Total War: WARHAMMER III

Total War: WARHAMMER III

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Recruitment changes: Bring Back The Mid-Game (BBMG)
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File Size
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183.257 KB
29 Jan @ 1:23pm
28 Aug @ 2:30pm
35 Change Notes ( view )

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Recruitment changes: Bring Back The Mid-Game (BBMG)

Description
This mod Brings Back The Mid-Game!

Irondrakes at T2???
Sisters of Slaughter from the same building as corsairs???
Cairn Wraiths from the ghoul/corpse cart chain rather than the spirit chain???
Handgunners at the same tier as Crossbowmen??
Hammerers at T3????
Swordmasters by turn 40???

NO LONGER

This mod operates under the concept that in vanilla there is a frequent lack of motivation to continue playing campaigns and levelling cities, as you have already unlocked all of the faction's fun-toys by turn 30.

Recruitment building changes
This mod shuffles where units are recruited for various factions where it does not make sense (per above examples) - revising their recruitment tiers.
Obviously this is tailored to my personal taste, but I know others have been burnt out by the recent power-creep and unit-tier changes too

Population surplus changes
This mod also slightly increases the growth/population threshold required per development point and exponentially increase the gap between each settlement level. This is not by a crazy amount, but it should mean that it will take you about 20 turns longer to reach tier 5 than vanilla.

ROR recruitment changes
To compensate the other changes, this mod spreads out the Regiment of Renown recruitment levels between 5-50 for each faction. This allows for a more gradual access to the units rather than getting a bunch of units at once, way before you would have access to them, which meant that it was no longer exciting when you finally unlocked the generic version of the unit. This change should result in a more rewarding progression system where you unlock the ROR units at a similar timescale where you can get the generic versions.

Legendary Hero changes
It also alters the unlock level for legendary heroes. I found that I would unlock multiple legendary heroes at once, which was a bit overwhelming and would result in a crazy power boost to my faction, trivialising my campaign battles as I would run over the ai. So this change spreads them out a bit to make their arrival more significant. Where a faction has multiple heroes, the quests will become available between lvl 20-30.

Other Notes
This mod also removes access to the mortal units from Daniel's roster to maintain parity with his multiplayer roster (he is supposed to be DAEMONS of Chaos after all). And also removes access to Things in the Woods and Incarnate Elemental for Kislev factions from the standard building chain (Except Mother Ostankya) as it is jarring to see Kislev armies full of chaos beasts. However they can still be recruited from the 'widow's tree' landmark to allow later stage Kislev to recruit them for thematic armies.

TLDR: The aim of all of these changes is to allow the campaign to naturally progress for longer without having to handicap yourself consciously or with unit-caps mods. It also gives the opportunity, and provides a reason, to recruit and use mid-game units - outside of the fact they are thematic and cool.

Feedback, suggestions and bug reports are welcome in the comments below!

Check out my other mods here:
Raise Dead Changes:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3417142260
Tailored Garrisons:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3400384160

If you wish to support the mod and contribute towards my next pint, please click the link below:
paypal.me/MGibson20

Compatibility
Save compatible.
Should be compatible with most that do not edit:
building_levels_tables
building_units_allowed
campaign_mercenary_unit_character_level_restrictions_tables
campaign_variables_tables


Thank you and enjoy :)
63 Comments
Drcipres 28 Sep @ 6:03am 
yea of course ty
PIXY_UNICORN  [author] 28 Sep @ 5:51am 
@Drcipres that is fine, so long as you credit this mod with a link to the original mod too. Please :)
Drcipres 27 Sep @ 10:54am 
hey ive been tweaking this mod to my taste a little bit and i was wondering if you would be okay with me uploading my version of your mod
PIXY_UNICORN  [author] 26 Sep @ 2:23pm 
@Ravenous thank you for the report! I will check it out!
Ravenous Mortality 25 Sep @ 12:19pm 
Hey man, great mod, but it is sadly broken at the moment. The Tier V Construct buildings (Warsphinx, Necrosphinx and Hierotitan) only raise the unit capacity, they don't actually let you recruit the unit.

I looked around in RPFM for a bit but couldn't get it to work, hope you can figure it out!
sweetnerevar 14 Sep @ 4:35am 
Thanks, good to hear.
PIXY_UNICORN  [author] 14 Sep @ 4:12am 
@sweetnerevar That is a fair point and an oversight on my part. I was aiming to keep them at the same tier as SOA, but when I moved SOA up a tier, the hero unit moved with them. They definitely recruit later than they should. I will give High elves, Norsca and Slaanesh a review when the DLC drops in a month or so. Because the buildings and units will undoubtedly be shuffled with the introduction of the new units.
sweetnerevar 13 Sep @ 11:27am 
hey, a question/balancing feedback: why are handmaiden heroes locked behind tier 5 for HE? To my knowledge, they are the only heroes recruitable at final tier in this mod (which means, you are not gonna use them for most of the campaign) and there is hardly anything in their kit that warrants this. Is this just a case of "well, technically they are Sisters of Averlorn so they must be recruited at the same tier, balance be damned"? I genuinely don't think that any generic heroes for any faction should become recruitable later than legendary heroes (and unless you are playing skaven or roleplaying a tall empire, you are gonna hit lvl 30 much earlier than T5).
PIXY_UNICORN  [author] 30 Aug @ 9:21am 
Strange. I just booted up a Maz campaign to check and I had no issues.
Drcipres 30 Aug @ 9:11am 
Yea im on 6.3, i got the new blessed spawnings system and everything