Legendary Confederations For Warhammer 3
Karl Franz can now truly unite the Empire, Tyrion will lead the High Elves, Malekith the Dark Elves, etc. No longer do you need endgame scenario’s for a race to unify.
This mod allows the player and the AI to confederate all major factions of their race. Based on the Legendary Confederations Mod for Warhammer 2 by Frosty. I made this mod primarily to introduce some late-game challenge, as major factions seem to never confederate in Warhammer 3. But you can also automatically confederate as the player early to introduce challenge by having to play on multiple fronts.
Works perfectly together with: https://steamcommunity.com/sharedfiles/filedetails/?id=2854819509 (in case a faction gets wiped before they are confederated, or if you want Kairos to get Sarthorael).
Has MCT settings to enable the mod for the player, the AI and when to trigger confederations.
What can you do with this mod?
- Create AI superfactions. Let Malekith lead the Dark Elves and Thorgrim the notorious Dawitide. They will grow and become friend or foe with you organically instead of being a forced endgame crisis.
- Play all Legendary Lords at once. Instead of playing as Karl in the Empire, you can play as Karl in the Empire, Gelt in Cathay and Volkmar in the southlands at once. Playing a challenging campaign by fighting on multiple fronts but reaping the rewards, especially when combined with mods such as: https://steamcommunity.com/sharedfiles/filedetails/?id=3386267467.
It simply forces vanilla confederations for all major factions when the configurable turn timer triggers. You can enable/disable player and AI confederations, in case you only want the player to confederate, or only want the AI to confederate.
This means the player and the AI immediately get access to a lot of settlements and armies. The player can pick and choose what to keep by disbanding unwanted armies and abandoning unwanted regions. But the AI will try to hold onto everything. To make up for this, you get some gold for every confederation that triggers, roughly equivalent to a faction’s base income plus a little extra.
By default, the effects happen on turn 10 for both the player and the AI. You can use MCT to customize these values.
Safe to add and/or remove during a campaign. The mod is script-only, it does not edit game files or store anything in the save data.
Compatible with almost everything. While compatible with mods that add new factions, it won’t automatically recognize them as a "major" faction.
Does not need updating unless a new faction is added.
I recommend to put the turn timer on turn 10 if you want an early challenge against the AI and allow them to grow organically, or turn 50 if you only want a late-game superfaction.
