Warhammer Total Conversion Mod.

Dunabar

Chieftain
Joined
Sep 5, 2014
Messages
55
Location
United States
Hey folks.

So sadly life gets to be very busy for me and will only get even more busy as I'm trying to start my own business. Leaving little in the way of downtime currently to try my hand at learning how to make mods for Civilization Six. Maybe in the future I can try my hand in at least providing some artwork & maps (if a map maker is ever added) towards this project if anyone feels like making a Dream Mod of mine come true. I know this is going to come off as very "asking for the world" and I don't expect anyone to pick up this dream project of mine. But, if anyone does want to try to make this work, here are the ideas I've had cooking in my mind.

(A lot still to do, mostly just filling out unit rosters before really knocking out the Civilizations for final form. Also saving the Empire for last, mainly because I'm debating one of two paths of design in my head over it.)
 
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Warhammer Civilizations

Spoiler Civilization of the Beastmen :

Capital City: Lair of Morghur & Lair of Khazrak
Civ Colors: Reddish Brown and Red
Army Roster: Beastmen Army (Still in Development)
Improvements & Buildings: Under Development
Historical Religion: Chaos Gods
Civilization Ability - Beasts of Chaos: Unable to recruit settlers and is only able to found new cities by capturing foreign Settlers. All unimproved tiles generate +3 Gold, Faith, Science, and Culture.

Leader(Option 1): Morghur
Historical Agenda: Chaotic Influence -
Dislikes Civilizations with more than three districts and four improved tiles. Likes Civilizations that follow the same Religion as he does.
Leader Ability: Corruptive Presence - Captured Religious units are converted into the majority Religion of Morghur's Civilization and spread influence 20% stronger. All Religious units or units purchased through faith have free upkeep.

Leader(Option 1): Khazrak
Historical Agenda: The Eternal Foe -
Dislikes Civilizations with a larger army than him and more land. Likes Civilizations that follow the same Religion as he does.
Leader Ability: Scourge of Chaos - All Military units have their damage increased by 10% and Turnskin (Workers) have 2 extra charges. Defeated enemy units generate Gold, Culture, and Faith equal to their Combat Strength & Range Damage.

Spoiler Civilization of Bretonnia :

Capital City: Couronne (Louen Leoncoeur) & Bordeleaux (Alberic)
Civ Colors: Blue and Red for Louen or Blue and Yellow Alberic.
Army Roster: Bretonnia (Still in Development)
Improvements & Buildings: Under Development
Historical Religion: Lady of the Lake
Civilization Ability - Chivalrous Society: Horses and Luxury resources generate +3 Gold and +2 Culture. Cavalry units gain a 10% Combat bonus when fighting in Bretonnian Territory and an additional 10% Combat bonus when attacking.

Leader(Option 1): Louen Leoncoeur
Historical Agenda: Servants of the Realm -
Likes Civilizations with large populations and few Cavalry units. Dislikes Civilizations with more Cavalry units than himself.
Leader Ability: The King's Knights - Receives an additional unit of the same kind upon producing any Cavalry unit. Louen is also able to use Faith to recruit Grail Knights, powerful Heavy Cavalry units who generate Culture & Faith equal to Combat Strength of the defeated enemy unit.

Leader(Option 2): Alberic d'Bordeleaux
Historical Agenda: L'Anguill rivalry -
Dislikes Civilizations that make more Gold and have more Trade routes than he does. Likes Civilizations with a large Navy.
Leader Ability: Merchants of Bordeleaux - When founding cities on the coast, the City-Center will receive a free Harbor built on the closest empty coastal tile and the City center will generate +2 faith. Overseas trade generate +3 Culture and +2 Gold.

Spoiler Civilization of Chaos :

Capital City: Brass Keep (Archaeon),Gate of Khorne (Valkia), Gate of Nurgle (Ku'gath), Gate of Slaanesh (Sigvald), and Gate of Tzeentch (Tchar'zanek)
Civ Colors: Brown and Grey for Archaeon, Red and Brass for Valkia, Dark Green and Brown for Ku'Gath, Pink and Purple for Sigvald, and Dark Blue and Bronze for Tchar'zanek.
Army Roster: Chaos Army (Still in Development)
Improvements & Buildings: Under Development
Historical Religion: Khorne, Nurgle, Slaanesh, Tzeentch, or Chaos Gods
Civilization Ability - Will of the Dark Gods: Unable to recruit settlers and can only expand through conquering Cities of other Civilizations & City-States. Captured cities automatically convert to the Religion of this Civilization and all Districts have free upkeep cost.

Leader(Option 1): Archaon
Historical Agenda: Storm of Chaos -
Dislikes Civilizations who associate with City-States, Suzerain City-States, and have more cities than him. Likes Civilizations of the same Religion.
Leader Ability: The Everchosen - Able to recruit Northmen units. All produced Military units gain 1 promotion rank and Military units are 25% more effective vs. City-States & City-State units.

