Total War: WARHAMMER III

Total War: WARHAMMER III

648 ratings
Collabs Team: Hertz Province Patrols - ToD update 1.36
14
6
2
3
4
2
2
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
328.137 KB
14 Aug, 2022 @ 5:16am
13 May @ 10:35am
9 Change Notes ( view )

Subscribe to download
Collabs Team: Hertz Province Patrols - ToD update 1.36

Description


Mod Version: v1.36

(This mod is save-game compatible)



Hertz province patrols is a mod that aims to give a bit more life to campaigns by adding small free patrols to any faction fully controlling a province. These patrols will patrol inside your province attacking any enemy in the same region. Defeating these patrols with a similar or smaller amount of units in your army will give you the option to steal supplies and resources, or prepare the region for your main forces.

Province Patrols
Whenever any faction controls an entire province consisting of at least 2 settlements and their province capital is at least level 2, a patrol will spawn. This patrol is free from upkeep and supply lines, cannot access recruitment, can not be controlled, and will give minor buffs to the province while it patrols your province.

Capital based patrol strength
The patrols will start spawning at province capital settlement level 2, and will increase in strength for each level of your province capital. Whenever your capital gains a rank, the province patrol will retreat back into the nearest settlement to replenish.

Patrol attacks and battles
Whenever a patrol finds an enemy inside the same region, the patrol will attack that enemy regardless of strength. When the patrol is defeated a debuff will be placed upon the region while a new patrol will spawn after 5 turns.
When the player defeats a patrol with a similar or smaller force, a dilemma event will start. In this dilemma event you can choose to exploit the opening you created to train your units, steal money, spread your factions corruption, or push the advantage with bonus movement points.

Faction specific patrol rules
While most factions have the same patrol armies and rules across their culture, some factions will use different patrol rules, commanders or army setups.

[Wood Elves]
The Wood Elves faction get patrols in their outposts but not their magical forests. Fully controlling a province will spawn patrols for the wood elves, but these patrols can not increase in strength.
Patrols of the Wood Elves end their turn in ambush stance
Drycha's faction gets a special patrol army setup. Using the spirits of the forest and not fielding any elves.

[Skaven]
The skaven patrols are very sneaky, just like their faction. They like to patrol and hide in ambush stance and will strike you when you don't expect it.
Some of the major clans will have their own lord type leading their patrols (Skryre-warlock master, Pestilens-plague priest, Eshin-master assassin) All other factions use the warlord as their patrol commander

[Brettonia]
Brettonia uses 4 peasant units and the rest of their patrols will consist of honorable cavalry. While the peasant counter counts up in the UI, the peasant economy is NOT affected by faction patrols.

[Lizardmen]
Tehenhauin and TikTaq'to's factions both have their own specialized skink patrols.
Nekai the wanderer now has full Province Patrol functionalities when his vassal controls a complete province


[Vampire Counts]
The province patrols for the vampire counts will start out large but will be filled with expendable and weak units. As the rank of their province's capital is raised and the vampiric corruption inside the region is stronger the province patrols will rank up.
The Vampire Counts province patrols will get more high tier units the higher their capital level and province corruption is.

[Karaz a Karak]
The faction Karaz a Karak has hammerers in their patrol pools

[Karak Kadrin]
The faction Karak Kadrin have more Slayers in their patrol pools
The faction Karak Kadrin has Giant Slayers in their patrol pools

[Clan Angrund]
The faction Clan Angrund have Rangers in their patrol pools
The faction Clan Angrund have Rangers (great weapons) in their patrol pools
The faction Clan Angrund have a small chance for Bugman's Rangers in their patrol pools

[Chaos Dwarfs]
Chaos dwarfs have their own province patrols
Each province patrol counts their unit cap units, and increases the cap accordingly.
The price to then further increase the unit cap does NOT increase.
When a patrol dies or replenishes the unit caps get decreased according to the patrols force.


[Warriors of Chaos]
Warriors of Chaos can spawn a province patrol with province they share with vassals
Each Chaos God and their legendary lords have their own fully customized army list for their province patrols.




Performance
While creating this, my main concern was performance. Since every province in the game can now spawn a patrol everything needs to be optimized enough so that the game is still playable. At the moment after you enable this mod, and ending your first turn you will see the biggest performance impact since patrols will be created for each faction. After this turn slowdowns should be proportional to empire size of the AI factions.




Things to avoid
Don't disband the entire patrol force.

Try to avoid adding units to patrols (heroes, growth vat units). If a patrol has too many units it will respawn, losing al units you gave the patrol.

If you are not able to exchange units between 2 non patrol forces. Check to see if any non patrol force is standing right next to a patrol force, since this disables unit exchange.

Multiplayer / Co-Op
This mod will NOT work with multiplayer campaigns. There is just too much done via script for the game to keep track of for multiple players causing de-syncs.


Afterword
this took me a while to complete and im glad I have made it before the immortal empires release. I would've liked to add in some faction specific rules but I wanted the first release out at this point of time.

I will probably add these later in the lifecycle of this mod.





Popular Discussions View All (1)
35
1 Jul @ 9:44am
PINNED: Bug reports.
8 Hertz WAN IP
264 Comments
FrenzyBee 4 Jul @ 6:59am 
is this compatible with the Old World Campaign?
Le Roy Soleil 1 Jul @ 9:44am 
Knight of the Realms in province patrol count towards the faction cap, so I literally cannot recruit any (Im playing as Outremer if that matters)
DarknessWrath 30 Jun @ 5:06am 
@Herls Oh i wouldn't expect this from Dead's, thanks, any reason why ?
Herls 29 Jun @ 10:13pm 
@DarknessWrath its Deads Kislev Units mod
Alan 23 Jun @ 7:27pm 
Does this work with mods which add custom units?
DarknessWrath 17 Jun @ 4:17pm 
@herls Have actually a similar one that you have waaay earlier, and even after killing Druzhina it seems to affect Ice Court too, unsure why (i prefer not to send the log right away, unless really needed and "spam" here)
I'm still checking what can cause it as it's the only thing that makes my game crash, surprisingly
SID 11 Jun @ 8:10pm 
Issue regarding Nakai, might include Tomb Kings; these count towards army cap.
Insomninja 4 Jun @ 12:41pm 
Thanks for this great mod! Is it possible to add compatibility for mods that increase faction unit caps like SFO? Like what you did for chaos dwarfs
Krakenous 19 May @ 4:40am 
Possible to tweak so they auto assign their skills? Not sure why they are getting them but I believe the mod I use to increase starting level is also affecting patrols.
LVCIF3R0 16 May @ 1:32pm 
I'm playing baltazar and enemies has a patrol and I dont wtf