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

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.

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)

- 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.
- When chosen for the first time – it will establish a new faction that will automatically become your vassal.
- 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. - The created factions are given a minor faction personality and will be treated by game like this with in-game events and diplomacy.
- 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 - 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
- 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.
- 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.
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:
- Anyndel for Spirits of the Forest mod and allowing the use of script.
Additional credit & mods used in screenshots:
- [Ui] Shorter Menu For More Tools – 5 Buttons
- Sigmap: Tabletop Heraldry Immortal Empires
- Müsliriegel & drew_west: Unique Faction UI









