Total War: WARHAMMER III

Total War: WARHAMMER III

Corruption Creep
28 Comments
Yoshi 1 Sep @ 6:02am 
Use a mod to remove attrition since the AI cant handle it anyway. And maybe change the overall effects of corruption to take that into account. I also plan to play with a mod that completely removes replenishment aswell which forces the player and AI to recruit new unit and merge to reinforce :)
Dean Winchester 31 Aug @ 3:06pm 
Just going by logic, removing corruption within a province should probably be doable if there are no corrupting forces / cultist in or adjacent to it. But if you're in a province that's being raided by vampires, or adjacent to vampire territory, then you'll have corruption spreading and have to deal with it.

In my ongoing campaign, all chaos factions have been destroyed in Naggaroth, but their former provinces remain corrupted, are corrupting one another, and even spreading corruption to new provinces, like a chain reaction that's difficult to stop.
IfThenOrElse  [author] 31 Aug @ 2:23am 
Thanks for the feedback. if I reduce the creep too much it becomes quite easy to counter early on. I've found the "issues" occur once a collection of provinces have been corrupted and you get multiple creeps affecting each other.

To me I think the solution may be to investigate a means of negating creep. e.g. if a T3 anti corruption building in in the region, it does not creep into nearby regions.

I need to understand better how the AI tries to deal with corruption before I do this though. (becuase ideally I attach this effect to something the AI does in response to corruption.)
Dean Winchester 30 Aug @ 1:51pm 
Might be a little overturned at the moment. Klar Karond has occupied the chaos wastes in the north for 20-30 turns, and the provinces there are still at 90-100 corruption. And they can't seem to be able to deal with it.
Flying Fox 30 Aug @ 3:05am 
To be fair, i also had a bit of a hard time with Morathi's Slaanesh corruption early on, as Mazdamundi. with two provinces in the north creeping corruption into my one province. So maybe I shouldn't judge the AI too harshly, and send them a corruption reducing hero.
Flying Fox 30 Aug @ 2:59am 
You're right, those provinces are just keeping each other corrupted.
Seems like the AI has a bit of a hard time dealing with corruption. I doubt they are programmed to react to high corruption in their lands.

But other than AI ineffectiveness, this mechanic is really cool.
IfThenOrElse  [author] 30 Aug @ 12:34am 
Uhh no. Are you sure that's the case? If those regions were originally corrupted by Morathi before you took them back, if enough regions are high enough, they will be creeping into each other without the original source being there.

Eagle and griffon gate will be giving +5 creep to the two province's they are adjoined to.
Vauls anvil will be giving +5 to it's adjacent regions too. So despite no more dark elves, that's +15 corruption for tor annroc.

You're gonna need to focus on anti corruption in as many regions as possible to fight back the creep to as few sources as possible.
Flying Fox 29 Aug @ 2:57pm 
I appears that corruption can spread across water, is that intentional behaviour? https://imgur.com/a/Wsn69Cr
Flying Fox 28 Aug @ 4:00pm 
Yeah, doing stuff like this via the main settlement building is a pain. I did that for my campaign line of sight mod. Even just finding all the main settlement buildings in the database was quite a bit of work.
Yoshi 27 Aug @ 5:02am 
oh holy shit. Thanks for looking into that. Did not realise it would be that massive. I am eagerly awaiting the patch to play with this, NO replenishment(at all), and no attrition. And also some AI mods etc but this might generally make the game harder and make the AI not make huge mistakes. AI doesnt really understand attrition and since I want to try without replenishment it would make attrition extremely effective. Now you have to recruit and merge units so there is a cost to even losing models in a unit. Since I remove attrition I would like a mod that increases the other effects of corruption. So giving debuffs to armies affected by it etc would be better.
IfThenOrElse  [author] 25 Aug @ 12:27pm 
@yoshi - I gave your idea some more thought and I thnk it could be technically feasible - but..
we have 7 corruption types, each with 4 threshold values. Thats 28 effect entries I'd need to throw on every major settlement building level, including ruins and "special" variants.