Leader(Option 2): Valkia
Historical Agenda: Tribute to Khorne -
Dislikes Civilizations not at war with another Civilization and hasn't actively attacked another enemy unit within at least three turns. Likes Civilizations of the same Religion.
Leader Ability: Trials of Blood - Able to recruit Daemons of Khorne. Defeated enemy units generate Faith and Experience equal to their Combat Strength and Military units gain 10% Combat Strength when attacking.

Leader(Option 3): Ku'Gath
Historical Agenda: Tribute to Nurgle -
Dislikes Civilizations with more Forest and Jungle tiles than him. Likes Civilizations of the same Religion.
Leader Ability: Plaguefather's Quest - Able to recruit Daemons of Nurgle. Enemy units suffer 6 damage every time they end their turn in Ku'Gath's Territory and Military units gain 10% Defense when being attacked.

Leader(Option 4): Sigvald
Historical Agenda: Tribute to Slaanesh -
Dislikes Civilizations with more Amenities, Works of Art, and Relics. Likes Civilizations of the same Religion.
Leader Ability: Excesses of Perfection - Able to recruit Daemons of Slaanesh. Military units gain 25% more experience from defeated enemies and gain +3 movement.

Leader(Option 5): Tchar'zanek
Historical Agenda: Tribute to Tzeentch -
Dislikes Civilizations that generate more Science than he does and are more advance. Likes Civilizations of the same Religion.
Leader Ability: Winds of Change - Able to recruit Daemons of Tzeentch. Gains a free Technology when advancing into a new era or establishing a new religious belief. Military units suffer a -25% Defense penalty when being attacked.

Spoiler Civilization of the Chaos Dwarfs :

Capital City: Zarr Naggrund
Civ Colors: Black and Red
Army Roster: Chaos Dwarfs (Still in Development)
Improvements & Buildings: Under Development
Historical Religion: Hashut
Civilization Ability - Blood, Soul, & Fire: Defeated enemy units have a 50% chance to be converted into Slaves. Improved tiles generate +2 of a yield depending on the District adjacent to them and Military units gain +2 movement in their own Territory.

Leader(Option 1): Dhazhoath
Historical Agenda: Naggrund Supremacy -
Dislikes Civilizations that have more territory and share borders with him. Likes Civilizations that have at least six tiles improved in each city they own.
Leader Ability: Legion of Azgorh - Defeated Barbarian units have a 50% chance to be converted to serve Dhazhoath at free upkeep cost. War Machines gain +1 Movement.

Leader(Option 2): Astragoth
Historical Agenda: Sorcerer Supremacy -
Dislikes Civilizations with more Production than him and that seek to spread a different Religion to his Civilization. Likes Civilizations that Trade with him.
Leader Ability: Teachings of Hashut - Caster units are slower to produce, but are promoted two ranks upon being recruited. All Districts generate +2 Science and have their upkeep cost reduced by 1. Apostles gain +10 Religious Strength when engaging in Theological combat.

Spoiler Civilization of the Dark Elves :

Capital City: Naggarond (Malekith) & Ghrond (Morathi)
Civ Colors: Black and Purple
Army Roster: Dark Elves (Still in Development)
Improvements & Buildings: Under Development
Historical Religion: Khaine (Malekith) & Slaanesh (Morathi)
Civilization Ability - Will of the Druchii: Has a 65% Chance of converting Citizens of a City into Slaves when attacking a City-Center with a Melee unit. Pillaging Luxury resources creates a copy in the Civilization and provides 1 Amenity to all cities.

Leader(Option 1): Malekith
Historical Agenda: Nagarythe Trials -
Dislikes Civilizations that he shares borders with him and that have more friends than himself. Likes Civilizations that fight Civilizations that he is Unfriendly or at war with.
Leader Ability: Scourge of the Coasts - Land units are able to embark and disembark at no movement cost and receive a 15% combat bonus when fighting adjacent to coastal tiles.

Leader(Option 2): Morathi
Historical Agenda: Hunger of excess -
Dislikes Civilizations that don't trade more in exchange for less from her. Likes Civilizations that regularly give her Luxury resources or at least 100 gold without asking for anything in exchange.
Leader Ability: Cult Indulgence - Upon founding a new city, a free Spiritual District is established adjacent to the City-Center on a empty tile and all Spiritual Districts generate +2 Amenities & Culture at a upkeep cost increase of 1.

Spoiler Civilization of the Dwarfs :

Capital City: Karaz-a-karak (Thorgrim) & Karak Kadrin (Ungrim)
Civ Colors: Blue and Gold
Army Roster: Dwarfs (Still in Development)
Improvements & Buildings: Under Development
Historical Religion: Ancestors
Civilization Ability - Wealth of the World's Edge: Districts built adjacent to mountains receive a +2 bonus to their yield. Mines and Quarries generate +3 Gold with an additional 2 Gold each new era entered.

Leader(Option 1): Thorgrim Grudgebearer
Historical Agenda: Dammaz Kron -
Dislikes Civilizations that control cities that once belonged to his Civilization and is slow to forgive all transgressions. Likes Civilizations that aid him in War and Diplomacy.
Leader Ability: Call of the High King - Able to recruit Elite Dwarf units. When a Civilization declares a surprise war on Thorgrim. All Dwarven cities gain a 50% Production towards all land Military units at the cost of 50% reduced City defenses. All units gain a 10% Combat bonus when fighting adjacent to a City-Center.

