Total War: WARHAMMER III

Total War: WARHAMMER III

High Elf Building & Recruitment Rework
Showing 1-10 of 10 entries
Update: 13 Aug @ 8:05am

The farms building chain ("Elven Residences") can now give a small amount of income when the Vows of Fealty tech is researched.

On a related note, the Stables building chain can now buff the income from farms in the local region, when the Unite Local Nobility tech is researched.

The motivation for the above two changes is so that there might be more of a reason to keep farms around in fully upgraded provinces. These income changes shouldn't ever really out perform Industry or Entertainment buildings, but if it's a province where the Stables building chain is kept, it can be situationally worth keeping the farms around. It also should incentivise building the stables chain more often too!

To fully integrate the above building effects, Lords who pick the "Dedication to Isha" skill now give global bonus income to farms (in a similar way to how "Dedication to Vaul" gives bonus Industry income and "Dedication to Mathlann" gives bonus ports income).

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The Hunters building chain can now give bonus post battle income for forces in adjacent regions. This is to reflect that building chain is Kurnous themed, and also to make the hunters buildings a bit more worthwhile early game.

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The Black Citadel of Tor Anlec landmark has been moved to Tier 4 rather than Tier 5. It also now gives a global recruit time duration reduction for Shadow-walkers of -1 turn.

Update: 9 Aug @ 6:16pm

When Waystone Network tech is researched, Waystone buildings can now grant Winds of Magic per turn for armies in the province.

To not over clutter the Waystone building chain, the effect for revealing Hidden Armies in the region has been moved to the Dragon Keep Change (and applies provincewide). My reasoning is that dragons fly overhead and spot hidden armies.

When Maritime Empire tech is researched, port buildings can now nullify Climate penalties (either at the region or province level, depending on the level of the port).

When Strength of Avelorn tech is researched, Blessed Grove buildings can now nullify Climate penalties in Magic Forests.

Update: 4 Aug @ 11:48am

Adding workarounds to a bug I've found which meant that upkeep discounts applied by Barracks and Stables chain would target units twice if you didn't own the province fully.

I've raised a bug on CA forums for this: https://community.creative-assembly.com/total-war/total-war-warhammer/bugs/8915

In the meantime, my workaround is:
- A hidden effect which gives half the "displayed" upkeep discount if you don't fully own the province
- A hidden effect which gives the full "displayed" upkeep discount if you do fully own the province
- A dummy effect which does nothing but displays the right number in the UI always

This workaround is not perfect, and on occasion you may see incorrect numbers (in particular immediately after capturing/losing a region in a province with this effect). But the workaround does at least work correctly - i.e. the correct numbers are displayed if you save and reload, or fight a battle, or end your turn.

Update: 3 Aug @ 5:37pm

Realised that I had accidentally nuked the Tier 3 silver helms building.

The mistake was introduced during my attempts make this mod work together with High Elf Rites & Commandments Rework or independently. Apologies if that caused anyone disruption - its fixed and build-able again now.

Update: 3 Aug @ 2:50pm

Upkeep discounts form barracks and stables chain increased by a further 5% at each tier
(-5% / -10% / -15%) -> (-10% / -15% / -20%)

Update: 2 Aug @ 6:18am

Rebranded patrols (aka foreign slot discovery) building chain for High Elves to be "Waystone" themed.
- Mostly a cosmetic change, replacing the text and images for these buildings for High Elves
- Public order bonuses replaced with movement range bonuses for armies in the region

Barracks and stables chain buffs
- Added upkeep discounts for spearmen, rangers and archers in the local province to barracks chain
- Added upkeep discounts for reavers and silver helms in the local province to stables chain
- Both of the above buffs are designed to give you a reason to keep these buildings around in the early game - I found in the vanilla game that it was always more effective to just demolish them

More weak resource chains buffed
- Medicine now gives research rate points
- Wine now gives % discount on influence actions cost

Update: 21 Jul @ 1:33pm

Made some of the boring resource buildings more useful.

Pottery: Now gives a factionwide buff to income from Province/Capital settlement buildings
Dyes: Now gives a factionwide buff to income from Entertainment buildings
Salt: Now gives a factionwide buff to income from Ports
Spices: Now gives a buff to trade tariff income
Ivory: Now gives a factionwide buff to income from Industry buildings
Obsidian: Now gives a magic resistance buff to all Silverin Guard (also allows recruitment of Silverin Guard at Tier 2).

Update: 19 Jul @ 4:08am

Some minor tweaks to numbers.

Made the smiths building chain and the stables building chains cheaper to build and requiring less build time, to bring them in line with equivalent chains.

Update: 30 Mar @ 1:27pm

Made it so that each of the capacity increases for all High Elf heroes is also unlocked at Tier 2, as requested in comments

Update: 29 Mar @ 9:39am