Total War: WARHAMMER III

Total War: WARHAMMER III

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Control your own Criminal Underbelly
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21.626 KB
3 Sep, 2022 @ 6:52am
25 Jun @ 8:24am
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Control your own Criminal Underbelly

Description
This mod gives the skaven the ability when occupying a settlement that has one of your undercities now it doesn't disappear. Also, now when someone razes a settlement with an undercity beneath it now the undercity remains.

The same for the vampire coast and their pirate coves, and the diferent cults for the diferent chaos factions.

Notes:
Discoverability won't do anything in the undercities that you have settlements above so i recommend not building them, you will sometimes receive a notification that an undercity was discovered but that does nothing because you can't destroy your undercity.
Your settlements can't be target with the hero that gives you the laboratory, but you can conquer the settlement after constructing the undercity.

Warnings:
What happens if you call a vermentide beneath a settlement you own? The army spawns your settlement isn't destroyed and the undercity is destroyed.
What happens with a doomsday device ? I don't know. If you want to test that out and tell me I will be grateful.
The mineshafts (the building that has 10% chance to randomly create an undercity) can't spawn undercities under your settlement, iffy in the comments tested it.
How does the AI react to this ? IDK.
What happens when ...? Idk tell me if you test it out.

Is compatible with everything. It is save game compatible.

Any questions or suggestions I will answer in the comments.
41 Comments
All is Dust  [author] 31 May @ 11:51am 
@WeaponisedMoron_2 no, that is script base and will only spawn beneath other settlements that aren't own by you
WeaponisedMoron_2 31 May @ 7:17am 
Does subterranean pits and mineshafts (5% and 10% chance to expand underempire to neighboring settlements) work on your own settlements?
All is Dust  [author] 4 May @ 5:26pm 
Updated

@Zagin what was the issue, it should still work without me having to update it ?
Zagin 4 May @ 9:41am 
so i cant seem to get this mod to work with it does say its fo an old version eny chance we can get a fix ?
Paradux 21 Mar @ 8:51am 
@All is Dust. That's right. To avoid overriding the whole table, a script seems necessary to delete cults on occupation
All is Dust  [author] 20 Mar @ 5:34pm 
@Vanidas that mod probably deleted any cults via script so nothing this mod can do about it.
Vanidas 20 Mar @ 2:19pm 
This doesn't seem to be compatible with the Regular Cities for the Changeling mod. Occupying a city as the Changeling will automatically destroy the cult. Any chance for a fix? :D
ChopChop 13 Mar @ 1:41pm 
"What happens if you call a vermentide beneath a settlement you own? The army spawns your settlement isn't destroyed and the undercity is destroyed." i call this a feature, basically "let's pack up boys and we are leaving this place" :D also actually the way to destroy your own undercity :)

I'd like to confirm additional funtionality with other mods that establish cults like the mod below, thus also 100% extending this to all other mods that function on cults mechanics. Also confirmed with Kairos campaign with vanilla cults.
Vampire Covens
https://steamproxy.net/sharedfiles/filedetails/?id=2859757565
All is Dust  [author] 15 Jan @ 3:36pm 
@iffy thanks for sharing added to the description
iffy 15 Jan @ 10:03am 
In the description of the mod, you mentioned that you don't know if the Deeper Mineshafts works on putting undercities under your own cities. It does not. Source: 300+ turn Skrolk campaign