Total War: WARHAMMER III

Total War: WARHAMMER III

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Provincewide and Allied Replenishment for Growth, Outposts, and Unique Buildings
   
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12 Dec, 2022 @ 11:49am
19 May, 2023 @ 12:58am
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Provincewide and Allied Replenishment for Growth, Outposts, and Unique Buildings

Description
I've made the replenishment bonus from farms work on allied armies (and updated the text in the game to say province-wide), and also done the same for buildings like pastures.

I also edited special buildings to do the same. However, if I have edited a special building that is in a single region province, that means I accidentally nerfed that faction. If you see this, let me know, and I will remove the changes for that building/region.

Outposts have been switched to province-wide at 2,3,4% replenishment province-wide per level.

New Submod: Provincewide + Allied Replenishment for Growth, Outposts, and Unique Buildings + Reasonable Replenishment Compatibility Submod
8 Comments
sigmars_disciple 24 Jun @ 2:10pm 
Oh, BTW I made it sound like it's buggy on campaign start - it isn't. It's just that control CAN be really low in your starting territory (think Wissenland where 2 of 3 settlements need to be conquered back first), and the penalty on low control is the reason, I believe.... <3
sigmars_disciple 24 Jun @ 1:53pm 
I wish this would support one more solution that rather boosts replenishement a bit than slow it down. Is there a mod you've used, that you can recommend?

If you ever want to try the Population mod, you'll need this submod here if you like custom factions: https://steamproxy.net/workshop/filedetails/?id=3178326853

More instructions there, but there's basically 6 mods you cannot use at all when using "Crisis....": Rotblood Tribe, Pol's Jade Vamp Mods, Dynasty of the Damned, Nagash & the Gnoblar mod Unwashed Masses.... Enjoy <3
sigmars_disciple 24 Jun @ 1:48pm 
I like to use a mod by @Zorbaz (Crisis of Mercs and Mortals) that introduces a sort of "Divide Et Impera" style Population System for all races, where different types of troops have to be replenished using 3 different population groups each culture has (like peasants, workers and nobles). With that, on the first few turns of each campaign I struggle to ever get ANY replenishment somehow (even in Encamp stance or an owned settlement) so using this submod here that slows down replenishment couldn't be further from what I need HAHA
sigmars_disciple 24 Jun @ 1:38pm 
Hey @Lycia Pintella, I assume this is the type of mod that is very unlikely to ever break due to changes CA makes, but just checking if this is fine to use with 5.x, assuming you probably use it in all your campaigns? <3 Thx
Lycia Pintella  [author] 18 Dec, 2022 @ 2:11pm 
Heya. The way it works is the data.pack file has an building, an effect tied to it (in this case replenishment), and then it has an effect scope that determines how widely the effect is felt (You can even make it work in adjacent provinces if you really wanted to. I set the effect scope to building_to_army_own_provincewide so unless a genie has cursed me, it should be working fine. =).

Hell, if I wanted to, I could probably make it work for allied armies in your territory too. If that is something you guys want, let me know.
Karbonat Erol 18 Dec, 2022 @ 11:46am 
no clue if it works but this mod is bloody lovely
Lycia Pintella  [author] 14 Dec, 2022 @ 9:41pm 
Updated to include pasture buildings, which I had forgotten about.