Total War: WARHAMMER III

Total War: WARHAMMER III

991 betyg
Greater Garrisons
19
6
2
4
2
7
4
2
2
2
2
2
2
   
Utmärkelse
Favorit
Favoritmarkerad
Avfavoritmarkerad
campaign
Taggar: mod
Filstorlek
Lades upp
Uppdaterades
500.000 KB
14 apr, 2023 @ 13:49
4 sep @ 7:33
36 ändringsnotiser ( visa )

Abonnera för att ladda ner
Greater Garrisons

Beskrivning
Updated SEP.4.25: Update 6.3!!


Larger garrisons for built up cities.
Greater Garrisons adds an additional one or two units to the garrisons of all settlements. All economic buildings now provide one weaker garrison unit, military buildings provide one stronger unit. Garrison buildings have had an additional one or two high tier units added as well.

All cities can now sally out after building city walls!
This means it's a lot easier to deal with those pesky rebellions before they get to be too large! You can also attack enemy armies, but you'll probably lose...

Overall, this means taking cities will be harder, and you can fortify a major city to have a full garrison of twenty units by picking up a garrison building and some other buildings.

This mod also adds some minor control bonuses (between +1 and +3) for garrisons, due to the fact that you have more units there to help keep the peace, and adds extra map vision for cities on your undercity discovery buildings.

Additionally, every five turns the garrisons will gain an extra experience level, up to a maximum of six levels. This may be dropped to three levels, I'm not sure yet. This will allow older garrisons to provide a stiffer fight, compared to freshly made ones.

Please feel free to comment if something seems wrong. There are over 2,300 new garrison entries and 4,200 vanilla building_levels entries so I'm bound to have missed something.

#################################################################

Most mods should be compatible with this, but it might be a little unbalanced.

This mod should be multiplayer compatible!

This mod can be enabled or disabled midway through a campaign. It'll take a turn and then garrison list will change.

#################################################################


PLEASE USE THIS MOD TO FIX THE MISSING SPELLS FOR GARRISON HEROES!
Abilities and Spells for Heroes and Mages.

ADDITIONAL SUBMOD FOR COMMUNITY FACTIONS SUCH AS TEB, ALBION, NAGASH AND OTHERS
Greater Garrison Submod for Community Factions

_______________________________________________________________
│⠀⌱⠀⠀My Other Mods
│⠀⌱⠀⠀If you wish to support my modding, please consider adding me and pick up something from my wishlist.
_______________________________________________________________

⁠—Please help me with mod visibility, I appreciate it!
Populära diskussioner Visa alla (3)
5
20 jul @ 22:41
Buildings missing units.
Notthebeegees
0
25 maj @ 4:00
Mod does not work on Lizardment cult of sotek
Retruvian
0
2 apr @ 21:58
Feedback and suggestions.
Deviant
467 kommentarer
msa_dino 12 okt @ 22:15 
@_Zevon Hey man. I just started a Gor-Rok campaign and none of his building types (red, blue or green) seem provide any additional garrison. I think only resources buildings do. I haven't checked other Lizard lords yet but they might have the issue too. I also noticed a similar issue with Vampires Counts (specifically in Manfred's campaign). Cheers :)
_Zevon  [skapare] 8 okt @ 19:56 
@Msa. What faction are you playing as? Some factions lizardmen might have unique building chains I missed.
msa_dino 8 okt @ 16:19 
Absolutely love this mod! Thanks a lot for it. Only comment I have is something that was mentioned by someone earlier about the Lizardmen. The majority of their buildings don't seem to provide any garrison in my campaigns which makes their towns weaker compared to those of other factions.
_Zevon  [skapare] 7 okt @ 10:54 
@Eodur. I added a bigger single entity to unit to all the factions at one point. But it was a bit over tuned. When I removed them all, I left it for savage orcs because they tended to have very poor garrisons.
Fifa 7 okt @ 3:03 
@_Zevon oh, is it just recommended? alright ill remove it if its not mandatory
Eodur 3 okt @ 9:47 
Great job, and thanks for keeping the mod updated!
I do have a question though: why does Vurzag have a Rogue Idol in every settlement? In some high-tier cities there even seem to be multiple ones. Is there a specific reason for this, or was it just an oversight in balancing?
_Zevon  [skapare] 28 sep @ 12:27 
@Fifa. It might be the abilities and spells add on that I recommend along side this mod. That touches the spells of lords and champions.
FairyTail 27 sep @ 8:38 
The mod is absolutely brilliant. I have a question about deploying the garrison. Can you only deploy once in the entire game? Once I've used it once, the city can't deploy again. Is that intentional?
Fifa 25 sep @ 7:13 
@_Zevon it happened in both, i think it might be a collision with some of the spells for lords and champions
_Zevon  [skapare] 8 sep @ 12:26 
There must have been some changes with the latest update. I'm not able to mod much this month, but I should be back in October to look at this in more detail.