Leader(Option 2): Ungrim Ironfist
Historical Agenda: Oathkeeper -
Likes Civilizations with a large number of melee land units. Dislikes Civilizations that don't aid their Allies and Friends Militarily when they're at war with other Civilizations.
Leader Ability: Slayer King - Able to recruit Elite Slayer units. When Friendly units are defeated in battle, they generate 100 Gold & Culture for every rank they have achieved before death. Slayer abilities generate a 25% bonus to their Culture & Faith generated upon death, and Gold & Culture upon defeating a enemy unit.

Spoiler Civilization of the Empire (Still to come) :

Capital City:
Civ Colors:
Army Roster:
Improvements & Buildings
:
Historical Religion:
Civilization Ability -


Leader(Option 1):
Historical Agenda:
Leader Ability:

Leader(Option 2):
Historical Agenda:
Leader Ability:


Spoiler Civilization of the Goblins :

Capital City: Karak Eight Peaks (Skarsnik) & Grom Warcamp (Grom)
Civ Colors: Black and Yellow for Skarsnik or Red and Black for Grom.
Army Roster: Goblins (Still in Development)
Improvements & Buildings: Under Development
Historical Religion: Gork & Mork
Civilization Ability - Little Waaagh! - Creates two copies of a unit when producing Goblin units. Units gain an addition 15% combat bonus when flanking enemy units and when fighting in their own territory.

Leader(Option 1): Skarsnik
Historical Agenda: Destined Greatness -
Dislikes Civilizations with larger armies than himself and that generate more Food.
Leader Ability: Night of da Crooked Moon - Able to recruit Elite Night Goblin units. Night Goblin units gain a 50% Combat bonus at Night while suffering a 25% penalty vs enemy units in the Day. Night Goblin units cost 25% less to produce and have their upkeep cost reduced by 1.

Leader(Option 2): Grom
Historical Agenda: Goblin Superiority -
Likes Civilizations with both a small army and that give items to ensure peace.
Leader Ability: Revered Warlord - Able to recruit most Goblin type units. All Land units are able to move into Forest & jungle tiles freely and gain a 10% combat bonus when fighting in them. Gains an additional 10% combat bonus when fighting outside of their Territory.

Spoiler Civilization of the High Elves :

Capital City: Lothern
Civ Colors: White and Blue
Army Roster: High Elves (Still in Development)
Improvements & Buildings: Under Development
Historical Religion: Cadai
Civilization Ability - Asurian Superiority - All Military units gain +2 movement and +10 Combat bonuses while earning 15% more Experience from defeated enemies. Gains 4 Wildcard Policy slots, but changing policies costs 75% more.

Leader(Option 1): Finubar the Seafarer
Historical Agenda: Defense of Ulthuan -
Likes Civilizations with less Military units than him and that do not have cities on the same home continent.
Leader Ability: Phoenix King's Decree - When founding Coastal Cities a free Trade route is established and Trade routes earn 25% more Gold & Culture. All range Navy units gain +2 Attack range and all navy units gain +2 sight.

Leader(Option 2): Alarielle the Everqueen
Historical Agenda: Grandeur of Ulthuan -
Likes Civilizations that generate less Culture, Science, and Faith than she does.
Leader Ability: Will of the Everqueen - All Districts generate +2 to their yields and generate +2 Tourism. Upkeep costs for Tile improvements is decreased by 1..

Spoiler Civilization of Kislev (Under Development) :

Capital City: Kislev
Civ Colors: Red and White
Army Roster: Kislev (Still in Development)
Improvements & Buildings: Under Development
Historical Religion: Ursun
Civilization Ability -

Leader(Option 1): Boris Bokha
Historical Agenda:
Leader Ability: Ursun's Enlightened

Leader(Option 2): Katarin Bokha
Historical Agenda:
Leader Ability: Ice Queen's Wrath


Spoiler Civilization of the Lizardmen (Still to come) :

Capital City:
Civ Colors:
Beige and Teal
Army Roster:
Improvements & Buildings
:
Historical Religion:
Civilization Ability -


Leader(Option 1):
Historical Agenda:
Leader Ability:

Leader(Option 2):
Historical Agenda:
Leader Ability:


Spoiler Civilization of the Ogre Kingdoms (Still to come) :

Capital City:
Civ Colors:
Army Roster:
Improvements & Buildings
:
Historical Religion:
Civilization Ability -


Leader(Option 1):
Historical Agenda:
Leader Ability:

Leader(Option 2):
Historical Agenda:
Leader Ability:


Spoiler Civilization of the Orcs (Still to come) :

Capital City:
Civ Colors:
Green and Red
Army Roster:
Orcs (Still to come)
Improvements & Buildings
:
Under Development
Historical Religion:
Gork & Mork
Civilization Ability - WAAAGH! -
All Military units gain +10 combat bonus vs units of a larger Civilization. All Military units deal the same amount of damage even if injured and cities do not generate war weariness. During Religious Wars, one Orc unit randomly spawns at every Military Camp in the Civilization every six turns.

