Total War: WARHAMMER III

Total War: WARHAMMER III

417 ratings
The Duke's Damned Nations
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overhaul
Tags: mod
File Size
Posted
Updated
1.745 GB
22 Oct, 2022 @ 1:33pm
26 Jun @ 6:11am
300 Change Notes ( view )

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The Duke's Damned Nations

In 2 collections by The Duke
The Duke's Damned Nations Submods
36 items
TDDN: Marcher Lords Campaign Challenge
30 items
Description
DAMNED NATIONS

The Duke's Damned Nations is a complete overhaul mod that changes many many aspects of the game, from a complete battle rework, to campaign redesign, ai tweaks, multiplayer game mode changes, new models and units, altered vfx, projectile trails, you name it, everything is within the purview of the mod. In TWW2 it was known as The End Times, but has undergone many changes and has a new name and shiny icon.

WHAT TO EXPECT

Longer, bloodier battles, harsher campaigns, hundreds of new units and a whole new balancing approach as well as a custom faction, Skeggi, with a focus on Realism in Fantasy.

REALISM IN FANTASY

While many will see this as a contradiction, this is the key approach of The Duke's Damned Nations - treat the world as if it were real, and make it play accordingly. Accepting that all the magic, monsters and mayhem of the world is real, how do they act? How do you face the endless tide of the undead, the mighty power of the greenskins or the relentless rage of the daemonic hordes? The mod gives my interpretation of a realistic take on the world, focusing on solid gameplay influenced by realism to keep it intuitive and informed by the lore, which is, as always, interpreted. Tabletop is entirely ignored in my approach, except its connection to the lore.

For more information, check out
https://docs.google.com/document/d/1-Av5_r8hKH4CWi0pbm9BybYyVHFhrnVvtSMqV7S7a44/edit?usp=drivesdk?
DISCORD

For questions and feedback, i have an active discord https://discord.gg/7c965zF2ZX where you can discuss, ask questions and play multiplayer games.

THANKS

Please check the discussions for a full list of thanks, but I'll take this opportunity to thank Billzelbubz, B0ki, Decastra, Dietrich, Penguin King and Valas for their work on the conversion from wh2 and continued modding support. Without them, the work to convert the mod would have been too great and there would be no Damned Nations. I'd also like to thank Aida Valuna for suggesting I approach long time players for aid, as without her suggestion, the wheels wouldnt have started turning.

LINKS AND SUPPORT
https://www.patreon.com/TheDukesTW The mod is of course always free but donations are massively appreciated.
https://discord.gg/48tWqDq Join the discord for more information, feedback, announcements or to join the MP community.
https://www.youtube.com/watch?v=QXPFJXptscw&t=0s for a basic overview
Popular Discussions View All (4)
4
1
2 Mar, 2023 @ 3:35pm
What are some things that you wish you knew about the mod before starting? I'll go first.
PDThePowerDragon
0
29 Oct, 2023 @ 11:02pm
Is there a sub-mod between this and "Crisis of Mortals, Mercs and Management"?
Beanus
370 Comments
ROMA INVICTA, ROMA AETERNA 20 Jul @ 4:59am 
Unfortunately, there is no building where you can unlock and recruit the Chaos Wizard of Nurgle.
conninator2000 19 Jul @ 9:30am 
Hey, just want to say that this is probably the best overhaul mod I have tried so far. Every time I think about a slower grittier wh3 I looked over this mod to go to what I knew (SFO). Finally came around to giving it a try and the first handful of turns are pretty amazing.

The balance feels solid and if anything it makes it feel a bit more like the older TW style where most even battles are slower and give lots of room for tactics and manoeuvres.

Great work! Any tips on the unit balancing? I might look into trying to make a submod or two in the future if there are unit packs that are nice but aren't ported over to this overhaul.
The Duke  [author] 25 Jun @ 4:02pm 
its been updated and that isnt the cause, but that update happened before your comment so your steam hasnt grabbed the update, try unsub resub
Lowsrik 25 Jun @ 2:25pm 
The latest update causes the mod to not work, crashing the game upon attempting to start up.
Penguin 20 Jun @ 4:58pm 
doing a Vampire Counts campaign and noticed most of my units aren't gaining any experience, was just wondering if this was a bug or not.
The Duke  [author] 13 Jun @ 3:48pm 
@mikojb thanks, taken a look, nice video. On vassals, this does edit their ai and makes them well worth having.

On Tomb Kings, the longer recruitment is the cost of free units. While army capacity takes time, as does unit capacity, it means that losses become irrelevant as you attack, whereas with this approach you care when you lose a unit
Lucerne 13 Jun @ 7:24am 
@Grzegorz Brzęczyszczykiewicz It still takes time to get army capacity up, what're you on about?
@Lucerne because it's the only thing that makes TK weaker. In the late game they will steamroll everything on the map and the lower recruitment per province incentivises you to expand your empire so you won't get instant 20 stack for free by just having one fking city.
mikojb 12 Jun @ 12:55pm 
@The Duke I made a showcase video for your excellent mod: https://youtu.be/0H4jrvZOvbQ

Hopefully, I came close to doing it justice. As I mention in the video, there are a lot of things to like and the one thing I am critical of (the Advanced Start) is subjective.

Thank you for your work.
Lucerne 12 Jun @ 12:52pm 
For anyone trying to play TKs with this mod right now, don't bother. Recruiting just takes too damn long