Factionwide Landmark Effects
This mod makes the landmarks throughout the world far more practical by making every effect (except for Public Order, Income, Army Abilities, Local Recruitment Capacity, Siege Holdout Time and Corruption since that can render those mechanics irrelevant) that occurs over a limited area occur factionwide instead, at the cost of the effects magnitude being halved, rounded up. In addition, several landmarks are analogous to generic buildings and thus, a player using this mod will be able to save a slot (or two slots with a few landmarks) because the landmark with an analogous generic has been combined with the generic (the generic is then unable to be built in that settlement), granting the effects of both and some effects of the generic part becoming factionwide (the exception are siege leadership, melee defence and ammo improvements). Note that each combined landmark will only have the effects of an associated generic when playing as the culture that has the generic so someone controlling The Black Citadel of Anlec won’t get a garrison containing High Elves and Dark Elves for example. When it comes to build time or cost, the higher is taken between the landmark and generic but the combined chain might have building levels that can be built earlier than the generics as an extra benefit to the landmark. See the pinned discussion to know which landmarks have been combined with generics. Despite being combined with generics, the landmark chains will not unlock technologies nor be required to. You’ll have to build the generic in a different settlement which shouldn’t be too much of an issue.
- Compatibility with Mixu’s Unlocker
- Compatibility with Reporting for Duty – Garrison Upgrade
- Compatibility with You’re a Wizard Garri(son)
- Compatibility with ER: Kislev Reborn
- Compatibility with OvN: Chaos Dwarfs
- Compatibility with Cataph’s Southern Realms
- Compatibility with OvN: Lost Factions
- Compatibility with Greybeard Prospectors
- Compatibility with Amazons
- Compatibility with Landmarks of the Old World
- Compatibility with Landmarks of the Old World and Cataph’s Southern Realms
- Compatibility with Landmarks of the Old World and ER: Kislev Reborn
- Compatibility with Mixu’s Legendary Lords I
- Compatibility with Mixu’s Legendary Lords II
- Compatibility with Empire Master Engineers II
- Compatibility with Norsca Overhaul + Occupy Anywhere
- Compatibility with (Mixu’s Unlocker Support) Norsca Overhaul + Occupy Anywhere
- Compatibility with Petr von Stolpe: Count of Leicheburg (Revamped)
This mod has some of the new effect patterns in landmarks that have been combined with a generic building chain taken from these mods instead of vanilla. As such it is suggested to use this mod with these ones.
- Guv’s Make Us Special: Vampirates Tech Lords
- Wintertooth as a Greenskins faction
- Sartosa Free Company
- Dead’s Bretonnia Faceless Hero
- Dead’s Bretonnian Units
- Expanded Roster – Greenskins – Goblin Pack
- Expanded Roster – Greenskins – Orc Pack
- Expanded Roster – Vampire Counts
- Expanded Roster – Norsca
- OvN Lost Factions Vanilla Enhancements
- Sons of Grimnir – Rune Golems
- Wez Speshul
- Tomb Barques
- Dwarf Thunderbarge
- Dwarf Juggernaut
- Celestial Hurricanum
- Empire Hellhammer Cannon
- Generic Hand of the Shadow Crown
- Mourngul’s for Vampire Counts
- Dwarf Unit Pack
- Dawi Thunder
- Masked Mustachio’s Dwarf Rangers Expanded
- Dwarf Mortars
- Merwyrms
Revisions:
Old revisions of this mod are available below. Click the link to download.