Leader(Option 1): Grimgor Ironhide
Historical Agenda: Da Biggest and Da Meanest -
Dislikes Civilizations with small armies and few elite units. Likes Civilizations are actively at war with more than one Civilization.
Leader Ability: Grimgor's Warband -
All Black Orc and Big 'Uns units have their upkeep cost reduced by 2, all newly produced units are Promoted 1 rank, and units generate 25% more Experience for every enemy unit they kill.

Leader(Option 2): Azhag the Slaughterer
Historical Agenda: Azhag's Greed -
Dislikes Civilizations that request items in return when Azhag wants something or refuse his demands.
Leader Ability: Shiny Influence -
All Military units gain an additional +10 to their flanking bonuses when attacking or defending against a enemy unit. Razed cities generate 1,000 gold and faith upon their destruction.

Spoiler Civilization of the Skaven (Still to come) :

Capital City:
Civ Colors:
Army Roster:
Improvements & Buildings
:
Historical Religion:
Civilization Ability -


Leader(Option 1):
Historical Agenda:
Leader Ability:

Leader(Option 2):
Historical Agenda:
Leader Ability:


Spoiler Civilization of the Tomb Kings (Still to come) :

Capital City:
Civ Colors:
Army Roster:
Improvements & Buildings
:
Historical Religion:
Civilization Ability -


Leader(Option 1):
Historical Agenda:
Leader Ability:

Leader(Option 2):
Historical Agenda:
Leader Ability:


Spoiler Civilization of the Wood Elves :

Capital City: The King's Glade (Orion) and Oak of Ages (Ariel)
Civ Colors: Dark Green and Brown
Army Roster: Wood Elves (In Development)
Improvements & Buildings: Under Development
Historical Religion: Cadai
Civilization Ability - Keepers of Loren - Districts & Improvements generate +1 to their yield and +1 Culture for every Unimproved Forest tile around them. All Military units can move through Forest Tiles as if they were Roads.

Leader(Option 1): Orion
Historical Agenda: The Secret War -
Dislikes Civilizations that field Beastmen units of any kind or have Military units adjacent to his borders at any time.
Leader Ability: The Wild Hunt - All Military units gain a +50% combat bonus when attacking enemy units, but suffer a -50% Defense bonus when being attacked. All enemy units killed in the territory of this Civilization generates Faith, Gold, and Culture equal to that of their Combat Strength.

Leader(Option 2): Ariel
Historical Agenda: Fairness of Rule -
Likes Civilizations that agree to Defensive Pacts and maintain Friendly relationship. Dislikes Civilizations that have declared war on other Civilizations that haven't declared war on the Wood Elves before.
Leader Ability: Blessings of Isha - +2 Food is produced by all Farms, Pastures, and Plantations and Citizens are born in half the time. Unimproved Forest tiles also generate an additional +2 Culture & Faith.

Spoiler Civilization of the Vampire Counts :

Capital City: Drakenhof
Civ Colors: Black and Red
Army Roster: Vampire Counts / Empire (Still to come)
Improvements & Buildings: Under Development
Historical Religion: None
Civilization Ability - Will of Carstein - When Hero units are killed in battle, they automatically revive after 10 turns at the Capital city. Undead units have free upkeep and gain a 10% Defense bonus vs. Range attacks.

Leader(Option 1): Vlad von Carstein
Historical Agenda: Carstein Legacy -
Dislikes Civilizations that generate more Culture than him and spread religion into his settlement through the use of Religious units.
Leader Ability: Nine Books of Nagash -
When Declaring War on another civilization, six random Undead units spawn at the Capital City and Necromancer spells have their casting costs reduced by 25%. Undead units gain an additional 10% Defense and Combat bonus when inside foreign territory.

Leader(Option 2): Mannfred von Carstein
Historical Agenda: Blood Truce -
Likes Civilizations that don't compete for City-States against him.
Leader Ability: Black Will of the Sired - Spies have their upkeep costs reduced by 2 and have a bonus 50% chance to avoid capture along with +2 sight range. 65% chance to convert defeated enemy units into a random Undead unit of the Vampire Count Army.

(All other civs are under going a reform to keep the page clean and everything close together.)
 
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Warhammer Civilizations Army Rosters. (Army Rosters are under going a minor change, will be updated later!)

Spoiler Army of the Beastmen :
-Army Roster-
  • Beastlord - Heavy Attack Hero Unit
  • Beastlord (Shield) - Heavy Defense Hero Unit
  • Beastlord (Great Weapon) - Heavy Charge Hero unit
  • Bray Shaman - Defensive Magical Hero unit
  • Doombull - Very Heavy Attack Hero Unit
  • Gors - Light Charge Infantry unit
  • Ungors (Shields) - Very Light Attack Infantry unit
  • Ungors (Spears) - Very Light Anti-Cavalry unit
  • Ungor Raiders - Light Range unit
  • Chaos Warhounds - Light Attack Cavalry unit
  • Tuskgor Chariot - Medium Charge Cavalry unit
  • Minotaurs - Heavy Attack / Medium Charge Infantry
  • Beastigor - Heavy Charge / Heavy Defense Infantry
  • Razorgors - Heavy Charge Cavalry unit
  • Centigor - Medium Cavalry unit
  • Harpies - Light Air to Ground unit
  • Giants - Very Heavy Attack Infantry
  • Cygor - Heavy City Attacker / Anti-Infantry / Anti-Magical unit
  • Jabberslyth - (Debating to keep or throw out)
  • Battering Ram

