Total War: WARHAMMER III

Total War: WARHAMMER III

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Small armies campaign
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Tags: mod
File Size
Posted
Updated
1.293 MB
2 Sep, 2022 @ 5:09am
3 Sep @ 12:46pm
45 Change Notes ( view )

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Small armies campaign

Description
This mod sets the maximum size of armies to 12 units (configurable with MCT).

I like small skirmish battles and created this mod in an attempt to get more small armies fighting each other.

How this mod works
This mod makes quite significant changes, so please read the description below carefully.
  • Enforces a maximum of 12 units on all armies (configurable with MCT)
    - for the AI it simply removes random units until the limit is reached, with a slightly increased probability for removing the cheap units first.
    - for the Player it puts a penalty debuff on a player army if the army has more than 12 units at the start of a turn.
  • Adds dummy units to AI armies to prevent the AI from going into an infinite loop of recruiting troops that are then removed again. Hence the dependency on the completely harmless dummy unit mod.
  • Adds +100% upkeep (configurable with MCT) on all troops, heroes and lords. Without this you will simply have twice as many armies, often moving together, defeating the purpose of this mod.
  • Removes one slot from local and global recruitment points to keep "time to fill" armies in line with base game design. Can also be configured with MCT!
  • The background income is doubled to ensure that the game start economy is viable (use this background overwrite mod if you only want +50% increase on the background income).
  • Modifies the game engine that generates random armies to adhere to this limit.
  • Caravans can only receive recruiting events if there are two free slots in the army below the configured limit.
  • Dread fleets have double upkeep reduction bufs on buildings to compensate for not being real armies.
The player penalty for going over the limit is +200% upkeep, tired troops and no replenishment. The debuff lasts for 1 turn, and you won't see it removed instantly when you remove troops, but it will be gone at the start of your next turn.

Dummy units are added to AI armies when they enter recruitment mode to help the AI planner, so you will often see a lord with 8 dummy units in a settlement.

Useful companion mods
If you also want to reduce the size of garrisons, please subscribe to the companion mod:
Small armies campaign - Garrisons.

Since lords and heroes can become strong in the context of smaller armies, I made a mod to nerf them: Nerf lords and heroes. Everything configurable with MCT.

I also added an option to reduce the challenge of quest battles to better fit an army size of 12 units with this companion mod: Small armies campaign - Quests. This includes the myriad of quest battles introduced in the latest DLCs for Malakai, Changeling, etc.

FAQ
Can I safely add/remove this mod?
The dummy unit mod, which is a prerequisite for this mod, cannot be removed from your campaign, but the dummy unit mod makes no gameplay changes, so it is safe to leave it in. The small armies mod can in principle be added to or removed from a campaign, though not really recommended. If you plan to remove the mod reconfigure the upkeep debuff and recruitment slots to zero as that may linger otherwise.

The AI armies seem to be stuck in recruitment mode?
AI armies may occasionally remain stationed in a settlement with a full stack of 20 units (including dummy units) and the recruitment icon displayed. This is not a bug or a forced inactivity. While it may sometimes seem like the AI is hesitant to act, it will move out when it finds a reason to do so.

Can I have more units in my army than the maximum?
The limit of 12 units (default) is purely visual, and it is therefore possible to exceed it. The game only strictly enforces a cap of 20, so you can indeed push your armies to 20 units, which can be useful if you for instance want to do a quest battle designed for 20 units. However, be sure to reduce your army size before the end of your turn to avoid the penalty debuff at the start of the next turn.

How do I know how many real units an enemy army has?
If you click on an AI army and hover the mouse over the title bar, the tooltip will give you a description of how many normal and dummy units are in the army.

The upkeep modifier seems illogical?
As upkeep modifiers are additive, this means that the +100% upkeep debuff from this mod puts the upkeep at 200% as expected. This also means that, for example a -50% upkeep buff from a skill or trait will move the upkeep from 200% to 150% in this scheme. However, the picture is complex. The actual savings in total gold pieces is the same as before (vanilla: 100% of 250 with -50% means a saving of 125, this mod: 150% of 250 is 375 which is also a saving of 125 from 500), so the upkeep reduction buffs are unchanged when it comes to building settlements, hero actions, hiring new troops, etc, but are effectively nerfed when it comes to army expenses/upkeep.

Note on army limit above 20
There is a data value in memory when the game is running that controls the army size, and using "cheat engine" software it is possible to manipulate this value. Changing this value and using a mod to disable attrition (some bug with attrition and 20+ units will cause crash) will allow you to set a hard limit of army size up to 40. Search "Da Modding Den" discord for "Army Unit Limit Addresses Found" to find the details. I am not using it myself, so I don't know more than this. Alternatively, take a look at this mod (requires a dll reader): Adjustable armies.

Final comments
I have worked on this codebase both in WH2 and now in WH3. I have spent hundreds of hours using it (and have fixed quite a few bugs along the way). However, there is just sooooo much that I have no idea how well it works, so be WARNED that this is not a fully tested product. :-)

I made this mod for my own enjoyment, and am now sharing the code in case anyone else wants to use it. Unfortunately, I will not have the time to do major revisions. Feel free to copy the code base and improve upon this mod. :-)

I do drink coffee when I code, so feel free to buy me a coffee[buymeacoffee.com] or go through Tipee[en.tipeee.com] if you want to support the work.
288 Comments
Trubble  [author] 25 Sep @ 11:29pm 
@Handsome Jack: The enemy armies may still appear to have 20 units in them, but 8 of them will be dummy unit. If you click on an enemy army and hover your mouse over the army title bar it should show in the popup information.
Handsome Jack 21 Sep @ 12:07pm 
I also changed the unit size in the settings from ultra to small
Handsome Jack 21 Sep @ 12:06pm 
@Trubble Yes they are enabled in the launcher and are active (green colour) I dont understand how it is working for others but not me. Can you upload a vid to show how it works in game after installing?
Trubble  [author] 21 Sep @ 9:45am 
@Handsome Jack: Welcome to the game! Did you remember to enable the mods in the mod manager? Installing is not enough :-)
Handsome Jack 20 Sep @ 10:43am 
im new to total war warhammer 3 and i just finished the kislev prologue and it has been annoying to keep track of large armies, sometimes they are slow and collide with eachother when im trying to move them to some other place or flank them. I'm a warcraft 3 player and love controlling smaller armies so I searched for a mod in this game that will bring back that similar feeling and here it is.

However I can't get it to work for some reason. After installing small armies, dummy unit mod, and starting a new campaign (realm of chaos - daemon prince faction) I still see large armies and no 12 units.
Trubble  [author] 15 Sep @ 5:24am 
@PaxLHT: I have not tested it myself, but read in the description above under "Note on army limit above 20", I put some references there.
PaxLHT 14 Sep @ 6:55am 
exist a mod that push the armie size up to 40 ? :(
Trubble  [author] 19 Aug @ 8:57am 
@Arzon: Depends on the work needed to keep up to date, but I expect to update my mods with the next dlc. :-)
Arzon 16 Aug @ 12:01pm 
Will you hopefully update this mod when the next dlc will come out? I'm loving it :X
SpooNNNeedle 16 Jul @ 9:43pm 
btw I'd assume it's probably Grudgebringers as an AI faction giving you trouble Streletz, or the fimir since those two tend to have the most issues of them all.

This mod is great! Really ingenious way of going about it too! There are some balancing issues (like tomb kings don't pay army upkeep and thus aren't punished nearly as heavily for fielding illegal armies) but for the most part, this mod does what it wants to do the best out of any alternative mod or method.