Total War: WARHAMMER III

Total War: WARHAMMER III

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Interesting Khorne Resource Buildings
   
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189.500 KB
21 Aug, 2022 @ 3:23am
18 Jun @ 4:44am
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Interesting Khorne Resource Buildings

In 1 collection by Pendix
Interesting Resource Buildings
3 items
Description
IMPORTANT NOTE:

This mod will not be updated for 6.0, or going forward. The issues it sought to deal with have been directly remedied by CA. The mod will remain up for posterity and for those who might not be updating the game.

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A small mod that adds some additional, thematic, benefits to some of the Khorne Faction's resource buildings.

I really like the Resource Buildings, like Landmarks; they provide a measure of context to a settlement, lore insights for a faction, and are just cool. At least, this is true for many factions, but not all. The resource buildings for some factions are comparatively lack lustre. In the case of Chaos Monogod Factions (Khorne, for instance) they only provide basic, uniform (within the faction) effects, and the flavour text is really (really) weird.

So this mod (like my mod for Grand Cathay) seeks to address this by adding some of the usual recruitment benefits (and similar), where thematically appropriate. See the above image for which buildings/building chains are effected, and how.

UPDATE: 03-2023
- Updated to reflect patch 2.2 onwards: including new effects for Furs & Pastures, with improved flavor text for ever more buildings.

FAQ:
Q - Is this unbalanced?
A - Possibly, as it is only adding beneficial effects, but it should only have a mild effect on balance, as these are small changes.

Q - Is this compatible with X?
A - Probably. While I've only done limited testing with this mod, it is very simple, and should not have any conflicts with any other mods unless those mods also interact with Resource buildings.

Q - Will you be making this kind of mod for other factions?
A - Yes. As time permits, and (obviously) not all faction require this attention (Kislev for instance will not be getting one; they are fine). My priority is going to be the other Chaos Monogod Factions for now, but with the launch of Immortal Empires there may be a few smaller ones that pop up.

Q - Will this mod change?
A - Yes. While I am happy with the new effects, I'm still planning on updating more of the flavor text to make them feel more like buildings in the fully controlled territory of a Lord of the Dark Gods (rather than a cult in the territory of another faction). There is also one more mechanical effect I'd like to add, but I haven't figured out how to make it work yet.

Q - What about building X? I think it should have Benefit Y!
A - Feel fee to let me know what you think in the comments, but I will ultimately reserve my own judgement as to what changes I'll be implementing in my mods.
31 Comments
I BENCH MORE THAN YOU 25 Aug @ 10:43pm 
hahaha it seemed so op i thought it was added by the mod. Thank you for the response!
Pendix  [author] 25 Aug @ 2:04am 
Also; to clarify, the missile resistance from Furs is from vanilla (I think), this mod only adds upkeep and recruitment effects.
I BENCH MORE THAN YOU 20 Aug @ 7:59pm 
nvm it showed up on a different battle, mustve been a local lord or hero negating the bonus.
I BENCH MORE THAN YOU 20 Aug @ 7:07pm 
I've noticed the missile resistance percentage from furs does not show up in battles. It shows on the campaign map, but not the during the pre-battle screen or the actual battle. Is that how it is supposed to be, or is it not applying?
Pendix  [author] 14 Jul @ 2:14am 
I would love to . . . when I have the time.
apx zombiekilla 10 Jul @ 6:12pm 
please do this for tzeench. kairos would love to get the nurgle resource building tree treatment. every resource building just giving grimoures sucks. that jem mine in his starting province should give hero cap
Pendix  [author] 1 Apr @ 3:43am 
This mod will not be updated for 6.0, or going forward. The issues it sought to deal with have been directly remedied by CA. The mod will remain up for posterity and for those who might not be updating the game.
Neofire 31 Mar @ 9:57pm 
update pls
Pendix  [author] 9 Apr, 2024 @ 5:38am 
Thanks for that one. Weird. No idea what could have caused that, I'll look into it.
Krankhar 8 Apr, 2024 @ 11:29am 
Just so you know, when I played a Chaos Dwarfs campaign with that mod activated (I don't deactivate mods for other factions when I create a new campaign), I got these ressource buildings instead of the Chorfs ones. Not dealbreaker, just need to deactivate the mod, but just so you know about that bug ^^