Spoiler Army of the Bretonnians "still in the works" :
-Army Roster-
  • Lord (Hippogryph)
  • Lord (Royal Pegasus)
  • Lord (Horse)
  • Prophetess
  • Fay Enchantress
  • Damsel of the Lady
  • Paladin
  • Grail Reliquae
  • Pegasus Knights
  • Grail Knights
  • Questing Knights
  • Knights of the Realm
  • Knights Errant
  • Mounted Yeomen
  • Peasant Bowmen
  • Men-at-Arms (Pitchforks)
  • Men-at-Arms (Shields)
  • Peasant Hunter
  • Trebuchet
  • Siege Tower
  • Battering Ram

> Chaos Daemons
> Chaos Dwarfs
Spoiler Army of Chaos Undivided "still in the works" :
-Army Roster-
  • Ancient Shaggoth
  • Chaos Lord (Chariot)
  • Chaos Lord (Daemonic Steed)
  • Chaos Lord
  • Sorcerer Lord
  • Troll King
  • Sorcerer
  • Hellcannon
  • Siege Tower
  • Battering Ram
  • Dragon Ogres
  • Chaos War Mammoth
  • Chaos Knights
  • Chaos Chariots
  • Marauder Horsemen
  • Chaos War Hounds
  • Chaos Giants
  • Chaos Ogres
  • Chaos Trolls
  • Chaos Warriors (Halberds)
  • Chaos Warriors (Shields)
  • Marauders (Great Weapons)
  • Marauders (Shields)
  • Kurgan Hunters
  • Chimera

Spoiler Army of the Dark Elves "still in the works" :
-Army Roster-
  • Sorceress
  • Dreadlord (Coldone)
  • Dreadlord (Great Weapon)
  • Dreadlord (Shield)
  • Fleet Master
  • Assassin
  • Master
  • Death Hag
  • Cauldron of Blood
  • Harpies
  • Doomfire Warlock
  • War Hydra
  • Black Guard
  • Coldone Chariot
  • Coldone Knights
  • Executioners of Har Ganeth
  • Shades
  • Dark Riders (Crossbows)
  • Dark Riders (Spears)
  • Witch Elves
  • Dark Shards
  • Bleakswords
  • Dreadspear
  • Ark Corsairs (Short Bows)
  • Ark Corsairs (Swords).
  • Black Arks
  • Kharibdyss
  • Siege units.
  • Repeater Bolt Thrower
  • Siege Tower
  • Battering Ram

Spoiler Army of the Dwarfs "still in the works" :
-Army Roster-
  • Dwarf Lord
  • Runelord
  • Daemon Slayer
  • Dragon Slayer
  • Thane
  • Master Engineer
  • Runesmith
  • Iron Drakes
  • Slayers
  • Ironbreakers
  • Hammerers
  • Miners
  • Thunderers
  • Quarrellers
  • Warriors (Great Weapons)
  • Warriors (Shields)
  • Rangers
  • Gyrobomber
  • Gyrocopter
  • Ironclad
  • Flame Cannon
  • Organ Gun
  • Grudge Thrower
  • Cannon
  • Bolt Thrower
  • Siege Tower
  • Battering Ram

> The Empire
> Goblins
Spoiler Army of the High Elves "still in the works" :
-Army Roster-
  • Prince (Dragon)
  • Prince (Steed)
  • Prince
  • Mage (Steed)
  • Mage
  • Hand Maiden - (Alarielle only)
  • Sea Helm
  • Loremaster of Hoeth
  • Sisters of Avelorn - (Alarielle only)
  • White Lion Chariot - (Finubar only)
  • Tiranoc Chariot
  • Dragon Princes of Caledor
  • White Lions - (Finubar only)
  • Phoenix Guard
  • Shadow Warriors
  • Swordmasters of Hoeth
  • Elyrian Reavers
  • Silver Helms
  • Lothern Seaguard
  • Archers
  • Spearmen
  • Lothern Skycutter
  • Flamespire Phoenix
  • Frostheart Phoenix
  • Repeater Bolt Thrower
  • Siege Tower
  • Battering Ram

Spoiler Army of the Kislevites "still in the works" :
-Army Roster-
  • Ice Mage
  • Boyar (Steed)
  • Boyar (Bow)
  • Boyar (Axe)
  • War Wagon
  • Kreml Guard
  • Strelsti (Halberds)
  • Strelsti (Handguns)
  • Gryphon Legion
  • Horse Archers
  • Winged Lancers
  • Trained Bears
  • Kossar Archers
  • Kossar Axemen
  • Ice Witches
  • Druzhina
  • Urugan Cannon
  • Mortars
  • Siege Tower
  • Battering Ram

