Total War: WARHAMMER III

Total War: WARHAMMER III

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Dynamic Garrisons with Full Settlement Strength
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19 Dec, 2023 @ 9:32am
10 Oct @ 4:41pm
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Dynamic Garrisons with Full Settlement Strength

Description
This mod makes every building provide some garrison units, and thus guarantees a larger garrison in every settlement.

Every building provides some garrison units. General rules are:
1) Settlement, wall, and garrison buildings keep their vanilla unit roster (hence "full settlement strength", unlike the original mod which reduces their garrisons).
2) Industrial, resource, growth, control and corruption buildings provide one tier 1 unit at level 1, and one more at each level above.
3) Military buildings provide 1-3 higher tier units based on the building level, unit availability, and unit quality.
4) Landmark buildings provide 1-3 higher tier units based on their level and purpose (added to a huge amount of landmarks that had no garrisons in the original mod).
5) Hero recruitment buildings provide a hero with a useful active skill (alongside recruitable units).

With this mod, you will expect to see AI factions expand more cautiously because of guaranteed larger garrisons in every settlement than vanilla. Previously overwhelmed factions and races can hold on to their territory longer, giving the player a better chance to interact with them. And as a player, attacking settlements feels more challenging instead of just an auto-resolve spree in the late game, and when defending settlements you will actually have a better fighting chance owing to more units to maneuver on the battlefield.

Notes:
Without a certain DLC you may not see the garrison units in your settlements that the DLC unlocks.

This mod is save compatible, but takes one turn to see the changes whether you toggle it on or off before you start the game.

Despite being adapted from Iron's mod, this one has been vastly different from its source. Try both out if you are unsure about which one to choose.

This mod is probably going to be conflicted with other garrison mods. Please use your own discretion.
99 Comments
Stephince 30 Sep @ 10:28am 
Love this mod, thanks for all your hard work!
NEP 18 Sep @ 2:51pm 
Love this!
Basileus Kyrios 13 Aug @ 11:43pm 
Thank you for you quick answer ! Noted. I am definitely going to try your mod on my next campaign. :)
SuitingGhost  [author] 13 Aug @ 11:30pm 
Hi Basileus Kyrios. If your has a hero recruitment building, then those heroes will be leading the army by default; otherwise no
Basileus Kyrios 13 Aug @ 11:18pm 
Hi ! I came here after trying Iron's mod. I am always looking for mods that slower the pace of the game on the battle map and your work may respond to my need.

I am just wondering one thing. Do your mod allows garrissons to have a hero/lord to lead them ? It annoys me that in some case the leader of the city defences is a poor dudes' unit (i.e : gnoblar in ogres little cities).

Thank you in advance for your answer and please excuse my english as it is not my first language.
SuitingGhost  [author] 13 Jul @ 10:12pm 
Hi Ryo. Thanks for some nice suggestions there. I was not familiar with MCT config modding but I looked into it. I think alternatively, I could make another version (say a lite version as you suggested) of this mod and publish it, so people can pick and choose what to enable. In either case though, it'd be harder to maintain consistency across different versions, but more importantly, getting such a new version out may involve extensively modification. Considering this mod has thousands of rows already, I'm not sure if that's on my to-do list. But I always encourage people to use this mod as a template to tailor to their own expectation
Ryo 13 Jul @ 3:10pm 
Excellent garrison mod! I have an idea for satisfying wide-ranging player taste in balance. MCT config could be added to pick between 3 settings - Growth, Lite, Strong.

Growth: Lower level buildings having one less unit or a swap to weaker fodder units than current, depending on building cost/commonality, some level 1s even going to 0. Higher tiers kept strong, perhaps even buffed slightly, maybe with gradual xp/rank ups too. Has the vanilla scrappy "fast expand" feel of early game, but graduates the player into a challenging endgame with mature borders.

Lite: Lower unit quantity and quality at all tiers. High tier cities still have a full diverse army, but less elite. For players who want the mod's dynamic flavor feel, but still want weaker siege defense for steamrolling or back-and-forth blitz churn.

Strong: Preserve unit quantity and quality at all tiers. Possibly buff/refine in certain cases. For richly packed and defended settlements at all stages of the game.
SuitingGhost  [author] 21 Jun @ 8:20pm 
Happy to help! Enjoy!
Rez 21 Jun @ 8:17pm 
Had to run a turn to get it to update the units in the garrison but it worked like a charm! Thank you so much!
SuitingGhost  [author] 21 Jun @ 8:05pm 
Sent. Let me know if it doesn't work for you