Total War: WARHAMMER III

Total War: WARHAMMER III

Settlements Start at Tier IV
58 Comments
snek 28 Feb @ 3:13pm 
Hello would this work with reduced ai income and mods like hecleas ai overhaul and deep ai?
bubblekam 20 Aug, 2024 @ 1:40am 
Mod still works wonderfully. Works with the Old World Campaign. note - sigmar's heirs will cap altdorf at lvl 2
Bone daddy. Ainz Ooal Gown 5 Aug, 2024 @ 10:27am 
Update?
Smalec 4 Jun, 2024 @ 11:50am 
update please
Bump for ToD update. Love this mod and include it in 05% of my playthroughs. Sad to see i cannot use it
julian.walzl93 22 Apr, 2024 @ 2:40am 
update for throne of decay?
Bone daddy. Ainz Ooal Gown 17 Dec, 2023 @ 4:03pm 
update?
Democracy manifest 29 Nov, 2023 @ 1:02am 
Is it normal that AI's settlements get downgraded after several turns? BTY cool mod.
Menumorut 16 Oct, 2023 @ 6:34am 
How can you call yourself drunk if you do cool stuff like this? Ty
Lycia Pintella 23 May, 2023 @ 12:25am 
I used their template to write a mod and it was still working fine a few weeks ago, you should be good.
=7Cav=RCT.Al-Jamali.A 22 May, 2023 @ 6:55pm 
Still works with the latest version of the game?
Tamaska 21 Apr, 2023 @ 5:12am 
I was wondering if you were going to do something similar like in WHII, that works with the MCT mod that allows one to configure what level players and enemies can start the tier of their capitals at?
Lycia Pintella 19 Apr, 2023 @ 10:29am 
Is it okay if either you or I publish a copy of the mod that upgrades to level 3 with no extra money on turn one? That works better for me, at least.
Tamaska 31 Dec, 2022 @ 3:52am 
This is somewhat similar to your mod on WHII, which I still use to this day. Allows me to get my capital to Tier 5 though. Will there be a possible port of that mod to WHIII? Just curious sir.
Sallazzarr 18 Dec, 2022 @ 12:47pm 
Error with this, it upgrades Dwarf Barracks to tier 4 as well, and Dwarf Barracks can't upgrade to tier 4 so the icon and name are missing, and not sure if it affects the recruitment functions.
waddysjunk 10 Dec, 2022 @ 7:33am 
does this
need update
Frankenduder333 5 Nov, 2022 @ 8:47am 
Can you please update, mod no longer works.
Beans 28 Sep, 2022 @ 1:52pm 
Hi - I'm trying to make a quick ghetto version of Higher Tier Starting Capitals from WH2 that hasn't been ported over and I was able to modify your script to impact only province capitals which is like 80% of what I'm trying to achieve.

