Total War: WARHAMMER III

Total War: WARHAMMER III

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New Unit Caps for Sigmar's Heirs
   
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23 Aug @ 4:08pm
6 Sep @ 2:26pm
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New Unit Caps for Sigmar's Heirs

Description
This mod is an extension of the necessary New Unit Caps for All by Kayy and Furoba, for the most excellent Sigmar's Heirs by Xoudad.

The mod will NOT work whithout New Unit Caps for All.


What this mod does: apply unit caps to the units added in Sigmar's Heirs.

What this mod does not do: anything else.


Caps added by the mod:
The caps for state troops are the same as in the vanilla version of the mod. They apply to Sigmar's Heirs electoral and provincial recruitment buildings.

Karl and Elspeth's unit caps have been adapted for Reikland and Wissenland state troops. You will see the description still shows a +0 cap for the vanilla units: I do not know how to make it work whithout these lines appearing.


Regarding all other units, choices had to be made:

For the Reiksguard:
- Imperial Foot cap is shared between all variants;
- Karl's additional caps changed from +3 Reiksguard to +2 Reiksguard and +1 Imperial Foot (all variants);
- Castle Reiksguard Stables landmark: cap changed from +2 Reiksguard to +1 Reiksguard and +1 Imperial Foot (all variants);
- Castle Reiksguard landmark: cap changed from +4 Reiksguard to +2 Reiksguard and +2 Imperial Foot (all variants);
- Reikland Electoral Barrack (the one that is faction-specific) level 3 now provides +1 Imperial Foot (all variants) cap;
- Reikland Provincial Barrack (the one that is settlement-specific) level 3 now provides +1 Imperial Foot (all variants) cap.

For the rest:
- Order of the North Star Grand Preceptory (may only be built in Salzenmund) now provides +2 Kights of the North Star (Horse) and +2 Knights of the North Star (Foot) caps. Since they can only be trained from this building these 4 units are the only ones available during the campaign;
- Wizard's Tower, Altdorf Colleges of Magic, Occupied White Tower of Hoeth, Cleansed Convent of Sorcery: cap changed from +3 Luminarks of Hysh to +2 Luminarks of Hysh and +1 Celestial Hurricanum;
- Paved Roads now provide +1 Hunting Hounds cap;
- Toll Gates now provide +1 Hunting Hounds and +1 Huntsmen caps;
- Ports level 1 and 3 now provide +1 Stevedores cap;
- Ports level 5 now provide +2 Stevedores cap.

Everything else remains unchanged (as Sigmar intended).


Why these choices?
Regarding the Reiksguard, I decided on splitting the caps between the Reiksguard Horse and the Imperial Foot in order to not give the player too many of these elite units. Note that I play with AceTheGreat's Adjustable Armies for 40 units armies and I still have a hard time using the entire caps. Karl's +3 Reiksguard is splitted between +2 Reiksguard and +1 Imperial Foot because with the barracks, you will get additional Imperial Foot caps more easily.

Order of the North Star caps are simply repeated from the Castle Reiksguard landmark caps. Moreover, the Order is supposed to be small and little known outside of Nordland so I think that rarity is fitting.

The same logic applies with the Wizard's Towers and derivative landmarks.

I decided on applying only +1 Hunting Hounds per major settlement because I think of this unit as a rather rare and unusual thing to see in battle, accompanying Huntsmen, and to not just permit the player to ignore the relative weakness of the Empire regarding light cavalry.

The same logic applies with the Stevadores, which I think should only be destined to complement the imperial infantry roster. Since they are available since turn 1 you will see them in battle, but in small numbers.


Special thanks to Furoba for his guide on submodding New Unit Caps for All!

Fell free to modify my submod further and post the result on the workshop. It is rather easy following Furoba's guide. Just do not forget to rename the tables when you're done editing them or your subsubmod will not work. I found this tutorial[tw-modding.com]to be an excellent complement.

If I forgot anything or something feels off, don't hesitate to tell me in the comments!