Total War: WARHAMMER III

Total War: WARHAMMER III

167 ratings
Slaanesh Vassal Cults
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Tags: mod
File Size
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661.022 KB
17 Apr @ 10:53am
28 Jun @ 4:49am
8 Change Notes ( view )

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Slaanesh Vassal Cults

Description
Background
Ever since the launch of Game 3 and the introduction of the Slaanesh race, I have felt more than ever how lackluster vassals feel, particularly since they are one of the core aspects of the Slaaneshi race with their Domination mechanic. However, vassals don't contribute much in either offense or defense and don't provide any substantial income bonuses. This mod offers the solution of letting the player develop the vassal cities as if they had conquered them, while the vassal still provides all the flavor of being alive and owning its own land.

Features:
  • When a Slaaneshi faction gains a new vassal, a new type of cult is immediately created in every one of the vassal's settlements.
  • The cult functions like a normal Slaaneshi settlement, with the ability to recruit lords and heroes, a main settlement chain that unlocks new tiers of buildings as well as other buildings that provide unit recruitment, income, and additional garrison units. It is as if the settlement had been conquered instead.
  • The cults are destroyed and created dynamically as the vassal loses and gains territory. If a settlement is lost, so is the cult, but if a settlement is conquered a new cult will immediately be formed.
  • When a vassal cult is created it starts at the same teir as the settlement it spawned in. It also tries to fill the cult with buidlings that are vaquely the same as the ones in the settlement. Some slots will however be empty. Additionally, when a cults main building is upgraded new building slots will automatically be added to the cult.
  • A new resource called "Cult Growth" is added to all Slaaneshi factions. It functions like normal growth, but for your vassal cults, and is treated as a global resource. (This is largely because the game does not allow buildings to cost province-wide resources. If anyone knows something I don't, please let me know)

Notes:
  • Some buildings have had their effects slightly changed compared to their standard counterparts, either because of the restrictions that come with being a cult in a foreign settlement or for balancing reasons.
  • If the Slaanesh faction already controls a normal cult in a settlement that is then made into a vassal settlement, either through vasilisation or conquest, that cult will be removed in favour of the vassal cult.
  • This is only for the Slaanesh race, not Slaanesh leaning Warriors of Chaos. That means that it currently only works for N'Kari, not Sigvald or Azazel. It also works for any other Slaaneshi faction unlocked by other mods.

Known issues:
Currently none.
If you find any problems, please let me know! Even reports of spelling errors are greatly appreciated.

Personal Stuff:
I’ve been away from the modding community for quite a while, mainly due to life happening resulting in my time to mod and even play the game being very limited. This mod is a project I started years ago, tinkered with on and off, and even played a bit with in unfinished states. I finally had the time to finish it upp and publish it, so here it is! I will try to keep it updated over time, primarily with the upcoming DLC that (hopefully) brings some drastic changes to Slaanesh.
34 Comments
Schnitzal02 22 Sep @ 10:14am 
The game crashes every time i try to vassal a big faction like the empire. Anyone else got the same problem?
Fengxian0830 7 Sep @ 6:26pm 
Would love for a submod that adds this feature to Miao Ying if anyone is up for it. But this is a great addition to my mod list and will make playing on the elf doughnut much more fun.
the Child of Night 29 Aug @ 11:05am 
hey, can you please make these cult buildings be able to use Auto construct and Provence Commandments?
the Child of Night 29 Aug @ 11:03am 
To Wameme: use the scroll bar.
Wameme 19 Aug @ 1:52am 
it seems if you split a province between yourself and a vassal you lose access to military recruitment from cult buildings, is there any way that could be fixed?
the Child of Night 15 Aug @ 6:53am 
can you fix the recruitment options? when i add unit mods with this the cults don't provide the option to include them, for example, there is a mod that lets you recruit cultist units and mutated units, the cultist from the infantry recruitment building, and the mutated unit from the spire settlement, but this mod doesn't include them.

would it be possible to make the buildings from the cult be able to recruit units based on what it's normal settlement variant is capable of, basically copying what unit options it see's the vanilla version has?

also, i found a mod that adds garrison units to military buildings biased on it's recruitment options, would it be possible to make compatibility for that?
Ooh-la-la, It's GAGA!! 9 Jul @ 8:48am 
This hotfixes are rly braking some mods out of nowhere, i tried to seduce the ice queen yestrdy and the game crashed, i guess bcs of cults.
Liberator 3-1 " Carmine " 26 Jun @ 4:20pm 
Honestly this made me willing to try out Slaanesh and now I love it. Think this mod should be base game. It's awesome, friend.
<Твой SEMPAI>Соль 25 Jun @ 9:13am 
A friend is a very cool mod.The only problem is that you can't hire vassal units, meaning there's no garrison function.
goatlegs 23 Jun @ 10:30pm 
I am pleased you recognized and put in the time to amend this oversight. Power to you.