Total War: WARHAMMER III

Total War: WARHAMMER III

Not enough ratings
Tamurkhan Chieftain Units: Increased Total Caps & Single Dominance Point Recruitment
   
Award
Favorite
Favorited
Unfavorite
units
Tags: mod
File Size
Posted
159.755 KB
15 May @ 8:20pm
1 Change Note ( view )
You need DLC to use this item.

Subscribe to download
Tamurkhan Chieftain Units: Increased Total Caps & Single Dominance Point Recruitment

Description
DESCRIPTION
This mod increases the chieftain TOTAL (or faction) unit cap to 19 then 76 and ultimately to 999 at Devoted level to allow for a full doomstack of chieftain units at each tier level: so all Rot Knights for example, at tier level 2. This mod also reduces all Chieftain units to cost just a single (1) Dominance Point for faster/easier recruitment of all these non-Daemonic units.

This does not increase the recruitment cap "per army" from the various chieftains. For that complementary effect, I highly recommend pairing this mod with XenosParadox mod:
Increased Tamurkhan Chieftain Unit Cap Per Army

THEREFORE, this mod DOES conflict with XenosParadox mod:
Tamurkhan Double Chieftain Unit Cap
So, choose either the more moderate "doubled" increase of XenosParadox or the more extreme "999" increase of my mod here.

EXAMPLE
Starting Chieftain: Kayzk


  1. Starting T1 unit (Kayzk's Chariots) capped at 19
    NOTE: This allows player to create a doomstack of just T1 units in one single army.
  2. When unlocking T2 unit (Kayzk's Rot Knights) that cap at 19, then T1 unit cap is bumped further 57 for a total of 76 units.
    NOTE: Now, T1 units can be filled into 4 armies (19x4=76)
  3. When unlocking T3 unit (Kayzk's Toad Dragon) that cap at 19, then T2 unit cap is bumped further 57 for a total of 76 units.
    NOTE: Now, T2 units can be filled into 4 armies!
  4. ALL Chieftain Units now cost JUST a SINGLE (1) Dominance Point
    So, now Toad Dragon doesn't cost 6 Dominance Points, but just 1.
    RATIONALE: A single battle should convince a single unit to join up. Otherwise, Tamurkhan in vanilla is incentivized to keep sacking and 'winning' settlement battle, ad nauseam for 7 turns, JUST to recruit one more Toad Dragon. I really don't like that tedium in games. Already, compared to Elspeth who gets passive +50 and then +100 Schematics per turn, Tamurkhan needs to keep fighting and WINNING battles. In mid-game to end-game, there's less and less enemies to fight, so eventually hitting 7 Dominance Points becomes untenable vs. compared Elspeth who accrued 700 Schematics just passively doing nothing, not required to be winning battles.

CREDITS
XenosParadox
Thank you very much for giving me permission to base off your mod as I get my feet wet in TW modding again, after a long hiatus!

I obtained his permission with the following confirmation:

Originally posted by XenosParadox:
@Turan Khan Feel free to upload your own mod, you did all of the work on it. I also use RPFM as my modding tool. I started modding like a week ago so I am no expert by any means. I sort of stumble around until I figure it out, and get a lot of help from the modding discord.

Happy you made your mod, and please upload it so others can enjoy it.


Enjoy, fellow "Rot & Ruin" enjoyers!

Lastly, please support me here: https://buymeacoffee.com/turankhan

After this small lil mod, I'm embarking on adding new custom faction "Khazags" (or replacing existing Khazag faction) with my own rendition, resurrecting the parts of the magnificent "The Hung" mod by Qpoljanan.
I obtained permission from Qpoljanan and awaiting permission and discussion further with The Salty Old Fisherman who now has access to "The Hung" mod assets.

Wish me luck!
5 Comments
lindo954 12 Jun @ 2:14pm 
I am very glad to hear this. I think that the lack a full shoot and run faction is now very heigh beacouse the majority of faction are lines of foot soldier abd static ranged attacks. Hobgoblin khanate is not the same think in comparison at Kurgans and the Chaos roster can be include for a very strong variety inside the army.
I wish you a great job in the name of the KHAN!
Turan Khan  [author] 26 May @ 1:14am 
@lindo954 Same me too! I miss the Hung mod. I was finally able to reach out to Qpoljanan and they directed me to Salty Old Fisherman who now develops The Hung mod not just for custom battle like original Qpoljanan version but also for MIXU IE campaign as well!

After discussing with Salty Old Fisherman and getting his approval, I'm actually embarking on my own "Kurgan Tribes of the Old Ways" (aka Chaos free Kurgan) mod. Soon will request MIXU for the new faction IDs I need.
lindo954 23 May @ 6:56am 
Hi, great job! I really hope to see the old mod of Qpoljanan the hung in game. It was very great army idea
Turan Khan  [author] 16 May @ 3:01pm 
@XenosParadox. Thanks a bunch, bud! Of course, mon. We modders are a rare breed so we need to stick together! "Together, apes strong!" as Caesar of Planet of the Apes trilogy would say. Also, I credit you too for again revving up my TW modding chops! ;)

I was actually working on another mod for another game, Baldur's Gate 3, but seems like TW modding is easier in some regards. Working now on my Khazags mod, picking and choosing what I like and don't like from The Hung mod by Qpoljanan.

We'll see how it goes. I'm using "Wolf Tribe" mod as a base since he already figured out how to add Beastmen Horde mechanics/buildings to Norsca. Now, I want to add Ogres' Camp/Meats mechanic but as Steppe Mammoth Herd/Steppe Mammoths mechanic.
XenosParadox 16 May @ 4:21am 
Great job and great mod! Thank you for your kind words and support as well.