Total War: WARHAMMER III

Total War: WARHAMMER III

Herald's Control Mod - Logistics & Economy
7 Comments
Herald  [author] 10 Aug @ 3:19pm 
The conversation with ruvirus continued on my Discord server. Feel free to join us there if you have any feedback. :)
ruvirus 10 Aug @ 12:51pm 
Economy:

• Building income: -50%, -25%, -10%, 0, +5%, +10%, +15%
• Construction cost: +50%, +25%, +10%, 0, +10%, 0, 0
• Construction time: +50%, +25%, +10%, 0, 0, 0, 0
• Magic item drop chance: -30%, -20%, -10%, 0, +5%, +10%, +15%
• Campaign movement range: -30%, -20%, -10%, 0, +5%, +10%, +15%
• Tradable resources produced (factionwide): -6%, -4%, -2%, 0, 1%, 2%, 3%

These changes will help create the sensation that a province with minimal control is in a state of civil unrest that has not yet escalated into open rebellion.

Yes, there's a touch of hardcore here, but it's for maximum realism. Grimdark.
ruvirus 10 Aug @ 12:51pm 
Here's the breakdown:

Population:

• Growth: -40, -30, -20, 0, +10, +20, +30
• Casualty replenishment rate: -15%, -10%, -5%, 0, +2%, +4%, +6%
• Army upkeep: +50%, +25%, +10%, 0, -3%, -6%, -10%
• Recruitment cost: +50%, +25%, +10%, 0, -5%, -10%, -15%
• Recruitment duration (turns): +3, +2, +1, 0, 0, 0, -1
• Casualties suffered from all attrition: +50%, +25%, +10%, 0, -5%, -10%, -15%
• Corruption: +6, +3, +2, 0, -1, -2, -3
• Hero action success chance: -15%, -10%, -5%, 0, +1%, +3%, +6%
• Leadership (local armies): -15, -10, -5, 0, +2, +6, +10
• Ambush defense chance: -30%, -20%, -10%, 0, +5%, +10%, +15%
• Chance of a plague spreading: +30%, +20%, +10%, 0, -5%, -10%, -15%
• Plague duration (turns): +5, +3, +1, 0, -1, -2, -3
• Enable attrition: All, 0, 0, 0, 0, 0, non-order unit
• Control: -4, -2, -1, 0, 0, +1, +2
ruvirus 10 Aug @ 12:51pm 
Herald, it would be logical for a discontent population to hinder the movement of armies, resulting in a reduction to campaign movement range. The same logic applies to Army upkeep, Casualty replenishment rate, and so on.

Basically, I'm going to outline my ideal proportions, which I believe are fair. In a society suffering from discontent, taxes and tariffs would be paid less frequently as a sign of protest or other reasons.
Herald  [author] 8 Apr @ 7:33am 
I've talked with Eternal about the control level effect bonuses introduced by this mod and the difficulty of attaining them. If someone else has any feedback, feel free to contact me, or join our discussion on Discord.
Herald  [author] 8 Apr @ 4:06am 
@EternaL Hello there, I didn't have the chance to work or play with MCT, so I have no experience with it so far.

Which difficulty did you play on using this mod? This bonus affects the armies that start in a province with high control, and it helps you traverse your empire faster, but you actually need to attain the level of control to gain these bonuses. Based on the difficulty you're playing on, it will be harder to maintain it.

I don't want the campaign movement range bonus to feel unbalanced, but I want it to remain a feature, as to me personally it's annoying having to move armies over your vast empire, without the ability to upgrade the roads in your regions, which was a basic feature in older Total War games.

I could reduce the bonus maybe, but I'd need more elaborate feedback, so I'd appreciate if you could message me on Discord or Steam.
´EE`∞EternaL 8 Apr @ 3:04am 
A very much needed rework for the base game - But you could you upload a version without Campaign movement range or make this value adjustable with MCT?
I think movement range is such an important aspect of the gameplay that it shouldnt be unbalanced.