Total War: WARHAMMER III

Total War: WARHAMMER III

AI Construction Priorities Reworked
Showing 41-50 of 120 entries
< 1 ... 3  4  5  6  7 ... 12 >
Update: 29 Feb, 2024 @ 9:42pm

Main mod updated - Added priorities related to Geomantic Web buildings for lizardmen. Also, farms/regular growth should no longer be made in a region that has the pastures resource to save some slots for other priorities. Added similar logic for trade goods/industry buildings.

Experimental Features submod - Added the "Replace Starting Bretonnian Barracks With Stables," code and MCT code to enable or disable the feature. Please let me know if this is working as I don't want to break the main mod again.

Update: 27 Feb, 2024 @ 7:12pm

Oh snap, my Bretonnia barracks to stables code is causing crashes. Flee!

Update: 26 Feb, 2024 @ 12:29am

MCT support for Bretonnian barracks to stables conversion is enabled now.

Update: 25 Feb, 2024 @ 8:58pm

Added script to replace starting Bretonnian barracks with stables. I plan to make this MCT toggle-able in the near future. This mod is thus now incompatible with my other mod, Replace Starting Bretonnian Barracks With Stables.

Update: 25 Feb, 2024 @ 8:51pm

Update: 23 Feb, 2024 @ 3:23pm

I added some priority for Beastmen to make sure they build a barracks. I never play them and don't run into them a ton, so let me know if they are building correctly now.

Update: 3 Nov, 2023 @ 4:32pm

Attempt to fix Skaven being able to use food to upgrade minor settlements to T4 with this mod enabled. Let me know if this is fixed. I just gave it a ridiculous cost.

Update: 14 Sep, 2023 @ 6:48am

Boosted the priority of the landmark ports a bit. Tyrion was sitting with a T1 Lothern port for too long! =)

Update: 8 Sep, 2023 @ 6:49am

Update: 20 Aug, 2023 @ 3:44pm

Added the Fortress of Dawn harbour, and tweaked some landmark values for various High Elven landmarks.