Total War: THREE KINGDOMS

Total War: THREE KINGDOMS

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Tao Qian Faction, Unique Units & Garrisons Rework
   
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Tags: mod, graphical
File Size
Posted
403.561 KB
29 Aug, 2021 @ 6:02am
1 Change Note ( view )
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Tao Qian Faction, Unique Units & Garrisons Rework

Description
What it does:
Reworks Tao Qian's unique units to be more than worthless.
Added an additional (metal) unique unit.
Increases the number and quality of the units in his garrisons.
Added 2 unique buildings to his chain that complement his faction mechanic.
Text descriptions have been rewritten to reflect the changes.

Preamble:
It seems that CA created the Tao Qian faction as a placeholder for other events that were to happen in the dlc. As such, his unique units are worse than militia grade units, more expensive and hardly worthy of being called unique. This mod attempts to make them at least equivalent to Han faction regular troops, with some added bonuses to give them a little boost.
Tao Qian's garrisons are under staffed and don't really improve with upgraded buildings, so they now feature his unique units, unique captains, and more of them to boot!
The faction mechanic of displaced population is interesting, but I feel an opportunity was missed to take the 2 least attractive building chains (labor camps and granaries) and add something to them to boost the peasantry value.
Although both buildings have been changed, there was only room on the faction screen to display one of them.

Compatibility:
Should be compatible with any mods that do not edit Tao Qian's faction.
Will work for 182 and 190 start dates.
Has not been tested with TROM, TUP or other overhaul mods.
You do not have to be playing as Tao Qian, changes should affect AI as well.
Requires new campaign. (not save game compatible)

Tested to work with:
Historic units model reskin (should be first in mod load order, IMO)
Deema's mods
Drunken_PANDA's mods
Guv's mods (except Tao Qian faction mods)
THIS MOD
.....
.....
PUZZLE
MTU

Limitations:
Garrisons will update on turn 2, so you will have undermanned garrisons for a few turns, but you should be ok.
Reduced cost for labor buildings will affect ALL Han factions, but as nobody builds them, it should not be noticeable.

Changes:
Reworked Territorial units to be more worthwhile.
Added Territorial Infantry (metal) to his roster.
Increased number and quality of units in the garrisons.
Added Territorial Captains to his garrisons.
Changed Granaries (Food Stores) to give % peasantry income in addition to standard.
Changed Labor Camps (Migrant Camps) to give $ peasantry income in addition to standard.
See change notes (FWIW: listed just under the mod title pic) for further info.

Comments:
I've tested the new buildings and tried to make the additional peasantry income reasonable, but please let me know if they are OP.
Please leave a comment if you find any bugs or problems or if you happen to enjoy this mod!


陶謙勢力大修-中文版
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2615894395
Chinese translation by Granto_P
12 Comments
The Holy Sandwich of Jersey 4 Oct, 2022 @ 6:00pm 
I like the building changes it really makes him into his role as the guy who takes in refugee's and relies on peasant income, he was very bland as default since his unique units were weaker then the already nerfed militia units
skm  [author] 4 Oct, 2022 @ 4:09pm 
@Konata9001 Propane Sandwich - Glad you like the mod. There are very subtle changes to his unique units, but the changes to his buildings help his economy.
The Holy Sandwich of Jersey 4 Oct, 2022 @ 6:12am 
Tao Qian and Shi Xie's regions are favorites of mine I like Coastal lands
The Holy Sandwich of Jersey 4 Oct, 2022 @ 6:11am 
the Tao Qian mods seem cool and dont sound OP along with the live longer mod it makes him more enjoyable and live slightly longer so i dont have to rush to find a better heir
skm  [author] 14 Apr, 2022 @ 9:24am 
@Heinz Boofinschmirtz - Not sure what you mean? The game version hasn't changed has it?
Heinz Boofinschmirtz 14 Apr, 2022 @ 8:59am 
Pls update
skm  [author] 17 Mar, 2022 @ 9:24am 
@MuTaTeDtReE - yeah, I remember looking at all the work I would have to do to give him unique buildings and so just massaged the costs for the CA versions a little. Maybe one day I'll be inspired to revisit this and do the work properly.... or not! As it is, having the buildings a little less expensive might mean the AI builds them!
MuTaTeDtReE 17 Mar, 2022 @ 6:23am 
@skm - Well the only way is to create a separate building level in building_levels_tables. Which, as you say, is a lot of work. I did try to make a unique granary using a new building level but that somehow didn't work, so I did it the lazy 8P way, cuz that's a guaranteed work. I did make a unique inn with exclusive building level chains. That worked fine.
skm  [author] 17 Mar, 2022 @ 5:08am 
@MuTaTeDtReE - Not intentional, but unless I created new buildings exclusive to him, just a result of being lazy. If you know how I can achieve the same thing without affecting all the Han, please let me know!
MuTaTeDtReE 17 Mar, 2022 @ 3:03am 
Was it intentional that you made the labour building cheaper to build and upkeep for all han factions?