Dynamic World

If you liked this item, please rate it up on Steam Workshop page.

Author: a70f

Last revision: 21 May at 22:30 UTC (23)

File size: 398.58 MB

On Steam Workshop

Description:

D Y N A M I C _ W O R L D
  • Race-Specific Campaign
  • Transform the campaign map with unique, race-specific assets so each province looks claimed, cultivated, or corrupted by its rulers.
  • This is a visual overhaul only; it does not change gameplay or balance.

    W H A T ’ S _N E W_7.0

  • Fog Effects: Integrated mods by AtticNote, adding unique fog to Vampire Counts and Wood Elf settlements. All credit to AtticNote for the awesome work.
  • Building Scale: Increased small and large building sizes by ~25% and ~40% so it is viewed better on the campaign map.
  • Asset Tweaks: Reworked select buildings—especially demon fortresses—with added detail and adjusted LODs for smoother performance.
  • Tree Density: Increased tree size/coverage by ~15% across all forestry for a dense, immersive look.
  • Flags Removed: Campaign settlement flag banners are no longer visible on the map.

H I G H L I G H T S
  • Territory looks owned — world props are swapped for race-specific variants (Houses, outposts, work sites, watchposts), replacing generic scenery with lived-in detail.
  • Forestry themes — distinct small/large trees for each culture, plus bamboo, snow-weighted pines, and “blighted/evil” growth where Chaos spreads.
  • Settlement flavor — human realms gain cottages, barns, taverns, and road shrines; non-humans display lairs, pits, shack lines, and cruel ornaments; Skaven infest the surface with burrows and warp-stone traces.
  • Biome polish — race-tailored snow/grass sets, including restored grass in snowy regions for better contrast and color variety.
  • Ambient storytelling — mining tents, ore dumps, slave cages, banners, and waystones that sell the fantasy without touching mechanics.

W H A T’S _ I N C L U D E D — P E R _ R A C E
  • Bretonnia — wayside chapels to the Lady, pilgrim markers, cottage clusters, and field sheds that dot farm roads.
  • The Empire — class-diverse housing, barns and granaries, militia watchpoints, artisan yards, and road shrines; the Reik feels administered.
  • Kislev — timber homes, central barracks squares, stone watchtowers, sled depot,s and log palisades against the cold frontier.
  • Cathay — tiered housing and courtyards, trade pavilions, stacked ware-yards, and lantern posts along caravan routes.
  • Greenskins — scrap hovels, a crude Chief Hut, dung pits, fight rings, and trophy poles that sprawl from camps.
  • High Elves — noble villas, elegant waystones, and the Tower of Hoeth motif anchoring refined enclaves.
  • Dark Elves — command dais, slave-cage lines, supply tents, spike racks, and banners—cruel order etched into the landscape.
  • Wood Elves — dense, ancient woodland with root-bridges, shrines and living glades pressing back man-made roads.
  • Dwarfs — mining tents, ore stockpiles and carts, tavern/brewery signs, way-halls, and a Hall of Grudges motif near holds.
  • Lizardmen — jungle temple fragments, vine-bound idols, plinth, and wetland clearings around geomantic sites.
  • Ogre Kingdoms — boulder fields, pit fires, butcher racks, and hide tents that announce a rough camp moved on by appetite.
  • Skaven — surface burrows, tunnel mouths, warp-stone rubble, rickety ladders, and sabotage traces along roads.
  • Tomb Kings — sparse desert dwellings, bone-dry camps and funerary markers scoured by sand.
  • Vampire Counts — ruined cottages, graveyards and mausoleum walls, with fog-choked verge grass and dead trees.
  • Khorne — skull tower, Tree of Souls, scorched ground and battle refuse, as if the earth were a killing field.
  • Nurgle — rotting groves, seepage pools, bulging growths, and plague totems that ooze into nearby trails.
  • Slaanesh — silk tents, elegant arches, polished stones, and unsettling symmetry that looks too perfect.
  • Tzeentch — eyehorns, watcher spire,s and reality-warp markers perched on ridgelines and crossroads.
    C O M P A T I B I L I T Y
    • Save-game compatible.
    • Works with: Dynamic Settlements, Campaign Weather Overhaul, Immortal Empires Expanded, The Old World Campaign, OvN Lost World, SFO.
    • Not compatible: forestry-overhaul mods and OvN Fimir (tree conflicts).

    M Y _ O T H E R _ M O D S

    C R E D I T S & P E R M I S S I O N S

    Thanks to everyone who provided feedback.
    Enjoying it? Click 👍 Favorite and ⭐ Rate