Factional Favoured Regiments
That is all you really need to know, but if you are interested in the complex choices behind this simple concept, read on…
Every playable faction is included!
In lore, many Regiments of Renown are associated with a particular region or Lord. But the regiments don’t show a lot of loyalty, do they? When you play as Rakarth, don’t you want to feel like The Ravagers of Rakarth are your special friends? Shouldn’t the Everqueen’s Court Guards feel different when you are playing as Alarielle the Everqueen?
Whenever possible, regiments are chosen based on lore, rather than game mechanics. For example, Volkmar the Grim favours the Swordsman regiment "Sigmar’s Sons" because in lore, they are his followers, even though his faction does not focus on Swordsmen.
Each regiment and faction was carefully considered, in order to select one (or, rarely when it feels balanced, two) Regiment of Renown to become each faction’s Favoured Regiment. A Favoured Regiment generally gets +1 to its unit cap, allowing you to recruit two instead of one.
There is a ten-turn cooldown before recruiting the second unit. Please remember this!
Some Regiments represent a specific large monster or artillery piece, where it would make no sense to duplicate them. In those cases, they instead receive a modest thematic buff. For instance, when Teclis recruits the great Arcane Phoenix Omen of Asuryan, its inspirational aura ability is upgraded with a new icon, description, and some magic-themed buffs. Other Regiments, such as the Tide of Skjold serving under Aranessa Saltspite, are weak enough that they provide +2 unit cap instead of +1.
Certain Regiments are the bodyguards of a playable Lord in lore. Sigvald’s Mirror Guard, the Everqueen’s Court Guards, and Skarsnik’s Da Warlord’s Boyz all gain Guardian when recruited by their Lord. Skarsnik’s lads, however, receive the special "Cowardly Guardian" ability. When their morale gets low, they may forget their job…
There are many other small details you will enjoy if you love Warhammer Fantasy lore, or simply value game balance. Favoured Regiments are listed as part of the Lord’s abilities on the campaign select screen, so it’s easy to browse each faction and see what they get.
My hope with this mod is to create a mod that you will feel is an automatic subscribe, a feature you wish was in the base game. By making the unit cap bonus so small, and the buffs so mild, I feel this mod will create almost no effect on game balance, while making every faction feel more unique.
The biggest balance concern with Regiments of Renown is the ability to recruit them instantly when you get in trouble; arguably this is overpowered in the base game. This mod, however, will not make that problem worse! There is a ten-turn cooldown before you can recruit your second copy of a Favoured Regiment.
The Favoured Regiment effects attach to the faction bonuses, and should be compatible even with mods that alter Regiments of Renown. I am not certain yet if overhauls like SFO will need a submod. Adding this mod to an existing campaign is fine; removing it is probably also fine.
Includes full support for MANY modded factions, including but not limited to:
– Mixu’s Mixu’s Legendary Lords and Gnoblar Hordes
– Cataph’s Southern Realms and Kraka Drak
– SCM’s Marienburg, LCCP, Clan Verms, and Clan Treecherik
– My own Ellyrion
Supports most factions from:
– SCM’s Legendary Characters
I am sure many people will have strong opinions on what regiments should go to what factions. If a particular choice confuses you, please do a little googling; it may make sense suddenly.
I will continue to tweak the mod to make each faction’s Favoured Regiment feel loreful, and avoid any that feel useless or overpowered. Feel free to provide your suggestions! Please understand it’s a big and complex puzzle, however, with many factors to consider.
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Revisions:
Old revisions of this mod are available below. Click the link to download.