Total War: WARHAMMER III

Total War: WARHAMMER III

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Capital City Economic Scaling
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Tags: mod
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Posted
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2.495 MB
25 Feb, 2023 @ 4:16am
24 Jun @ 4:45am
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Capital City Economic Scaling

Description
Are you a fan of building tall? If so, this is the mod for you! Your capital is the cornerstone of your faction. With this mod, it's economic output will increase by a small amount every turn. This is provided in the form of a flat income bonus. As your faction expands to new settlements, the strain on your economy will reduce the bonus. Additionally, the elite garrison at your capital receives a significant bonus in stats to reflect it's importance.

- Compatible with any and all mods
- Save-game compatible
- Multiplayer compatible? Need to confirm as I have no friends.
- You can view the current bonus in the region effects bar in the bottom left corner while selecting a settlement.
- Game starts with bonuses up to 400g (affected by starting settlements), increment is +20g per turn.

This mod is intended to make building tall a much more viable strategy by letting your economy stay strong whether you choose to expand or retain a small empire. Province capitals reduce the bonus by more than minor settlements. Undercities also decrease the bonus, and by more if your undercity is under a province capital. BE AWARE, the reduction scales exponentially with the number of settlements you own. I love smaller, more personal campaigns rather than conquering huge swathes of land. This mod will hopefully achieve that. The stat boost to garrisons is partly to make the capital guard an elite force and partly to try and stop AI faction capitals from being destroyed so early in the game (they receive a stronger economy and garrison bonus than the player).

Compatible with everything. I've used completely custom scripts and effect bundles, so I'd be amazed if there were any conflicts. Feel free to ask me if you're not sure.

Ideas for other mods to try with this one:
Greater Settlement Garrisons
- https://steamproxy.net/sharedfiles/filedetails/?id=2914339841&searchtext=garrison
More Building Slots
- https://steamproxy.net/sharedfiles/filedetails/?id=2870464661&searchtext=building+slots
32 Comments
SinisterWeasel  [author] 17 Mar @ 4:41am 
@sigmars_disciple yeah should still work fine
sigmars_disciple 16 Mar @ 11:31pm 
Hey SinisterWeasel, is this still good to go with 4.2? Thx <3
SinisterWeasel  [author] 16 Oct, 2023 @ 10:29pm 
Recent patches broke this mod somehow. Anyway fixed now.
SinisterWeasel  [author] 7 Oct, 2023 @ 7:50am 
Updated for the latest patch.
SinisterWeasel  [author] 5 Oct, 2023 @ 5:19am 
@ShadDoUrden hahah I feel you my friend, I honestly use mods mostly to try and make the game as hard as possible in lore-friendly way.
ShadDoUrden 5 Oct, 2023 @ 4:46am 
I thank you for taking the time to answer me.
I want to make the game more difficult and more realistic but I understand your opinion ^^
SinisterWeasel  [author] 5 Oct, 2023 @ 4:35am 
@ShadDoUrden I think I understand what you're asking. The idea of the base income for all factions is factions can sustain at least a single stack at all times. It doesn't really make sense from a realism perspective but I think it's an important gameplay element. Such a mod would be possible but not something I have time to make.
SinisterWeasel  [author] 5 Oct, 2023 @ 4:33am 
@Louffi Sorry man but I'd rather not make submods with singular changes like that. Just opens a can of worms.
ShadDoUrden 4 Oct, 2023 @ 5:02pm 
hello jee looking for q to remove income other which is not logical with this money coming out of nowhere. I made an otherincome 0 only made me a suggestion as follows: perhaps should consider creating a global bonus for all factions of +3000 (excluding beastmen and tomb kings) which lasts for the first 10/15 turns with a return degressive.
like 3000 turns 1 to 4, 2000 turns 5 to 8, 1000 9 to 12 and nothing beyond that

would you be able to make this kind of mod?
Louffi 27 Sep, 2023 @ 1:47am 
Hi could you make a mod or modify this one so undercities don't affect the scaling :) ?