Total War: WARHAMMER III

Total War: WARHAMMER III

33 ratings
Resourceful Benefits - Faction & Campaign Benefits Via Resources (Eviltide)
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
684.806 KB
20 Oct, 2023 @ 3:51am
30 Jun @ 7:30am
10 Change Notes ( view )

Subscribe to download
Resourceful Benefits - Faction & Campaign Benefits Via Resources (Eviltide)

In 1 collection by RagnaroK
RagnaroKs Collective Mod Compendium
87 items
Description
Greetings fellow mod enjoyers!

I grant to thee - A resource enhancing mod for your collection.

Ingame screenshots show a few examples of the new benefits gained via resource buildings.

This version only works alongside my Eviltide Trade mod. Make sure Eviltide is placed above.

The benefits are made with proper possibilities in mind. This could be furs providing tiny growth via the hunted animals as well as providing supplies for the settlement during siege, when used against the cold or as padding.
I see this possibility with most resources providing some sort of defensive supplies, like iron, wood, marble, obsidian which could potentially be used to strengthen or repair walls, gates or even as ammunition. Same goes for medicine healing wounded, animals keeping the population fed and so on.

This is where attrition kicks in when under siege, where a settlement garrison will take less damage due to a local resource like pastures, medicine and so on. Along that same line the settlement would have emptied outlying food stores, making the besieging army suffer a small amount of attrition.

Finally this is imagined to be transported around in your empire/kingdom, thus the miniscule factionwide bonuses.

This mod is included in my Resourceful Purpose - Compilation and by subscribing to the compilation mod, you no longer need to subscribe to this mod.

Issues & Considerations
  • Why are some of the benefits somewhat minor in scope? The benefits stack, so keep that in mind when you expand your empire.
  • AI will also receive these benefits.
  • Keep in mind, that the benefits from a resource building which is not factionwide, only applies to that said region.
  • There are several mods on the same subject, but I believe this to be different, as I intend to give resources a proper purpose.
  • The resources are made with proper possibilities in mind.
  • Dwarf tier 4 resource buildings gives the tier 3 values.
  • Factions with only tier 1 resource buildings, receives the tier 1 benefit.
  • Attrition effects does not stack.

A List of Benefits
    Meaning of Terms
  • FW = Factionwide.
  • US = Under Siege.
  • IBR = In Besieged Region.
  • AA = All Armies.
  • RO = Region Only.
    Wine - Tiers
  • Public Order: 0 -> 0 -> 1 (FW)
  • Diplomatic Relations With All Factions: 2 -> 3 -> 5 (FW)
  • Attrition: -10% -> -20% -> -30% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Spices - Tiers
  • Hero Action Success Chance: 1% -> 3% -> 5% (FW)
  • Hero Action Cost: -1% -> -3% -> -5% (FW)
  • Attrition: -5% -> -10% -> -15% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Marble - Tiers
  • Construction Cost for Province Capitol/Settlement: -2% -> -3% -> -5% (FW)
  • Construction Cost for All Buildings: -2% -> -3% -> -5% (FW)
  • Defensive Supplies: 150 -> 300 -> 450 (US)
  • Defensive Supplies: 25 -> 50 -> 75 (FW)

    Obsidian - Tiers
  • Cooldown of All Spells: -5% -> -8% -> -10% (AA)
  • Magic Cost for All Enemy Spells: 5% -> 8% -> 10% (AA)
  • Defensive Supplies: 150 -> 300 -> 450 (US)
  • Defensive Supplies: 25 -> 50 -> 75 (FW)

    Salt - Tiers
  • Local Settlement Income: 1% -> 3% -> 5% (RO)
  • Army Capacity: 1 -> 1 -> 2 (FW)
  • Attrition: -5% -> -10% -> -15% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Ivory - Tiers
  • Income From Trade Tariffs: 3% -> 5% -> 10% (FW)
  • Campaign Movement Range: 3% -> 5% -> 10% (AA)
  • Defensive Supplies: 150 -> 300 -> 450 (US)
  • Defensive Supplies: 25 -> 50 -> 75 (FW)

    Dyes - Tiers
  • Spell Resistance: 1% -> 2% -> 3% (AA)
  • Miscast Chance for Enemy Spellcasters: 2% -> 3% -> 5% (AA)
  • Defensive Supplies: 150 -> 300 -> 450 (US)
  • Defensive Supplies: 25 -> 50 -> 75 (FW)

    Iron - Tiers
  • Armour: 1 -> 1 -> 2 (AA)
  • Melee Weapon Strength: 2% -> 3% -> 5% (AA)
  • Defensive Supplies: 150 -> 300 -> 450 (US)
  • Defensive Supplies: 25 -> 50 -> 75 (FW)

    Timber - Tiers
  • Ammunition: 1% -> 2% -> 3% (AA)
  • Missile Strength: 1% -> 2% -> 3% (AA)
  • Defensive Supplies: 150 -> 300 -> 450 (US)
  • Defensive Supplies: 25 -> 50 -> 75 (FW)

