
Olafr_the_Viking 22 Aug @ 10:54pm 
This is so nice! is there a tabletop caps patch for this mod?
Rheinländer 21 Aug @ 6:03am 
Quick info: I started a playthrough with Festus and got the refugee events + decisions regarding Carroburg.
akeean 16 Aug @ 9:00pm 
This was a 10/10 until I discovered it contains Stirland, so 2/10 :Rivals: :WH3_psycology:

Joke aside, awesome work!
Tex_Ag_18  [author] 9 Aug @ 9:37pm 
@SpooNNNeedle Fixed! Thank you!
SpooNNNeedle 9 Aug @ 8:07pm 
The UI opens up even when you aren't playing as an Empire nation. I was playing as Courrone with Immortal Empires Expanded (likely relevant because a region in your starting province is owned by Marienburg, which is part of the mod's system) and continued to receive empty refugee notices.

Haven't tested it in multiplayer yet, but that could definitely be annoying lol