Total War: WARHAMMER III

Total War: WARHAMMER III

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Slave Labour - Quick Construction & Slave Decrees
   
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747.958 KB
24 Oct, 2023 @ 3:43am
30 Jun @ 7:30am
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Slave Labour - Quick Construction & Slave Decrees

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

I grant to thee - A construction & Decree (Diktats) mod for your collection.

Ingame screenshots shows an example of the rush construction mechanic, that was introduced to Chaos Dwarfs and Dark Elves. This mod is based on the Dark Elves slave mechanic, as I find that more thematic compared to labourers.

The list below contains the factions, where this mechanic works as well as a list with factions, where it is missing the cumulative slave button. The mechanic still works for those factions, but it is not optimal.

I kept vanilla Dark Elf slave values and added slaves to buildings, that I think would make somewhat sense, which is also present in every faction.
  • Ports - Slave trade imports/exports etc.
  • Walls - Prisoners of war, captured raiding parties, highwaymen etc.
  • Discovery/Nightwatch - Thieves, smugglers etc. caught by the settlement patrols.
  • Thematic buildings/vanilla landmarks that makes sense - Markets, kidnapping, prisoners, slavehubs etc.
I have added 5 decrees (equivalent of diktats) to all factions. The decrees are centered around what I think could make sense in regards of buff/debuff. The flavour text for each decree suits Order tide best, but individual texts are not a thing right now.

I gave the execution option a slight buff to be on par with the other options, the new xp value is 300.

Considerations
  • I am aware that not all factions benefit from all decrees like, "Agriculture" has no effect for Beastmen.
  • Beastmen are funky due to horde buildings not working with slave quick build.
  • I am so far unable to remove the original 3 Delf diktats, so there is 8 in total, 1 is barely clickable on the screen edge. I hope to find a fix for this and remove the original 3, which will make the decrees fit perfectly.
  • Dark Elves also get these new decrees.
  • I added a minor income on most growth buildings to enable the "Agriculture" decree. Numbers are less than vanilla Delf income diktat.

Collection of Mods I Created
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37 Comments
RagnaroK  [author] 30 Jun @ 8:37am 
Thanks gald to hear it, was happy to finally fix it, as it was quite annoying not knowing how many slaves one had. :BallandChain:
Avvaro 27 Jun @ 1:36am 
@RagnaroK Thank you so much, feels seemless now. Gonna try Vilitch at some point and I'll let ya know how it runs. :steamthumbsup:
RagnaroK  [author] 23 Jun @ 2:01pm 
:steamthis:Update:steamthis:

:sealdeal: Finally managed to add the cumulative slave button to WH3 factions which was missing before, now it shows and works accordingly. :empirecross:

:sealdeal: Quick build does not show for Nurgle, I wonder if it has something to do with their "growth" over turn mechanic or the different variants due to new stuff, looking into it.
RagnaroK  [author] 10 Jun @ 11:31am 
:steamthis:Update:steamthis:

:sealdeal: Finally managed to add Decrees (diktats) and made 5 that all factions share.

Not all 5 decrees are useful to all factions, like "Agriculture" has no benefits to Beastmen, but others are fine.

:sealdeal: Added a tiny income to most farm/growth buildings to make the "Agriculture" decree more viable.

Tried to remove the 3 original Delf diktats, but no luck yet, making 1 decree right on the screen edge. The Delf diktats work as well, but I intend to remove this if not hardcoded to the slave mechanic.
RagnaroK  [author] 27 May @ 6:09am 
@Lemonz - That is just vanilla is it not? I never played Delfs, just figured they had this as a vanilla slave mechanic, as I always read that the Chorf variant was a copy paste of Delfs.
Lemonz 27 May @ 12:34am 
Can you do a version of this that just adds the slave construction to Dark Elves and not every faction?
Helion Halion 11 May @ 5:06am 
Need....more....slave
RagnaroK  [author] 11 May @ 4:57am 
The issue with Malakai is now fixed and hopefully any other new or new'ish faction, as I added them all. :steamthumbsup:
RagnaroK  [author] 11 May @ 1:57am 
@Avvaro - Thanks for the feedback, i'll look into it as that sounds odd indeed, but at the same time, CA changed so much code with this DLC, which has been a pain.

Hopefully its something I can change and not something hardcoded. :steamsalty:
Avvaro 11 May @ 12:43am 
Just a heads up, seeming to have an issue while play Malakai currently, I imagine it may already be in the works but just wanted to point it out. You still accumulate slaves, however you don't have the ability to rush buildings that are 3+ turns oddly..