Total War: WARHAMMER III

Total War: WARHAMMER III

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Building Slots Extended - Undercities, Gardens, Sanctums, Cults, and Coves
   
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Tags: mod
File Size
Posted
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1.598 MB
21 Apr @ 7:20am
25 Jun @ 12:26pm
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Building Slots Extended - Undercities, Gardens, Sanctums, Cults, and Coves

Description
IMPORTANT: This mod was made to be compatible with Mixu's Unlocker and won't work without it!

This mod works with ChaosRobie's Immortal Empires Expanded and The Old World campaigns!

This mod increases the number of building slots for the following settlements:
- Skaven Undercities (6 building slots).
- Oxyotl's Sanctums (6 building slots).
- Changeling's Cults (6 building slots).
- Nurgle, Khorne, Tzeentch, and Slaanesh Cults (3 building slots).
- Vampire Coasts Pirate Coves (4 building slots).
- Elspeth's Black Towers (4 building slots).

This mod can be used separately or together with main BSE mod and its other submods in any combination.

Version without additional Undercity slots - Building Slots Extended - Gardens, Sanctums, Cults, and Coves

If you use 3 Rows of Building Slots mod then use this compatibilty submod and follow instructions inside.

FAQ:

Q: Why only 6 slots for Undercities/Sanctums/Changeling and not more?
A: This is additional settlement mechanics (well, not for Changeling, but he can spam them more easily then Skaven or Oxyotl) with powerful buildings so adding to many slots can result in these factions being overwhelming and dominating in most of your campaigns.

Q: Why only 3 slots for for Chaos Cults when there are 4 buildings?
A: The fourth building of each Cult destroys the Cult so it doesn't make sense to have a spare slot for it.

Q: Why there are slots for all 4 Pirate Cove buildings then?
A: The Pirate Cove mechanic is pretty weak in my opinion and this approach seems to make it more viable and time worthy.

Compatibility note:
This mod will conflict with any other mod that changes the building browser UI or the settlement panel UI. To quickly fix this you can follow the next steps: open this mod with RPFM => go to the ui folder => remove building_browser.twui.xml and/or settlement_panel.twui.xml (depending on the conflict) => save the changes. This will resolve the conflict but likely will cause building slots to be partially covered by the detection meter and the settlement view control panel.
46 Comments
Myxameno  [author] 21 Jun @ 11:19pm 
@The Mightiest Pocket Square, yeah MCT is is not an option sadly, but as Ramen said you can modify the mod for your personal use however you want and it's easy to do. Just open it with RPFM and adjust the numbers/remove those you don't want.
CheesyRamen 21 Jun @ 4:15pm 
@The Mightiest Pocket Square, I asked about MCT a long time ago but unfortunately building slots use tables that have to be hardcoded in. Fortunately modifying the tables is incredibly easy to do yourself.
The Mightiest Pocket Square 21 Jun @ 2:51pm 
Tbh idk how I feel about having so many slots in all settlements. I have this one because the cults, coves, and other stuff because they really are useless without it, but I kind of prefer regular slots for settlements. Does the main mod have MCT support which would let me set it for just the gates?
Myxameno  [author] 21 Jun @ 12:34pm 
@The Mightiest Pocket Square, additional slots for Bastion Gates are included in the main BSE mod.
The Mightiest Pocket Square 18 Jun @ 3:03pm 
So this might be a bit niche, but would you be willing or able to make a version which gives the Cathayan gates 2 more slots so they get 1 and 4 and 5?
Myxameno  [author] 5 Jun @ 9:35am 
@[WoDi] GerKaiNeknete, it was there for about a month :)
[WoDi] GerKaiNeknete 5 Jun @ 9:09am 
@Myxameno
Thank you for pointing that out! Did you add that or did i miss that? xD
Myxameno  [author] 2 Jun @ 8:09am 
@[WoDi] GerKaiNeknete, check the description, there is a link to the compatibility submod.
glospey 26 May @ 5:16pm 
Thank you so much for making this!!!