Spoiler Army of the Lizardmen "Still in the works" :
-Army Roster-
  • Skink Chief (Terradon)
  • Skink Chief (Stegadon)
  • Saurus Oldblood (Carnosaur)
  • Saurus Oldblood (Shield)
  • Slann Mage Priest
  • Saurus Scar Veteran (Cold One)
  • Saurus Scar Veteran (Shield)
  • Skink Priest
  • Salamander Packs
  • Razordon Pack
  • Siege Tower
  • Battering Ram
  • Troglodon
  • Stegadon
  • Kroxigor
  • Bastiladon
  • Cold One Cavalry
  • Temple Guards
  • Saurus Warriors (Spears)
  • Saurus Warriors (Shield)
  • Skinks (Shields)
  • Skinks (Spears)
  • Skinks (Blowpipe)
  • Skinks (Javelins)
  • Skinks (Bows)
  • Terradon Riders

Spoiler Army of the Ogre Kingdoms "Still in the works" :
-Army Roster-
  • Tyrant Lord
  • Slaughtermaster
  • Bruiser
  • Hunter (Stonehorn)
  • Hunter
  • Butcher
  • Firebelly
  • Ironblaster
  • Scrap Launcher
  • Battering Ram
  • Thundertusk
  • Stonehorn
  • Rhinox Riders
  • Gorger
  • Yhetee
  • Maneaters
  • Leadbelchers
  • Ironguts
  • Bulls
  • Gnoblars

> Orcs
Spoiler Army of the Skaven "Still in the works" :
-Army Roster-
  • Grey Seer
  • Warlord (Rat Ogre)
  • Warlord (War Litter)
  • Warlord (Pox Rat)
  • Warlord
  • Vermin Lord
  • Assassin - (Sneek Only)
  • Hell Pit Abomination - (Verminkin only)
  • Screaming Bell
  • Poison Wind Globadiers
  • Warlock Engineer
  • Plague Priest - (Nurglitch only)
  • Chieftan
  • Warpfire Thrower
  • Poison Wind Mortar
  • Ratling Gun
  • Plagueclaw Catapult - (Nurglitch only)
  • Warp Lightning Cannon - (Morskittar only)
  • Doomwheel
  • Rat Ogres
  • Gutter Runners
  • Warplock Jezzails
  • Plague Monks
  • Night Runners
  • Stormvermin
  • Clan Rats (Spears)
  • Clan Rats (Shields)
  • Slaves

Spoiler Army of the Tomb Kings "Still in the works" :
-Army Roster-
  • Tomb Prince (Chariot)
  • Tomb Prince (Steed)
  • Tomb Prince (Shield)
  • Tomb Prince (Great Weapon)
  • Lich Priest
  • Tomb Herald
  • Necrotect
  • Skeleton Warriors (Spears)
  • Skeleton Warriors (Shields)
  • Skeleton Archers
  • Skeleton Horsemen
  • Skeleton Horse Archer
  • Skeleton Chariot
  • Tomb Guards
  • Necropolis Knights
  • Tomb Scorpion
  • Ushabti
  • Khemrian Warspinx
  • Sepulchral Stalkers
  • Carrions
  • Bone Giant (Swords)
  • Bone Giant (Bow)
  • Hierotitan
  • Screaming Skull Catapult
  • Siege Tower
  • Battering Ram

Spoiler Army of the Wood Elves "Still in the works" :
-Army Roster-
  • Spellweaver
  • Glade Lord (Stag)
  • Glade Lord (Bow)
  • Shadow Dancer
  • Branchwraith
  • Treeman Ancient
  • Spellsinger
  • Way Stalker
  • Glade Captain
  • Siege Tower
  • Battering Ram
  • Waywatchers
  • Treeman
  • Treekin
  • Wildwood Rangers
  • Wild Riders of Kurnous
  • War Dancers
  • Sisters of the Thorn
  • Deepwood Scouts
  • Dryads
  • Eternal Guard
  • Glade Rider
  • Glade Guard
  • Great Eagle
  • War Hawk Riders

Spoiler Army of the Vampire Counts "Still in the works" :
-Army Roster-
  • Vampire Lord (Zombie Dragon)
  • Vampire Lord (Hell Steed)
  • Vampire Lord (Nightmare)
  • Vampire Lord
  • Master Necromancer (Mortis Engine)
  • Master Necromancer
  • Ghoul King
  • Necromancer (Corpse Cart)
  • Necromancer
  • Zombies
  • Skeletal Warriors (Spears)
  • Skeletal Warriors (Shields)
  • Crypt Ghouls
  • Dire Wolves
  • Black Knights
  • Grave Guard
  • Blood Knights
  • Terrorgheist
  • Vargheist
  • Varghulf
  • Cairn Wraith
  • Hex Wraiths
  • Corpse Cart
  • Siege Tower
  • Battering Ram
 
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---City States & Mercenary Units---
Spoiler City States :
Araby
Black Fortress
Cathy
Estila
Marienburg
The Moot
Mordheim
Mousillon
Nippon
Tilea

Spoiler Mercenary Units :
Coming in time

---Districts, Buildings, and Improvements---
Spoiler Districts :
Coming in time

Spoiler Buildings :
Coming in time

Spoiler Improvements :
Coming in time
 
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This is a nice idea (I was thinking of something similar). I would like to play with the SDK a couple of weeks to see what can be done and how easily.

