Total War: WARHAMMER III

Total War: WARHAMMER III

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Naval Networks - Global Sea Lanes! - Now with 5.2&IEE support!
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Tags: mod
File Size
Posted
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138.080 MB
28 Apr, 2023 @ 4:24am
27 Feb @ 6:43pm
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Naval Networks - Global Sea Lanes! - Now with 5.2&IEE support!

Description
This mod allows you to take any army or hero and embark them between significant port cities that you control -- for a cost. As your empire grows, naval sea lanes will allow you to transport entire armies, as well as newly trained heroes, directly to the front lines!

The cost of this travel increases with army size and turn number, but if you control the major port of the local sea region, the cost is significantly reduced for trips both into and out of that sea.

Additionally, factions skilled in subterfuge can discreetly enter and exit enemy ports, by paying the correct bribes and silencing the correct overseers. To this effect, Vampire Coast, Skaven, and cult-making Daemon factions can use their undercities as ports! The cost for this embarkment is dramatically increased, however.

To embark from a port, it will need to be tier 3, and either owned by you, owned by a defensive/military ally, or have a cove/cult/undercity. There are discounts for owning the major port, as well as travel within the local sea, as opposed to across the world. You cannot embark once in the sea. To keep this balanced only upgraded ports can be embarked from.

I've made attempts to keep this mod somewhat balanced, giving the player a significant time-saving buff while taking a good chunk of money in the mid-game. Hope you enjoy!

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I am a solo game developer with a second published game coming to Steam, check it out if you like my work!

https://linktr.ee/theplanardanse

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FAQ:
Not all ports can provide travel, only major settlement ports and some minor ports to create an even spread without congestion. The map will show all ports that can be used whether enabled or disabled.
Update-proof, as it is entirely script-based.
Can be added to a savegame and removed freely.
Works for IE and IEE, with just one mod! I will not add RoC support.
Should work with aRSE, the button is offset slightly when aRSE is loaded. Untested besides that.
140 Comments
999999999999 25 Sep @ 4:55pm 
@Thuynder
may i make changes to this mod and add it in a variation to my mod? i will obviously give you full credits and link your mod
Thuynder  [author] 11 Sep @ 3:53pm 
Yup. I've used it in three 80 turn campaigns recently.
Nexus 11 Sep @ 3:40pm 
still work ?
ImminentDomain 25 Jul @ 7:05pm 
This is a fantastic mod but I just noticed that it doesn't work with the Wood Elves because they can't build most ports to tier 3.
Anachronisticon 21 Jul @ 4:16am 
Can you configure the mod to set travel time delays?
barackollama69 16 Jul @ 9:28am 
actually it happened twice, the first time about 70% of the ports on the map disappeared, then around turn 65 there were only 3 selectable ports on the entire world map.
barackollama69 16 Jul @ 6:32am 
second what @bagholder is saying, it happened probably around turn 35 or so for me
Ruka 19 Jun @ 2:49am 
Good day. With the new sfo update when you open the naval lane menu it does not override the normal game interface. Does it require submod for this sort of thing?
BAGHolder 30 May @ 3:43am 
having played this for a while, there is a small issue:
the port map sometimes only show a few ports, not all ports. It is not unavailable, just the dots disappear altogether from the map. Usually happens somewhere mid-campaign. I can still use whatever available dots to travel though

Not sure if it is a mod conflict with others. But I just keep on experiencing this throughout campaigns. Figured I should ask & see if anyone knows why?
Argon 24 May @ 5:53pm 
It doesn't seem to work for dark elves, because they have special port?