    Gold - Tiers
  • Army Upkeep: -1% -> -3% -> -5% (AA)
  • Attrition When Defending: -5% -> -10% -> -15% (US)
  • Attrition: -5% -> -10% -> -15% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Gems - Tiers
  • Leadership Aura Size: 1% -> 3% -> 5% (AA)
  • Income Post Battle: 1% -> 3% -> 5% (AA)
  • Attrition: -5% -> -10% -> -15% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Furs - Tiers
  • Physical Resistance: 1% -> 2% -> 3% (AA)
  • Missile Resistance: 1% -> 2% -> 3% (AA)
  • Attrition: -5% -> -10% -> -15% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Pastures - Tiers
  • Growth: 10 -> 15 -> 20 (FW)
  • Casualty Replenishment: 1% -> 2% -> 3% (AA)
  • Attrition: -10% -> -20% -> -30% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Animals - Tiers
  • Speed for Cavalry Units: 1% -> 3% -> 5% (AA)
  • Charge Bonus for Cavalry Units: 1% -> 3% -> 5% (AA)
  • Attrition: -10% -> -20% -> -30% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Medicine - Tiers
  • Ward Save: 1% -> 2% -> 3% (AA)
  • Casualties Captured Post Battle: 1% -> 3% -> 5% (AA)
  • Attrition: -10% -> -20% -> -30% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Pottery - Tiers
  • Tradable Resources Produced: 1% -> 3% -> 5% (FW)
  • Construction Time for All Buildings: -2% -> -3% -> -5% (FW)
  • Attrition: -5% -> -10% -> -15% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

Collection of Mods I Created
Thank you for spending some of your time, considering using some of my mods.
22 Comments
RagnaroK  [author] 23 Jun @ 12:57pm 
:steamthis:Update:steamthis:

:sealdeal: Added benefits to Tomb King, Coast & Norsca resource buildings tier 2 & 3.
grz34998 4 Mar @ 1:28pm 
Hi, I was feel motivated and put together a test mod to see if I could get these resources to work, if it does would you like me to send it over?
grz34998 3 Mar @ 1:56pm 
If it helps I did a quick search using RFPM "wh3_dlc23_chd_resource_gems", I think the missing DB tables might be "db/campaign_effect_list_effect_junctions_tables" or one of 5 files that can be found by searching for "constraint" in the Dependancies/Pack contents menu.
RagnaroK  [author] 3 Mar @ 1:03pm 
Ah fair enough, the compilation has everything.

I am pretty sure we are talking about the same thing, where I was initially unable to find the effect that loses raw materials. It was a long time ago, so I'll give it another look tomorrow, maybe they updated it, so I can find what I am looking for.

I'll take a look at the gems too.

It will be a while though, as I am about to hit the sack, but thanks for reporting it in. :steamthumbsup:
grz34998 3 Mar @ 12:56pm 
On mod's I used the Compilation mod, are there any required mods? If so I'll add them and try it again. I reported it here since it seemed the most relevant location given what I found.

I have taken some screen shots, to summarise what I found:

1) Obsidian and Marble,They seem to have the Base game's conditional effects from T1-T3 (in the base game all resource buildings exist only exist as a T3 building)

2) Wood and Iron, At T1 they have a conditional Armaments gain if you have the resources (I assume from the base game). However at T2 & T3 they lose the condition and simply give Armaments as part of their effect for no apparent loss of Raw Materials

3) The Gem building has a Raw Material cost which grants extra gold, for T2 & T3 both the material cost and the bonus gold disappear from the building chain.
RagnaroK  [author] 3 Mar @ 12:03pm 
Hello,

There is 1 effect, that I was never able to find in the RPFM tables, its shown on the first tier which is also vanilla, the rest are lacking it but have the rest, the one with the red debuff text.

Is it that one?

Make sure you have the required mod installed too.

Don't suppose you have a screenshot of what you have found? :)
grz34998 3 Mar @ 11:58am 
Hi, I think there might be a small compatibility problem with the chd raw-resource/Weapons system. It seems like the conditions for additional effects aren't working properly.
RagnaroK  [author] 7 Nov, 2023 @ 11:28am 
Of course, same with elven trinkets, I just skipped them for 2 reasons.

1 - Only the dwarves and elves would get those benefits respectively, which seemed a little unfair imo.

2 - I got a really big mod in the works since april, which I am releasing soonish, which does something completely new with resources and adds a ton of factional resources too.
EndlessSauron 7 Nov, 2023 @ 10:46am 
@RagnaroK would there be a chance to add the dwarf ale as a resource since it can be traded?
RagnaroK  [author] 21 Oct, 2023 @ 12:02am 
@pyromaniac7777 - I would make a backup of the savefile just in case.

They touch the same tables, so it might cause crashes. If not crashing, then the above placed one would supercede the other in those instances where the same values are changed, the rest would probably stack and make for powerful results.

Hope that helps. :)