Blessed Bretonnia – Faction Update [7.03]
SINCE V7.03 ALBERICS SHIPBUILDING IS NO LONGER WORKING AND HAS BEEN DISABLED
This mod aims to bring Bretonnia, one of the oldest DLC factions, just slightly closer to the consistency of Warhammer 3’s newest factions.
Not Save game compatible, Must start a new campaign.
mixer unlocker hard requirement.[Compatible optional mods]
- Dukes of Bretonnia Requires a submod get it HERE
- Lily’s Bretonnia Overhaul: Definitive Edition – no submod needed

Whats Changed..
- Confederation Heraldry technologies have been de-linked – speeding up research time. Additionally, there is now an extra option to vassalise a duke instead (including mixer factions) with the help of IfThenOrElse!
- A brand new line of tech buffing Men-at-Arm’s units, helping them to stay relevant a little longer in a campaign
- A few technologies have additional effects such as trebuchets gaining monstrous impact or Lance formation for flying units.
There is still more we can do to improve Bretonnia’s tech!Normally many of the mainline technologies take an extremely long time to research, sometimes even up to 15 turns for a single tech (warhammer 3 factions usually 4-5 turns each). Blessed Bretonnia normalises research times to about 5 turns.
- Alberic and Repanse are more concerned with launching their errant quests into foreign regions rather than unifying the dukedoms. Both Legendary Lords have an Errantry themed tech tree branch in lieu of confederation techs.
- Diplomatic overseas tech has been wholly removed and replaced with Repanse’s Rally the Peasants tech branch.. Personally I found this set of research too manipulative, cheesey and just makes campaigns a bit too easy and samey after a while.


Bretonnia’s farm and industry both require two synergizing buildings, while novel, is a problem.
Especially in the early game, these buildings quickly consume valuable slots, often at the expense of military structures like the barracks. I find this severely restricts army composition, usually forcing players to skip most peasant units.- Industry has been wholly removed and Farm+Windmill buildings has been merged into a single building tree – saving precious settlement slots.
- Farms build up to tier V, hopefully improving the feeling of ‘playing tall’
- Several other basic buildings have been re-skinned to feel more thematic to bretonnia. Eg. Tavern becoming a Tournament grounds
- Flying units have their own recruitment building and it is now in the military support section of buildings. this feels more familiar to WH3 faction building structure and tiering

- The Damsel can ride a Pegasus, while the Prophetess has access to the mystical Unicorn as a mount option.
- Many legendary lords have their loose skills cleaned up and their special skill trees developed.
- Regular Lords and Paladins have an additional mini skill tree. Prophetess and Damsel also have several brand new skills as well as some reworked ones.
- Knight characters can unlock the ability to choose a Knightly Virtue to follow – Granting powerful battle bonuses
[Similar to Names of Power] - Several new abilities for units and heroes!
- Squires eager to prove their worth have gained a new skill A Squires Duty. Alberic also has some new tempest themed abilities as well as an updated animation for Wrath of the Tempest


- Heroes start with vows already unlocked at high Chivalry levels.
- Green Knight can move the same turn he is summoned
- Some Vow quests have additional options such as Pledge to Campaign having more climates to siege in.
- An upgraded version of the iconic lance formation that activates automatically if you advance your Chivalry enough
- Recruitment for several units such as the Grail Reliquae, Men-at-Arms variants and foot squires have all been lowered down a building tier to further encourage the recruitment of these units.
- Green Knight has an extra charge per chivalry level
- Paladins have mentor skill
- Some unique items battle abilites (Alberics trident etc) have unlimited uses but with a long cooldown
GREEN KNIGHT
I believe it is more thematic for the Green Knight to appear during a battle rather than traveling along with the main army.While on the Campaign map Bretonnia’s eternal protector allows nearby armies to summon him during battles all while still being able to perform expert agent actions.
[Note: He can no longer be embedded into armies]




With GW officially making new Knights of the Realm fighting on foot models[www.warhammer-community.com]…we can now happily add this unit to the Bretonnian roster!Available in two variants, Shields and great weapons. Featuring custom art and models from the GLF team and their awesome mods. (Big thanks!)
If you have feed back on anything in this mod, no matter how simple or tiny please leave a comment!
- Not SFO compatible
- Not compatible with mods the alter the Green knight significantly
- Other custom Bretonnia factions are untested
- Old World Campaign untested, use at your own risk
Required items:
Click the title to search on this site.
MIXER - Mixu's Unlocker — Steam Workshop
Building Progression Icons III — Steam Workshop
Revisions:
Old revisions of this mod are available below. Click the link to download.