I think a warhammer battle project could be quite a mod, depending on what we can do.
 
This is a nice idea (I was thinking of something similar). I would like to play with the SDK a couple of weeks to see what can be done and how easily.

I think a warhammer battle project could be quite a mod, depending on what we can do.

It would indeed. This idea post has taken time to fill out (mainly because of doing multiple things in real life plus the other real life distractions) so I couldn't imagine the time it would take to fully pull off this idea. Almost makes me feel horrible for even posting it in one sense. But, in another sense if the idea isn't put out there, then it most likely wouldn't get done, or at least wouldn't be started for a long time.

But yeah, would love to take a crack at the SDK, but real life obligations just won't permit me to work on the mod at this time. If I could at least make a world map, then I could actually contribute to the Mod some how. *sigh*
 
Before I make any suggestion or comment, I want to know stuff such as:
  • Can we define new type of terrain (for chaos desolation for instance)
  • Can we define new trees (magic for instance)
Then we have to think on how to integrate all units of an army codex in a non tree mod (I don't think we could say a fury is a natural evolution of corsair for instance.)
 
Before I make any suggestion or comment, I want to know stuff such as:
  • Can we define new type of terrain (for chaos desolation for instance)
  • Can we define new trees (magic for instance)
Then we have to think on how to integrate all units of an army codex in a non tree mod (I don't think we could say a fury is a natural evolution of corsair for instance.)

Fair questions really. The Terrain type for sure would be a cool thing to add especially since the Chaos Wastes (By Old lore standards) is so infused with Chaos Energies, that its pretty much impossible to lay siege to the areas. Could make for a really tough challenge to lay siege to the wastes by at least making it a undertaking that warrants large scale Alliances to conquer the gates.

As for the Winds of Magic, if it couldn't be done where you can research (sort of speak) new abilities in the Winds of Magic to give to Magic units/heros new abilities over time. Then I think it would be just fine to give them a limited amount of spells, or make it where their Promotions give them new abilities to obtain as they increase in levels.

And definitely with the non-tree mod since I'd ideally like to see it work in a Tier system of units. Lower the tier, the cheaper the units are, the faster it is to recruit them, but the weaker they are compared to the higher tier units. This way it becomes a matter of - Do you want a large, cheap, and weaker army, or a very expensive, very strong, very small army, or somewhere between those?
 
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I am starting slowly to put my hands into modding now that we have the SDK. I am traveling at the moment, so do not expect quick results.

As for the desolation of chaos, I think the yields should be random (2 among all possible yields +1 prod for hills).
Then improvements should all be unique based on the 4 chaos gods and 1 for universal chaos. That would make life almost impossible for anyone else than chaos player, at least as far as settling is concerned (unless you use commercial roads and so on).
Finally, I think Chaos could be rewarded a special worker unit (tortured soul) with 1 charge to build one of the five improvements every time an enemy unit is killed by the chaos player.

If we can't introduce a new resource (for magic), we can go with faith. Faith should be revamped for such a mod anyway since it doesn't make sense for a dark elves player to believe in Sigmar.
 
I am starting slowly to put my hands into modding now that we have the SDK. I am traveling at the moment, so do not expect quick results.

As for the desolation of chaos, I think the yields should be random (2 among all possible yields +1 prod for hills).
Then improvements should all be unique based on the 4 chaos gods and 1 for universal chaos. That would make life almost impossible for anyone else than chaos player, at least as far as settling is concerned (unless you use commercial roads and so on).
Finally, I think Chaos could be rewarded a special worker unit (tortured soul) with 1 charge to build one of the five improvements every time an enemy unit is killed by the chaos player.

If we can't introduce a new resource (for magic), we can go with faith. Faith should be revamped for such a mod anyway since it doesn't make sense for a dark elves player to believe in Sigmar.

I put my nose into the new mod tools as well, getting a idea if there is anything I might be able to do as well. Also no worries, this is why I put all this in the ideas section haha.

True on faith and wouldn't make sense why the Dark Elves would pray to Sigmar over Khaine or Slaanesh for those in that deeper, darker state of the Dark Elves. Certain Magical units like War Priests, Shamans, and the likes could use Faith as part of their abilities as a Cost for using it. So you would use X amount of faith to do Y spell that has Z effect on units. If it's not hard coded also, could even lift the whole max religions, and let everyone have their own Religion to try to spread to the others. Imagine the Empire forced into praying to the Great Maw, or the Skaven being forced into following Tzeentch over the Horned Rat lol.

In regards to terrain, a few things I thought would be cool after messing with some mods last night and if it's possible...

Tall Grass grassland / Tall Grass Badland plains - Non-Giant/Monster Units are hidden in the Tall Grass till a unit is adjacent to them <-- If we could use the unimproved Rice/Wheat tiles as new tile types and if units are scaled down a bit (sort of like in the R.E.D Mod pack), they actually look like they can hide in it.

Thick Forest Tile - Much the same as the Tall Grass grassland tile, but comes with a bonus of hiding Giants/Monster units and grants the unit +15 defense against range attacks. Would just have to increase the size of the trees a bit.

