Total War: WARHAMMER II

Total War: WARHAMMER II

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Sigmar's Heirs, an Empire Overhaul
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Tags: mod, Overhaul
File Size
Posted
Updated
6.241 MB
19 Jul, 2020 @ 8:51am
29 Jan, 2022 @ 2:55pm
27 Change Notes ( view )

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Sigmar's Heirs, an Empire Overhaul

In 1 collection by Xoudad
Empire
59 items
Description
"Aye, together. I cannot do this alone; I need my sword-brothers with me. Swear with me, my friends. Swear that everything we do from this day forth will be in service of this vision of a united empire of man."
—Sigmar Heldenhammer, the first Emperor



Good day fellow Empire citizens, this mod is my take at trying to make every Empire provinces more tasteful and in line with all the sweet lore GW made for us :) It goes through a lot of things like making each roster more unique, adding all the Knightly orders and cults, remaking the building chains of the most important Empire cities, adding events, mechanics, and make it all as compatible as I can with all my favourite Empire mods.

Changelog

Originally posted by Sigmar's Heirs:
Dwarfs are also a key force in the Imperial Army, when it takes the fiels. By ancient agreement, they owe service to the Emperor, though Dwarfs will naurally take part in teh defence of their cities and some hire themselves to local rulers as mercenaries. in the Imperial Army, Dwarfs form into their own units of pikemen and axemen, while also providing siege and engineering skills

This update focuses on Imperial Dwarfs with some custom models thanks to the amazing GunKing making our short friends Imperial soldiers in Sword/Axe & shield units but also Pikes with a phalanx formation thanks to Toumaï who let us his Dwarf pikes animation.

This update also brings bug fixes, new models for the Reiksguard and removes the Sons of Manann + Knights mariners as they have been moved to the Imperial Fleet mod, which is going into a huge rework !



Work in Progress

Because this is a big mod, I'm now making small releases, the actual cycle is about Reikland, you can find the full change notes here.



Provincial recruitment

Last version had local buildings to recruit local troops, this step gets a bit forward adding both :
  • Local barracks for each imperial province
  • Provincial military recruitment for your own faction
  • Flatten stats - All the statetroops are getting the vanilla stats, then a province ability will add small differences
Submod to remove vanilla recruitment buildings

A couple exemples, playing Reikland :
  • You'll get the Reikland recruitment buildings chains inside and outside the Empire
  • Getting for exemple Nuln, you'll get both Reikland chains (your own faction) and the local Wissenland ones
3 submods available to apply your favourite reskin to provincial units :

Knightly Orders

Those are being reworked :
  • Using Prop Joe Upgrade Units mod, you can now recruit the base lance cavalry or sword + shield infantry and upgrade them to other variants using Prestige
  • Knigthly orders are going to be integrated to local rosters, for exemple you're gonna get Knights Griffon demis as Demis Knights for Reikland. This to reuse all the wonderful variants.
  • Empire Knights have been demoted to Free Lances, a tier 1 shock cav
  • Flatten stats - Knights have been separated into 3 tiers : tier1 being tier 2 stables orders, tier2 being Reiksguard or Blazing Sun tier orders and tier3 being high tier templars. 3 stats tiers with modifier abilities to make them unique
  • Knights units gets buffs from the skills affecting knights + their weapon variant (ex. swords, great weapon, lance, etc)



Cults

Cults are gonna be a long shot work in progress, each cult is gonna get his own content, for now the cult chains have been cleaned for global balance :
  • New chains and building category for the main Empire cults : Sigmar, Manaan, Morr, Taal, Verena, Ulric, Myrmidia
  • Each cult has its own cultists
  • Each province has a selection of those based on lore
  • You can build only 2 cult buildings per province (+ landmarks)


Mixu's Unlocker is required to make this overhaul possible, and of course as always, thanks Willemsen for the original Empire Expanded & Knights of the Empire mods !

Q&A :



Q : The units are invisble in battle and some icons are blanc, why ?
A : You are missing the texture pack, check required mods.

Q : Is Unit Upgrades or Mixu's unlocker mandatory ?
A : Those 2 mods are required to add all the content in the places I want them :) So it would work without it BUT you won't get all the content. FYI Mixu's unlocker doesn't make all those factions playable, it just unlocks stuff for all of us modders to add content in places the orignal data wouldn't allow it. If you want to play an other faction you need a mod that makes it possible !

Q : I have problem X when I do Y, please fix.
A : You can join our Discord for bugs, it's a lot more convenient than Steam comments to debug :)

Some assets used in this mod come from other modders and creators, all the credits can be found in a dedicated discussion, thanks a lot to all those pple <3

If you want to share your ideas, lore discussions or just see what we are up to, join us on Discord [discord.gg].

Everything I do is for my own use and for the community, but if you want to support my work, you can still buy me a beer via my Patreon[www.patreon.com] :)
Popular Discussions View All (5)
18
1
4 Feb, 2022 @ 12:43pm
Recommended & Compatible Mods
Xoudad
10
30 Jun, 2021 @ 10:39am
Reikland Update
Xoudad
0
13 Dec, 2020 @ 2:37pm
PINNED: Credits <3
Xoudad
1,336 Comments
Xoudad  [author] 10 Aug @ 11:45am 
Oh wait that's for Game 2, no idea I'm afraid.
Iconocrush 6 Aug @ 11:17am 
My personal experience, Im right now using a 150+ mod list so I'm not sure if there is a problem with compatibility. I couldn't upgrade the foot knights without the upgrade mod that was suggested by CaptainKampfkeks, I started a campaign today and I could do it with that mod on. As stated, that worked for me, not sure if you are supposed or not to have both mods.
CaptainKampfkeks 6 Aug @ 2:51am 
Really? Why's it in the required mods list, then?
Xoudad  [author] 6 Aug @ 2:21am 
You don’t need that mod, it should work on itself.
Iconocrush 6 Aug @ 1:18am 
Thanks for the info, I didn't know I needed that mod.
CaptainKampfkeks 5 Aug @ 11:20pm 
Do you have the upgrade unit mod? There should be a new button in the bottom row when an army is selected.
Iconocrush 5 Aug @ 6:43pm 
It seems that I can't get the option to upgrade the foot knights, one of the pics looks like you can spend influence and some gold when the unit get to certain levels. Do you need one of the buildings? it's possible that one of the other mods has blocked that option?
Streygan 6 Jul @ 6:30am 
Could you put the load order in the FAQs?
Spartan 14 Nov, 2023 @ 8:58pm 
Gunderman's Surefires don't work. Their unit champion shoots just fine but the rest of the unit never shoots their guns. They seem to always have swords equipped at all times