Total War: WARHAMMER III

Total War: WARHAMMER III

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OS_da_green_'orde.pack
   
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27 Aug @ 10:07am
4 Sep @ 8:40am
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OS_da_green_'orde.pack

Description
i like to play greenskins, but i do not really how they are implemented in the game. greenskins should be "semi-nomadic" or "semi-hordes", moving around, looting and occupying settlements maybe for a couple of turns and then move on.

there are some great greenskin horde mods that give greenskin horde features:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2978916818&searchtext=your+mother
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3432191023&searchtext=greenskin+horde

but they all add up the horde effect ontop of the regular greenskin mechanics, without any drawbacks.

i am creating this mod with my very limited modding skills to work together any greenskin horde mod. it gives these effects:

- any greenskin economic and growth building is insanely cheap but gives a public order debuff (how do you think greenskin economy works? "economy" means raiding the local population)

- greenskin can´t occopuy settlements anymore without looting (how on earth do you think an occupation without looting works for a greenskin army)

- every settlement gives a slight global public order debuff (there is always a local boss trying to become a warboss himself)

- any settlement public order buff is removed; buildings offering public order buffs like boss tents are much cheaper


the idea is to force you permanently move on and conquer new areas. it will be almost impossible to keep territory. it works without a greenskin horde mod, too, but will be a terrible experience.

i will update and add new mechanics if i figure how out how to do them. planned mechanics:

- rename farm and industry buildings and explain what they do and why the give PO debuff
- switch farms from giving local to horde growth
- give boss tents a reputation bonus
- modifacions of reputation mechanics