Chaos Wasteland Tundra Tile - non-Chaos units have their non-magical healing effectiveness reduced by 5 and suffer a -10 combat penalty every turn they're in the Chaos Wasteland (max -50) <-- This would make players have to rotate out their forces, making the Chaos wastes challenging to conquer, but not impossible. I think this would fit into your idea as well.
 
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So far, the modding tools (modbuddy) doesn't seem to bring great modding functionality (relatively to what was doable before). And of course, we have no documentation.
Unfortunately, the world builder seems to also be hard to use so far. I expect them to update it soon though (as it is an important part of modding).

What we can probably do easily are beta version of the civs. Regarding that, I think we should consider integrating much more abilities to each civ than in the original game. It would make things longer to balance, but it would make more sense to fit the spirit of warhammer battle.
A good start would be to consider racial features. Those features would be shared by civs with the same race (as a majority). Let's give it a try ? :) They don't even have to be balanced since it can be compensated with other features later (such as unit cost).

As a basic thing I would like to add is that the basic movement should be 3 instead of 2 (for a melee unit per say.) As I think it will fit dwarfs to have 1 less movement and elves to have one more. And I don't think 1 as a basic movement for dwarfs would be fair.

I just fill something for elves and dwarfs here, since I don't have so much time right now. Feel free to complete/change whatever you want. I will update accordingly.

Basic racial features (tentative):

  • Elves: +1 movement point for all units (except war machines). +10% in faith (magic) and culture generation. -10% growth.
  • Dwarves: -1 movement point (except war machine). +10 strength in defense for all units. Some war machines bonuses. Maybe +1 range. No cavalry (well, it is not a racial trait, but ...)
  • Skavens:
  • Lizardmen:
  • Humans:
  • Beastmen:
  • Undead:
  • Greenskins: (should we split Orcs and Goblins ?)
  • Ogres:
  • Demons:
  • Chaos (warriors):
 
As a basic thing I would like to add is that the basic movement should be 3 instead of 2 (for a melee unit per say.) As I think it will fit dwarfs to have 1 less movement and elves to have one more. And I don't think 1 as a basic movement for dwarfs would be fair.

I just fill something for elves and dwarfs here, since I don't have so much time right now. Feel free to complete/change whatever you want. I will update accordingly.

Basic racial features (tentative):

  • Elves: +1 movement point for all units (except war machines). +10% in faith (magic) and culture generation. -10% growth.
  • Dwarves: -1 movement point (except war machine). +10 strength in defense for all units. Some war machines bonuses. Maybe +1 range. No cavalry (well, it is not a racial trait, but ...)
  • Skavens:
  • Lizardmen:
  • Humans:
  • Beastmen:
  • Undead:
  • Greenskins: (should we split Orcs and Goblins ?)
  • Ogres:
  • Demons:
  • Chaos (warriors):

I would love to see something like this done and I agree on splitting Orcs & Goblins. Even then, I think more depth could equate to greater consideration when at War in the game and be more lore friendly, though admittedly will also require more work to be done. Here is an example of what I think would be neat.

  • High Elf Spearmen - Unit
  • Elven Physiology -> -10% Defense when attacked by Melee units and +2 Movement <- Racial Type
  • Asurian Elf -> +5% Combat bonus when fighting in the borders of it's Civilization. <- Faction Type
  • Medium Armor -> +10% Defense when attacked by Melee units and -1 Movement <- Armor Type
  • Medium unit - ????? <- Unit Size
  • Druchii Disdain -> +5 Combat Strength vs Druchii Elf units <- Favored Foe
  • Asurian Medium Spearmen - +10 Combat Strength vs. Cavalry & Melee units. <- Unit Class Type
  • Base movement: 3 + 2 (Elven Physiology) - 1 (Medium Armor) = Movement total of 4
Another example​
  • Ungor Raiders
    • Beastmen Physiology -> Able to move onto Hill tiles easier.
    • Ungor Beastmen -> -10% Combat Strength when Attacking
    • Unarmored -> +2 Movement and -5% Defense when attacked by Melee and Range units.
    • Large unit - ?????
    • Imperial Hatred - +5 Combat Strength vs Empire Human units
    • Light Spearmen -> +5 Combat Strength vs, Cavalry units.
    • Base movement: 3 + 2 (Unarmored) = Movement total of 5
^-- This might be expecting too much though I will admit. So, if I had to break it down to it's most basic form, I would do something like this.

High Elf Spearmen
Elven -> +2 Movement and -10% Defense when attacked by a Melee unit

Dwarf Warrior
Dwarven -> -1 Movement and +10% Defense when attacked by a Range unit

Orc Boyz (Shield)
Orc Greenskin - +10 Combat when adjacent to multiple enemy units

Goblin Spearmen
Goblin Greenskin - -10 Combat when adjacent to a enemy unit and +10 Defense when adjacent to a Friendly unit.

I know the project is already massive in scope with a lot of unknowns in it. But, I think the more thought that goes into it (of course the more thought that is actually possible) the better the mod becomes in the long run.
 
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