Is it cool if I give you credit on the workshop page and in the script comments?
Warcommissar1 27 Sep, 2022 @ 8:47pm 
was it you who made this for just player starting settlements?
SokushaMT 26 Sep, 2022 @ 8:36am 
any plan to make a MCT version like TWWH2?
♥♥♥ war arena 23 Sep, 2022 @ 6:07pm 
why not t5?
Aegyssus 22 Sep, 2022 @ 3:47pm 
The idea in and of itself is awesome !!!!
:steamthumbsup:
Quisslich 22 Sep, 2022 @ 6:46am 
don't think it's incompatible, as it doesn't change startpos as far as I can see. Just test it.
Uktul 22 Sep, 2022 @ 6:35am 
i assume its Impocatible with the Unlocker? (mixu)
Quisslich 22 Sep, 2022 @ 4:03am 
nice one, thanks for it.
Also works fine with Radious Mod helping many factions to stay alive a bit longer than only a few turns.
@Gavachubbs
even though the mod is shown as outdated it still works fine. Seems it needs no update for the last patch
K4YG4ST 21 Sep, 2022 @ 9:10am 
Could you do something like that but only for player's starting point?
GODofGREECE 20 Sep, 2022 @ 3:10am 
dude needs to update
Bone daddy. Ainz Ooal Gown 14 Sep, 2022 @ 6:38am 
update ples
james_clarke55 13 Sep, 2022 @ 6:19am 
Is this a Start pos mod?
blndnick 12 Sep, 2022 @ 9:20am 
it crashes when i try to end turn as cathay. but i love the mod
DrinkEnemyBlood 8 Sep, 2022 @ 3:24pm 
Wasn't the warhammer 2 version able to go to tier 5 with mod configuration menu?
Ruan 8 Sep, 2022 @ 10:08am 
PS : Thanks for the mod btw, i'm gonna wait until you can update it. :) it's a must have to have fun campaigns
Ruan 8 Sep, 2022 @ 10:07am 
Not in my case sadly, make the game crash turn 4 at the 47th faction turn
Captain Freakout 7 Sep, 2022 @ 5:36pm 
Can confirm it still works :)
the_boss 7 Sep, 2022 @ 8:04am 
Still working?
Ultra Marine 2 Sep, 2022 @ 8:13pm 
Definitely agree LCDC, that would be amazing!
Elsea 2 Sep, 2022 @ 2:20pm 
can you make a version of the mod where every LL starting capital is at level 4? similar to the tww2 version
Lord Pineapple 27 Aug, 2022 @ 4:07pm 
Is there a way to just make the starting cities higher tier?
Xurxo 25 Aug, 2022 @ 9:07am 
Vampire Counts fixed. Thank you for your work!
SpockEndil 25 Aug, 2022 @ 5:57am 
"updated it from an airport". Lol ! That's dedication.
reubenr22 23 Aug, 2022 @ 3:26pm 
capitals seem to start out at tier 4 but buildings are randomly built up to tier 5 already. playing as naggarond you start out with a tier 5 port and when you take the altar of ultimate darkness most of the buildings are already built up, including the dragon building, all the way to tier 5
Xurxo 23 Aug, 2022 @ 1:19pm 
I love your mod. It seems to work with almost all races, but with Mannfred it fails with the nagash books. Have a good trip!
The Magnificent 23 Aug, 2022 @ 12:41pm 
With vampire counts for some reason you lose Vlad when you play Isabella and vice versa
DrunkFlamingo  [author] 23 Aug, 2022 @ 12:32pm 
Should now work in Immortal Empires but I updated it from an airport so yeah I didn't exactly test it very much.
Xurxo 23 Aug, 2022 @ 10:30am 
Works with elves in IE but fails with vampire counts
Pilum 21 Aug, 2022 @ 3:31am 
this worsk with the "minor sttelements can be tier 4 mod" Fantastic!
Kaleo 18 Aug, 2022 @ 7:19am 
Warning: Wall of text ahead. TL;DR is: I had ideas. And thank you for publishing this mod.

I doubt similar commands would exist. Perhaps it's possible to spawn in an ogre camp when the game starts? But that would probably require editing that start location file that makes so many mods incompatible. Unless it's a script that triggers?

Okay, train of thoughts... Turn 1, the mission to attack the first army, let's edit the quest rewards. +500% research speed, however much is needed to get the first in 1 turn. (Alternatively, +1 camp limit some other way. Maybe 1 turn buff of +1 camp limit? As a reward for the quest?). That gets the camp available.

Same quest reward gives 2 turns of factionwide camp growth; enough to build up to tier 4. If, instead, camps are available on turn 1 then reduce it to 1 turn of growth. Add money to the same quest reward as needed to counter the expense of upgrading the main building. That way you can just gun right for it.
Kaleo 18 Aug, 2022 @ 7:16am 
You're STILL behind as it takes time to build up. 9 turns of nonstop building the main camp building to tier 4, so you won't have it until turn 10/11 comes around. Basic maneaters/Mournfang and Leadbelchers and Scraplaunchers become available after 8 turns of construction. 13 turns for the variants. So earliest you could recruit, say, a Stonehorn is turn 14. Oh, there are building time buffs and debuffs in the game! Those could be utilized to speed up construction tremendously.

End of train.

Right, so, it sounds like a lot of work to me. I am in no way telling you to do this. Nor that this idea I just word vomited is the best way. Just needed to get it out of my system. I like this sort of problem solving hahaha

That all aside, thank you for this mod as it is, because I have always wanted something like it. Being able to rush to the more interesting units and not having to spend 50 turns building up every. single. campaign. is a blessing to me. Again, thank you for publishing this.
DrunkFlamingo  [author] 18 Aug, 2022 @ 6:39am 
Well, this mod primarily existed to make it easier for me to test TableTopCaps, if I'm honest, but I'll consider it.

This mod is very small because there are script commands to upgrade everything in settlements without having to manually prescribe what buildings to put where. I'm not sure that similar commands exist for ogre camps.
Kaleo 18 Aug, 2022 @ 5:03am 
Any plans to bring the Ogre Kingdoms up to snuff?

While not as bad as a Daniel situation, the Ogre Kingdoms only get access to Ironguts and Gorgers.