Total War: WARHAMMER III

Total War: WARHAMMER III

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Growth Extended
   
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Tags: mod
File Size
Posted
Updated
48.303 KB
23 Mar, 2023 @ 1:34pm
8 Jul, 2023 @ 7:49am
11 Change Notes ( view )

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Growth Extended

Description
Growth Extended
This lightweight mod adds the amount of turns needed to reach province's full growth.

It will assist you in deciding when and where you should focus on growth in a province.
Some provinces require a lot more growth than others.

Examples
In Gash Kadrak province for example, I don't have any growth oriented building. Yet, I will reach max growth soon (19 turns). Without the mod, I would be tempted to build growth focused buildings first, but that would be a waste.


On the contrary, in Path to the East, I have heavily focused my buildings on growth and it will still take me many turns to reach max growth (50 turns). Therefore I know that I need to keep focusing on it.


Compatibility
It's a script so there shouldn't be any type of incompatibility.
This mod hasn't been tested in multiplayer yet.
18 Comments
Lord Of the flies 4 Apr @ 2:37pm 
cant believe this was not added by CA.
Lycia Pintella 26 Feb @ 12:56pm 
I heart you right now. Haha. =) <3
Playmate  [author] 26 Feb @ 2:51am 
Yeah of course! I'll send you the code in PM.
Lycia Pintella 25 Feb @ 6:50pm 
Good day Playmate. I'm the author of AI Construction Priorities Reworked, and I would like to add some code to the mod to dismantle growth buildings once a province is maxed out. Your mod already has code to determine if a province is maxed out or not - is it okay for me to use that for my mod if I credit you?
Shatilov 10 Aug, 2023 @ 12:16pm 
@Maska_zgz how do you know if a script is causing an error or crash ? other than enable/disable mod from Mod Manager
Playmate  [author] 8 Jul, 2023 @ 7:43am 
@Maska_zgz sorry for the crashes! I know it can be frustrating. I have updated the mod, and removed the event trigger that was causing the issue. Let me know if that fixed it! Have fun :)
Maska_zgz 8 Jul, 2023 @ 2:50am 
Hello! As always, I keep checking each turn that there are no errors in the mod scripts. I have suffered moderately serious errors due to script breaks in previous games, and I am already very aware of watching it.

Currently I have errors in my scripts, and it is because of this mod:
Maska_zgz 8 Jul, 2023 @ 2:50am 
SCRIPT ERROR, timestamp <114.9s>
ERROR: get_ui_root() called on the core object but the ui has not been created yet


stack traceback:
[string "script\_lib\lib_core.lua"]:243: in function 'get_ui_root'
[string "script\campaign\mod\growth_extended_main.lua"]:251: in function <[string "script\campaign\mod\growth_extended_main.lua"]:250>
[C]: in function 'pcall'
[string "script\_lib\mod\pj_error_wrapping.lua"]:46: in function 'condition'
[string "script\_lib\lib_core.lua"]:1928: in function <[string "script\_lib\lib_core.lua"]:1928>
[C]: in function 'xpcall'
[string "script\_lib\lib_core.lua"]:1928: in function 'event_protected_callback'
[string "script\_lib\lib_core.lua"]:1965: in function 'event_callback'
[string "script\_lib\lib_core.lua"]:2051: in function <[string "script\_lib\lib_core.lua"]:2051>

I know that it is surely a minor error that only happens when launching the game since the UI does not yet exist, but if it can be fixed, even better.

Thank you very much for your work.
Lycia Pintella 18 May, 2023 @ 5:36pm 
holy shit how did I not find this until now?!
Silvringtinker 3 Apr, 2023 @ 8:34pm 
Absolutely golden mod! Honestly such a huge QoL! It's very cheaty but I absolutely adore this function as an economy/diplo fan of warhammer.