Total War: WARHAMMER III

Total War: WARHAMMER III

Nurgle cycle building overhaul
37 Comments
Krzysiekn111  [author] 23 Jul @ 7:58am 
I agree that this change was bad and that basic idea of unique nurgle building system was good. I liked the old version. Two problems:
1. I lost interest in the game and uninstalled it ;)
2. They changed a lot of code and i don't know if I can do this and how to.
Son Gohan 10 Jul @ 2:51pm 
Hello, can you revert what CA done with glorious Nurgle buildings? I mean, they left only military for cycles, the others - like every factions. Which killing Nurgle faction uniqueness.
Matrim2013 2 May @ 2:17pm 
Love this idea, think this will get me to pull the trigger on playing a nurgle campaign
Krzysiekn111  [author] 1 May @ 3:48am 
It's basically done. I still need some time for all promised changes.
Scarlet Devil 1 May @ 12:42am 
Can this get updated?
Sin 30 Apr @ 8:58pm 
STOKED FOR THIS!! :luv::steamthumbsup:
CrazyC 30 Apr @ 3:20pm 
Looking forward to when this gets updated! Need that final endless cycle so bad.
Sin 24 Apr @ 7:30pm 
Looking forward to it!!
Krzysiekn111  [author] 24 Apr @ 4:50pm 
Large parts of this mod will be thrown away. Some parts of it will stay. What could stay:
1. shorter cycles.
2. 1 turn building time
3. lack of recuirements on how high the settlement level needs to be for the cycle to develop. Although in new version it's not that bad. You can get most of Nurgle roster before tier 4 (even chosen are available on tier 3) Only Toad Dragons and rot knights are tier 5 now. Soul Grinder and Knights of Nurgle are for tier 4. It has to be available faster.
4. Special last cycle who continue to develop infinately but takes much more turns. It's needed because even if you eventually would get 2-3 units of chosen, you would then have to wait like 20-30 turns for another 2-3.
5. Garrison units for military buildings.
6. Maybe some faction bonuses to reasearch and experience at recruitment for units and characters.
7. 2 growth surpluses instead of 3 for tier 3 settlements. Even with good Nurgle growth, I still do't like it.
rases 24 Apr @ 2:27am 
Mate, do you plan on keeping this mod up and running after ToD drops?
The fact that the reworked infrastructure tree is going to be "normal" is great, but the cyclical military building is incredibly annoying and too slow in my heavily enhanced campaign so this mod has been a literal godsend.
Krzysiekn111  [author] 22 Apr @ 1:57pm 
You can still do it using technologies, special infrastructure building, plague symptoms. All basic military building cycle time can be reduced to 1 turn and 3 turn for advanced. That should always suffice.
Sin 22 Apr @ 1:21pm 
That reminds me also, Theres a rush mechanic too but idk if its the whole cycle or just to the next part of the cycle.

and I do agree if you reduce the cycle too much then ya, itd be extremely easy and OP. Would it be possible to just reduce a certain part of the later cycle by like 1-2 turns and not whole cycle?
Krzysiekn111  [author] 22 Apr @ 11:57am 
If I will reduce the cycle length, then getting 5th tier units from even 1st tier settlement will be too powerfull strategy. If you build the sould grinder building on turn 4 you will be able to recruit one on turn 22! The same is true about great unclean ones. This is by no means slow. Thats OP. But that's just a mod.

Remember that first cycle time is just 1 turn instead of 4. The time of building and the time of first cycle is the same variable in the code so when I set building time to 1, the same happened to first cycle time ;) Although it is possible to make it so 1st cycle time is 4 but building time is still 1.
Sin 22 Apr @ 10:40am 
Oh Yeah, thats true but like I said before, if we just reduced the Cycle length on the turns it takes. It'd be miles better.
Krzysiekn111  [author] 22 Apr @ 10:36am 
What i meant by "the worst growth out of all races" is that they will usually get their units many turns after developing new tier. Like in the example: You may even develop tier 5 in turn 40, but if your unlucky it will still take another 36 turns to finish cycles unlocked at tier 5. So tier 5 on turn 40, but units on turn 76.
Sin 21 Apr @ 5:39pm 
Also, idk if I agree with the them being bad on grwoth, between the reworks with the buildings and changes with Unholy Manifestations and Plagues.... it can easily sky rocket on growth.

