Total War: WARHAMMER III

Total War: WARHAMMER III

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Better Randomized Faction Potentials
   
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3 May, 2023 @ 10:09am
7 Jul @ 7:52am
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Better Randomized Faction Potentials

Description
What is faction potential?
At the start of each campaign, factions are assigned random potential value numbers within certain value ranges.
These values ​​divide factions into power classes. Those with higher values ​​are stronger and have no negative effects on them. Those who are lower are weak and have some handicaps on them.
In the vanilla game, Minor Factions are always set to have low potential value.
This mod eliminates this and opens the way for some Minor Factions to be as strong as Major factions in random campaigns.
I adjusted Major Chaos Factions to be more likely to have high potential values. Because Chaos Factions were left very weak in the vanilla game. But still, other factions still have the chance to be stronger than the Chaos factions.

This mod is not compatible with Realms of Chaos campaign. If you going to play it, disable this mod. Otherwise it will mess your campaign.

Does not work in saved games. You should start a new campaign.
Incompatible with other mods that change faction potentials.

This mod also supports some custom campaign map and custom faction/LLord mods mentioned below:
- MIXER - Mixu's Unlocker
- Mixu's Legendary Lords
- Mixu's Mousillon
- Cataph's Southern Realms (TEB)
- Cataph's Kraka Drak: the Norse Dwarfs
- OvN Lost Factions: Albion
- OvN Lost Factions: Fimir
- OvN Lost Factions: Citadel of Dusk
- OvN Lost Factions: Araby
- The Jade-Blooded Vampires: Curse of Nongchang
- The Jade-Blooded Vampires: Islanders of the Moon
- Roar of the Jade Sea: Yin-Yin, the Sea Dragon
- Legions of Nagash
- SCM Marienburg
- SCM: Tribes of the North
- The Old World Campaign

Exceptions:
- Immortal Empires Expanded (not planned/not interested)

Load order:
Put this mod above all custom factions mods.

I don't promise to update and maintain the "custom factions mods" part of this mod with every game update like my other mods and I will not expand the number of custom faction mods it supports by wishes. However, as long as they do not add new custom factions to their mods, it will work compatible with the mods in the list above.


Highly Recommended Mods for Used Together with this:
- Woc Setlement Recruitmen
- AI Recruitment Unleashed
- AI Economy
- AI Army Tasks and Strategy
- AI Occupation Decision
- All Suitable
- AI Military Construction System
- Recruit Defeated Legendary Lords



__________

Thank to FLiNG and flingtrainer.com for making it easy to test the mods I make.

Check out my other Warhammer mods: https://steamproxy.net/id/ict94/myworkshopfiles/?appid=1142710
25 Comments
Aurora 13 Jun @ 5:23am 
Any other AI mods you suggest using alongside this one, or just this one and vanilla AI?
iCT  [author] 9 Jun @ 12:10am 
@all

Mod updated. After some tests, the potential of the following factions has been specifically adjusted according to their geostrategic location: Ikit, Settra, Vlad, Major Beastmen factions, Archaon, Belakor, Festus and N'kari'
iCT  [author] 31 May @ 11:59am 
@nlikely

No it doesn't work that way. Let me explain it this way. Specific handicaps affect factions with specific potential value. For example, you can think of it as low income for factions with a potential value between 0-50, medium income for factions with a potential value of 50-100, and high (normal) income for those with a potential value of more than 100.
My mod makes the effects in each range of potential values ​​the same as normal effects. That is, even if a faction's potential value is lower than 0, it will still have the same effects as major factions.
In other words, the severity of these handicap effects does not decrease or increase dynamically depending on its potential value.
nlikely 31 May @ 10:06am 
Thanks for the info @iCT,
What about the playable factions AI? A high faction potential for them should buff their income or something like that?
iCT  [author] 31 May @ 2:35am 
@nlikely

Are you asking about unit stats in battle mode or mechanics on the campaign map?

This mod does not touch unit stats. However, we can say that it buffs the campaign map mechanics as it removes the handicaps on minors and makes them equal to majors.
nlikely 30 May @ 6:25pm 
Does faction potential can buff the ai? Turning the game more difficult?
iCT  [author] 28 May @ 12:29pm 
@all

I made a submod that will support some custom faction mods. You can access it here:
https://steamproxy.net/sharedfiles/filedetails/?id=3256440066

But I do not promise to keep that submod constantly updated. All information about the submod is written in its description section. I will not answer additional questions about that mod. Thanks.
iCT  [author] 18 May @ 9:07am 
@Alekshandros

By the way, I wanted to point out. The mods I recommend in the descriptions section have been checked by me and confirmed that they are compatible.
iCT  [author] 18 May @ 9:00am 
@Alekshandros

Hi. If a mod claims to unlock new factions or change AI behavior, it is most probably incompatible. But you can also check mods with Rusted Pack File Manager software. Open both mods with this program and check the folder names that contain tables. If you see the same folder in both mods, it is not compatible. (Table names are not important; folder names are.)
Alekshandros 18 May @ 1:56am 
Hello there! I'm not sure where the term "potential" goes in Warhammer modding tables and how badly compatibility could be, but I imagine that this small but indispensable piece of art will not be compatible with overhauls such as Radious or SFO, right?