Total War: WARHAMMER III

Total War: WARHAMMER III

210 ratings
Living World Expanded
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overhaul
Tags: mod
File Size
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504.433 KB
2 Dec, 2023 @ 4:59am
3 Oct @ 11:26am
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Living World Expanded

In 1 collection by Forlorn
SFO: Enhanced
30 items
Description
==NEWS==

Updated map for last round of patches and DLCs. Fixed some bugs, please report if you find any others. Fixed Skrag, Tamurkhan moved to Tribeslaughter, starts at war with Clan Ferrik.

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This is a port of Living World, brought over to the biggest map available! The entire world is utilized and spaced out between legendary lords so that there is plenty of space between everyone. As one example, Empire is playable since there aren't 20 LL's packed within the vicinity of the Empire anymore. Living World Expanded provides the ultimate grand campaign experience! Most LL's will not die before the mid game, and order or chaos tides are both very unlikely.

There are hundreds of changes - what you see in the screenshots above are only half of the easily visible changes. There are many more changes to diplomacy "under the hood" to help ensure that the early game starts off balanced without any bias towards order or chaos tide. All changes are made to be as loreful as possible while enhancing gameplay.

Living World Expanded is compatible with virtually every mod except certain mods that add in new starting locations. So for example, vanilla Living World will not work with Living World Expanded. There may be a conflict, or there might not with mods that create a single custom faction. Considering how much space is opened up because of Ind, Khuresh, and Ihan, the chances of a conflict with custom factions and Living World Expanded is smaller than ever. 99% of the time Living World Expanded should work with anything as it is 99% script based. Even if there is a conflict, all that happens is you may see some strange starting positions as a result, so conflicts with Living World are generally small and easily fixed.

81 Comments
Cuendillar 24 Sep @ 12:54pm 
Glad to hear it isn't dead.
johna 15 Sep @ 5:43am 
Thank you for your hard work on this.
Forlorn  [author] 12 Sep @ 2:24pm 
yes need to update this mod
DarkSnowder 11 Sep @ 7:32am 
I understand that the author may have other problems - but maybe, since the mod is not abandoned, update it so that everything works correctly - because some lords are not transferred to new positions, and those that are transferred - without starting settlements. Scrag was in Angajar, so he starts there, only without settlements. And he is not the only one with such problems.
ElegantMud 14 Aug @ 10:35am 
One of my all time favorite mods!!! <3 Makes the IEE map so much more flavoful. Only complaint is putting Mother Ostankya in Cathay, but otherwise fantastic!
Orlando Obsidian 17 Jul @ 7:08am 
would be glad if you did, one of my favs
Forlorn  [author] 16 Jul @ 11:52am 
eventually
Amalure 14 Jul @ 12:51am 
do you will uptdate this mod ?
Insomninja 4 Jun @ 11:20pm 
When I was playing Drazhoath, I found that the Lord of Maggoth Kin spawned near me, but it only had one enemy, Malakai Makaisson. So it just ran across the map to the north for dozens of turns without doing anything. Could it get some tweaking?
Goth Disco Punk 11 May @ 1:55am 
so actually in another comment u should 100% put tamurkhan in the mongolia equivalent above cathay so he can go around grabbing all the LL's around there as vassals and just be a huge threat once he starts heading south
i say u should bc i love every change this mod makes and think that having either skarbrand ripping across the world or tamurkhan slowly turning everything to rot as he slinks along is a rly cool coinflip for a campaign lol (yes azazel will probably get destroyed but like. oh noooo lol)