Have you watched any of the Gameplay showcases and streams from Content creators ...??
Sin 21 Apr @ 5:37pm 
its not great state rn but its ALOT better from what had before (Post DLC ).

We need to take the wins when we can get em. So if we just reduce the cycle length, it'd be leaps n bounds better.
Krzysiekn111  [author] 21 Apr @ 1:11pm 
The problem with vanilla is that you cannot develop last cycles of cycle building without 5 tier settlement building. That make sense at first gaze, but what ends up happening is that if you achieve level 5 in turn 40, you may still waint until turn 70 to get tier 5 units.

From what I saw in the gameplay if you built Lesser Garden of Blight and if 6th cycle will end 1 turn before you achieve tier 5 of settlement (so the cycle starts anew and you don't get the 7th cycle) then to get those level 5 units from tier 5 you will have to wait 36 turns! One cycle last 6 turn now. It mean that Nurgle will now get the worst growth out of all races.
Sin 21 Apr @ 11:13am 
My only still gripe tho that YTer MonstersAbound has mention is that the full cycle takes way too long, especially for advanced Military buildings
Sin 21 Apr @ 11:11am 
They needed to change something tho cuz their econ was horrid, cant do alot so its just better they have only the military building cyclical
Krzysiekn111  [author] 21 Apr @ 9:42am 
I Don't know. The demand for Nurgle overhauls will probably dry out. I dislike 5.0 Nurgle system due to it's genericness. They created something original but when they realised it's weak they didn't repaired it but made it less original instead. They just created new, static buildings to address problems with cycle buildings. Shame!

This mod will probably be here in a bit changed form.
Sin 19 Apr @ 10:24am 
Update After 5.0?
Krzysiekn111  [author] 9 Mar @ 7:12am 
You totally can do it. Just open the building screen
You can do that also by tapping '3' after choosing the settlement.
Queekheadtaker 4 Mar @ 5:15pm 
cant build growth building, the selection screen extends too far
ImperatorRazorback 23 Feb @ 4:37am 
Did it worked fine
Krzysiekn111  [author] 25 Jan @ 7:52am 
Never tested that.
ImperatorRazorback 25 Jan @ 5:58am 
does it work with a running Campaign?
Darkwater-2034 25 Dec, 2023 @ 10:47am 
This might be a mod conflict but I've had some issues being unable to build carnivorous compost due to the selection extending off the screen.
Krzysiekn111  [author] 22 Dec, 2023 @ 12:02am 
Now I realised that updating the mod in my computer doesn't change it. I have to update it somewhere else to update steam version.

Sorry. This is my first mod. But the issue number 1 is fixed already :)
Krzysiekn111  [author] 21 Dec, 2023 @ 11:59pm 
What do you mean by that 1 statement? I made that already a few days ago.
Crybribri 21 Dec, 2023 @ 2:21pm 
Yeah this actually feels much more like gardening and growing up a settlment than the weird cycle thing it had goin on before, great job on that one.

Just some minor things
1. The "Living Tree of Decay" building cycle is missing the Chosen and Chosen(great weapons).
2. It would be cool if you were able to somehow automatically integrate modded units that are added to the building chain at lower nodes, or share how to make a submod for those.
3. I personally think advanced miliary building being reserved for only large settlments would feel more on par with recruitment for other races in game.

Oh and if anyone struggles to build the last infrastructure building on the right, jsut right click on the main settlement it will build it in the first available building slot. (took me a couple minutes to realize woops)
Krzysiekn111  [author] 20 Dec, 2023 @ 1:44pm 
Never tested that (testing in this game is a nightmare!) but it surely should. Especially on higher difficulties when AI has building and upkeep buffs, but it's still very poor at conquering. Ku'gath should quickly build up his provice and get massive armies.
kinghamza262 20 Dec, 2023 @ 12:05pm 
Does AI benefit from these changes?
Imperial_Taizu 19 Dec, 2023 @ 5:50pm 
Thank you for this mod man
kvasir 19 Dec, 2023 @ 12:44pm 
Thank you for this mod!
Krzysiekn111  [author] 18 Dec, 2023 @ 7:13am 
You made my day :)
Môrthe 18 Dec, 2023 @ 2:58am 
Fantastic work!!!