Total War: WARHAMMER III

Total War: WARHAMMER III

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Meaningful Captive Options
   
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373.557 KB
18 Aug @ 8:33am
30 Aug @ 2:29pm
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Meaningful Captive Options

In 1 collection by IfThenOrElse
Strategic Campaign Compilation
12 items
Description
This mod aims to change up post-battle captive options by giving them defined roles with strong benefits but also consequences

How does it work?
The mod generally defines captive options into three core roles:
  • Aggression: focusing on getting the army into the next position.
  • Consolidation: focusing on recovering from the conflict to be fighting fitfor the next battle.
  • Loot: focusing on stocking up on resources after the battle.

The hope is that, now when you finish a battle, you will have three very viable options which you will need to choose between, based on what you think is the best for the given situation.

Ok, so what does that mean?
  • Generally "kill" type options no longer give experience, they will now replenish 25% of an armies action points (movement).

  • Generally, "replenish" type options will just cause replenishment, and buff leadership, ammo (and possibly other battle stats), but will use up all remaining action points (movement) of the army.

  • Generally "release" type options will provide treasury and relevant pooled resources and will not impact the armies action points (movement).

what about faction unique options?
I've tried to maintaining the spirit of all the flavourful stuff. so some bits may have moved about. I very rarely take something away.

Note:
I'm keen to hear feedback on the treasury and "consolidate" benefits. I want to make sure they feel strong enough :)

The Strategic Campaign collection:
This mod was created to support a collection about adding more meaning to the campaign map. Read more about it here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3551374228

Credit:
This mod was inspired by the CA mod stream and uploaded mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3534369029

10 Comments
IfThenOrElse  [author] 30 Aug @ 2:29pm 
just pushing out a mini update. This is going to remove canopic jars reward for releasing captives as tomb kings. This is just to stop a crash for those who play on the beta.
IfThenOrElse  [author] 25 Aug @ 10:51am 
I think that comment is asking why the amounts given are conservative for the "release" option. I'm keen to make that option feel valuable too. so thanks for the feedback.

I'm currently investigating how to make the treasury from releasing captives better, I'm not sure how yet. As for faction unique resources, if you have recommendations for adjusted values that would feel balanced and fair - please let me know.
乳猪 24 Aug @ 3:56pm 
太保守了!抢了那指甲盖一样的收入,居然要停止三回合!
´EE`∞EternaL 23 Aug @ 7:50am 
Awesome!
IfThenOrElse  [author] 23 Aug @ 7:39am 
OK thanks for the tip! Mod updated, aggressive action now restores 25% of movement points!
IfThenOrElse  [author] 23 Aug @ 3:19am 
Hmm thanks. I'll check this out when I get back to my pc.
Rauri 22 Aug @ 9:09pm 
wh3_main_effect_force_all_campaign_movement_range_post_battle_win is the effect khorne factions use. No idea if it will work for what you're using it for, but it's worth checking out
´EE`∞EternaL 20 Aug @ 3:14pm 
hmmm, maybe there is a effect you can copy from Khorne for this Mod?
IfThenOrElse  [author] 20 Aug @ 12:18pm 
Thanks for the feedback. My hope was to restore like 25% movement points but I don't think that's possible.

I'm hoping that it's benefit is balanced out with the fact that it doesn't replenish, which-if you are using my no replenishment mod, becomes quite that more valuable.

I'll take into consideration those other points too.
´EE`∞EternaL 20 Aug @ 6:05am 
A very good idea like your garrison upkeep mod, but I think Movement regain should be limited or it is too powerful. Could you limit that? I think consolidation can work well, treasury maybe can come with diplomatic opinion (+5 for releasing their units) or resource gain for 1 turn (eg salt from the region).