Total War: WARHAMMER III

Total War: WARHAMMER III

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Recruit Rework
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Tags: mod
File Size
Posted
Updated
605.359 KB
29 Jun @ 3:48am
3 Sep @ 8:52am
27 Change Notes ( view )

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Recruit Rework

In 2 collections by BlackJackGear
Mod List Multiplayer
65 items
Fully Custom Garrison - Recommended Mods
10 items
Description
Overview
This mod overhauls the recruitment and replenishment system for the player.
Instead of allowing unlimited recruitment as soon as a unit becomes available, this mod introduces a custom unit pool mechanic for each of the player's provinces and hordes.

All the mod features are player only, they do NOT affect the ai.


Features
Custom Unit Pools
Each province and horde has its own unit pool, based on the units available for recruitment.
The number of units you can recruit is limited by this pool, and the pool replenishes over time based on unit tier and the number of buildings it can be recruited from.
The pool maximum and replenishment amount are adjustable via mct.

Retrain Mechanic
All units except single entities (lords, heroes, monsters...) have default replenishment disabled, instead they have to be “retrained” to restore their health.
Retraining consumes points from the unit pool(s) available to the army, based on the health the unit is missing.
By default this is done automatically, but can be disabled to allow manual retraining.

RoRs and other...
Units that are not recruitable via buildings like RoRs, mercenaries and allied units can not be retrained and are intended as "consumables".
They can be used for as long as they last, but will have to be replaced or newly recruited at some point as the only way to replenish them is after battle replenishment.

Game Start
Since the mod increases the difficulty, some adjustments are made on game start and during the game.
All settlements that are faction and province capitals or in a single region province are upgraded to tier IV.
The player gains two random buildings and their buildings are upgraded by one level, this gives a better unit pool variety to start out.
Each unit in the starting pool has a chance to be recruitable at game start.
Players also get additional local recruitment slots and recruitment cost reduction to compensate for losing global recruitment.
All these can be adjusted via mct.

Garrisons
Under the new replenishment system garrison units would not replenish their health, to solve this issue they regain a flat 20% every turn by default.
If automatic retraining is enabled garrisons will also be retrained.
The garrison replenishment is adjustable via mct.
If you have my Fully Custom Garrisons mod enabled, only default garrison units will replenish this way, all custom units have to be retrained!

Mod Support
Compatible with all mods adding new units.
Should be compatible with most things that don't mess with recruitment and replenishment too much.
If there is a conflict with another mods feature, check my mct settings if you can disable it.
Let me know here if you find something that does not work.

MCT Adjustable
A wide range of MCT options are available to adjust unit pools, retraining, replenishment and more.
See the mct guide here for more info.

Multiplayer Support
To play this mod in multiplayer, you need Multiplayer Sync , this utility mod makes it fully multiplayer compatible.


Images
The beautiful settlement skins are from OvN Lost World go get it!
The southlands units are from Cataph's Southern Realms (TEB)
The albion units are from OvN Lost Factions: Albion
The araby units are from OvN Lost Factions: Araby
Campaign lighting and effects Campaign Weather Overhaul
Campaign map improvements Dynamic World
Camera Mod Screenshot Campaign Camera

If you don't want me to display screenshots with your work in them, I will remove them!


My Mods:


Thanks
Many thanks to the people over at Da Modding Den for the tools and help they provide!
Without them none of this would have been possible!
Popular Discussions View All (3)
10
2 hours ago
Mod Compatibility
BlackJackGear
9
13 Jul @ 3:20pm
Bugs
BlackJackGear
0
29 Jun @ 3:49am
MCT Options Guide
BlackJackGear
65 Comments
BlackJackGear  [author] 2 Sep @ 10:38am 
I will take a look
mailasdqwe 2 Sep @ 12:45am 
And one more, at least caravans from Caravans of the old world don't get any replenishment while not on a route.
mailasdqwe 2 Sep @ 12:09am 
Hey! Heroes with bodyguards don't seem to gain replenishment neither by default, nor if their bodyguard unit is recruitable in the province. The bodyguards I have are from "Ruo's Bodyguards & Mounts All-In-One", currently trying out Empire heroes. Any change you could make heroes have the default replenishment mechanic for bodyguard "mounts" as well?
BlackJackGear  [author] 30 Aug @ 11:49pm 
@kevinwendling since people keep requesting it I will give it a try.
kevinwendling 30 Aug @ 10:20pm 
Would you open a similar system for the AI too?
Dean Winchester 30 Aug @ 12:54pm 
Thank you :steamthumbsup:
BlackJackGear  [author] 30 Aug @ 12:35pm 
Theoretically you can add / remove the mod at will from an ongoing playthrough.
But you will not be able to recruit / replenish units for a few turns until the unit pools fill up.
You could set the gain very high for one turn to get started and then reduce it back down to normal levels.
As always when messing with something mid campaign it is advised to make a backup of the save file.
Dean Winchester 30 Aug @ 12:08pm 
Any idea if this can be added to an ongoing campaign? Currently playing an ironman campaign and don't want to break it.
BlackJackGear  [author] 20 Aug @ 10:47am 
@Nakhthorheb I thought about that as well, but I dont believe I can make it an mct option.
Maybe a submod
Nakhthorheb 20 Aug @ 8:02am 
Not a bug, but a suggestion/feedback:

Playing around the lack of replenishment is very fun. When fighting away from my recruitment centers, I can still sustain my armies by winning battles with many captives and using the post battle replenishment option. For minor settlements the battles are fun because the garrison mod generates varied and pretty large armies. However, the post battle options for cities don't give any replenishment by default, regardless of captives taken, only sack money. This means conquering territory is a grind, and rewards cheesy armies with heroes and magic and ranged because those assets don't deteriorate. and punishes auto resolving sieges, which are super tedious to play.

My suggestion is adding an option in MCT for all factions to get replenishment from sacking and looting based on captives, same as you get in field battles. That means easier sustainability for conquering armies doing manual settlement fights and the ability to AR sieges safely.