Total War: WARHAMMER III

Total War: WARHAMMER III

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Logichammer: Kislev Settlement Overhaul (K.S.O.)
   
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17 May, 2022 @ 7:44am
30 Sep, 2023 @ 10:50am
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Logichammer: Kislev Settlement Overhaul (K.S.O.)

In 1 collection by scehr
Logichammer Collection
9 items
Description

Art by Jaime Martinez.[www.artstation.com]

Click here for other mods by me <----

Foreword: Feedback
As with all my mods, feedback is a crucial part of growth and refinement for this mod. If you like the mod, please let me know! If you think things could be tweaked or something's over/under performing, let me know! Be constructive and mature. Thanks!

Foreword: Save/Compatability
It is recommended to start a new campaign with this mod.

A list will grow here once we see how compatibility is with other mods.


K.S.O. is a comprehensive overhaul for Kislev's economy by redesigning and adding new buildings and effects to change the way you build your settlements. K.S.O. also considers Kislev's lore when making changes, including the movement of certain units to specific buildings. There are many changes, small and big. I'll provide the significant changes below!


To start, all unit recruitment is now unlocked via Kislev's main settlement chains (more on the plural below).

  • Kossars/Armoured, Wingled Lancers and Gryphon Legion are unlocked from major settlement chains and Gospodar minor settlement chains.

  • Kossovite Dervishes and Horse Archers are unlocked from major settlement chains and Ungol Minor settlement chains.

  • Tzar Guard are only recruitable from Kislev City's Bokha Palace building chain. Two units are added to the garrison and only four are available for recruitment at one time. They are 50-men to a unit now and have buffed stats. This is to reflect the fact that, in the lore, they are 300-strong at any one time and are a formidable royal guard.

  • Ice Guard are only recruitable from Kislev City's Bokha Palace building chain. They are not capped but have received buffed stats alongside Tzar Guard due to their rarity.

  • Streltsi are recruitable from Erengrad's Tier 3 main chain and from the Tier 4 Trade infrastructure chain in a normal settlement. They have received buffs to their stats due to rarity and new tier unlock. This reflects the lore that states Erengrad is the only city financially capable of the production and training of Streltsi. The trade building is used to establish a connection to Erengrad to gain access to those units.



Building Redesigns
  • Basic military buildings provide recruit ranks and recruitment buffs depending on the chain (infantry, cavalry, general).

  • Advanced military buildings remain predominantly the same. However, Ice Guard have been removed from the Ice Training Grounds chain, and replaced with two unique additions: snow attrition and reduced movement range for enemies in the building's province.

  • Garrisons remain mostly the same. However, Tzar Guard have been removed and Ice Guard make a small appearance in higher tier garrisons. The protection chain is unchanged.

  • Devotion is completely removed as a resource cost for buildings.

Building Additions
Main Chain Overhaul:
  • Minor Settlement chains are broken into two: Gospodar and Ungol.

  • Gospodar settlements unlock recruitment of Kossars/Armoured (Tier 1/2), Winged Lancers (Tier 3) and Gryphon Legion (Tier 4), in addition to boosted industry income.

  • Ungol settlements unlock recruitment of Kossovite Dervishes (Tier 1) and Horse Archers (Tier 2), in addition to boosted farm income. As their recruitment and garrison aren't quite as strong as the Gospodar chain, to reflect their nomadic practices, own armies starting their turns in an Ungol region get boosted campaign movement range, as well as enemies have their movement range reduced.

Infrastructure Overhaul:
Kislev's new infrastructure works similarly to Bretonnia, providing base additions but requiring a complimentary building chain to reach Tier 3.
  • Farms provide income, growth and recruitment cost reduction. They require the Farming Advancement chain to reach Tier 2 and 3.

  • Farming Advancement provides growth and improves the income of Farms. It also reduces the income of Industry in the settlement.

  • Industry (Wood) provides more income than farms but no other bonuses. They require the Industry Advancement chain to reach Tier 2 and 3.

  • Industry Advancement provides reduced construction costs, the Timber resource and improves the income of Industry in the settlement. It also reduces the income of Farms in the settlement.

  • Religion buildings are now divided into two: Nature and Church. Both reduce corruption and generate devotion/supporters, but the Nature chain provides casualty replenishment and ambush chance whilst the Church chain provides Control bonuses.

  • The Trade chain provides trade resource production from Tier 1 (reduced value) and unlocked the Streltsi for recruitment at Tier 4.



Two technologies have been replaced to provide additional benefits for the new chains:
  • Cold Storage is now Agricultural Developments, providing slight increase to farm income and reduced construction costs for farm and farm advancement chains, as well as the base casualty replenishment and growth.

  • Gospodar Governance has been changed to provide a slight increase to industry income and reduced construction costs for industry and industry advancement chains.
31 Comments
scehr  [author] 20 Mar, 2024 @ 1:46pm 
Unfortunately, I am closing out a game dev degree, so I have zero time to mod.

If you want to add new units to the mod, you need to find a table called something like 'unit_building_permissions/junctions' or something. It has a building key and then a unit key which links the unit to the building and level.

You have to add the key for the unit from 'main_units' table to the above table with the building key you want to link it to.
Garran Crowe 20 Mar, 2024 @ 5:26am 
I have a problem, you know that the Golden Knight is recruited only with the royal barracks, but of course, the LogicHammer mod changes the building for another and I can't get the Golden Knight, do you know of some way I can fix that? :(
Griggori 6 Mar, 2023 @ 7:32am 
It's fine to be loreful, but this seems to make Boris' already tough campaign become impossible, with access to no Tzar Guard, Ice Guard, or Streltzi, as he will only by chance be able to confederate Kislev factions that have access to Kislev and Erengrad.
Malanthor 3 Nov, 2022 @ 9:56am 
Sounds good. Looking forward to it. :)
scehr  [author] 3 Nov, 2022 @ 8:34am 
I'll come back and revise things around Christmas. Currently inundated with work. Thanks for pointing out some issues. :steamthumbsup:
Malanthor 3 Nov, 2022 @ 6:41am 
Finally the garrisons is messed up. Tooltip lists 12 strong garrisons at lvl 3 villages. But they have 20 strong garrisons. Maybe mod needs an update. Or maybe my download is buggy. <shrugs>
Malanthor 3 Nov, 2022 @ 5:36am 
Also the tzar guard dont seem well matched up to one another. The shielded version used to have 34/50 atk def now they have 48/60 while the two handed had 36/32, now they have 60/48. The two handed versions in effects gain much more stats than the shielded type. 84 vs 68 and now they have the same.
Malanthor 3 Nov, 2022 @ 5:24am 
Why are the village religious building chain different from the city one? They have mostly same names and same bonuses but with slight differences. Also cathedral tier 4 in city has less supporters and devotion than the church in village at tier 3. It just seems very odd and chaotic. Imo it should be one chain with cities being able to build the tier 4 one. Much more orderly. :-D
Malanthor 3 Nov, 2022 @ 3:57am 
I love me some logic. Trying this out now. Much obliged. :D
scehr  [author] 4 Aug, 2022 @ 1:56am 
I haven't had the opportunity to try SFO in WH3 yet. Would you mind explaining what would need to change to make this mod more cohesive with theirs?