For lizardmen alone, that would be 728 db lines. Just far too much work and not economical :/

The easier way is if somehow I just have been a fool with effect scopes, and somebody can get a province adjacent scope working when applied through the corruption effect bundles such as "wh3_main_bundle_corruption_chaos_bad_51-60"
IfThenOrElse  [author] 25 Aug @ 5:34am 
@yoshi: buildings don't use bundles, but they still require effect scopes.
@Omnplayer: Both mods edit the "corruption swing" script - so whichever mod is loaded last in the load order will define how battle corruption is treated. (they halved it, I removed it entirely) Otherwise, no conflict, but possible unexpected balance.

If you're looking at doing the campaign collection, I'd pick the corruption mod you prefer, whether thats this one, or better corruption. They should play well with the other mods I've picked.
Omnplayer 24 Aug @ 1:51pm 
Would this work with Better Corruption by Volcano?
Yoshi 24 Aug @ 1:45pm 
is bundles effects via buildings?
IfThenOrElse  [author] 24 Aug @ 11:00am 
So from my research I had two options.
1. Apply the effect via scripts. Functionally it all works, but the UI doesn't work.
2. Apply the effect via effect bundles. The UI works, but the effect scopes don't - so the numbers don't work as expected.

If anyone else can get it working, I'd be happy to look at the solution and incorporate it here (and ofc give massive credit!)
Yoshi 23 Aug @ 3:34pm 
Cant the UI issue be solved somehow by adding these affects to the main building of races and adding the corruption as a requirement to get "+ to corruption in adjacent regions"?
IfThenOrElse  [author] 23 Aug @ 7:14am 
OK - just pushed an update to help with corruption v corruption scenarios.
Now, a high corrupted region will reduce other competing corruptions a certain amount in adjacent regions.

Again, the UI isn't going to show this fully in the affected region. This is a UI bug I can't resolve.
IfThenOrElse  [author] 23 Aug @ 3:13am 
Hey, yes. I think what you are reporting is a combination of the two known issues. One is that affected regions don't show how much corruption they get (5 for every adjacent fully corrupted region) and that the inherent anti-corruption for other corruptions can't cope. I'll b looking to fix the second issue soon. (The first is not fixable)
Swallowed_Light 22 Aug @ 12:23pm 
I've noticed an issue. The corruption will increase, by a certain amount, every turn. Even when the monitor says it should be decreasing. I was playing as N'Kari, but I had skaven corruption running rampant through my provinces, even though it said it should be decreasing.
IfThenOrElse  [author] 21 Aug @ 1:09pm 
Hey, so un-corruption doesn't spread. It's very much a "bulwark". So as a non-corrupting faction, you stop it at the borders, and take corrupted lands before taking the time to covnert it.

As a corrupter, you consolidate your province and let it spread as a precursor to an attack.

I think there is an issue when two factions with different corruptions approach each other. It can result in a scenario where they can't remove the other corruption. I'll resolve this later, but right now - I'm keen to see if the current values feel right.
Valthejean 21 Aug @ 8:29am 
This is a fascinating idea, corruption has always felt like such a non-issue in this game. This might make things like chaos cults feel a little bit more relevant. Does uncorrupted also provide the same kind of spread? I'm mostly curious how to address the creeping snowballing.
IfThenOrElse  [author] 20 Aug @ 12:15pm 
Can you provide an example? Help me understand the specific issue you encountered.
Gobo 20 Aug @ 5:52am 
Corruption ends up being so high for whole continent that don't have buildings to counter it
IfThenOrElse  [author] 20 Aug @ 4:24am 
the pooled resource cap can be changed to be over 100. Not sure how the UI would operate.

That is beyond the scope of this mod though: if you feel like making it a mod yourself, I'm sure folks in the modding den could help you!
LimeUser 20 Aug @ 2:45am 
Is the corruption cap at 100 hardcoded or could it possibly be increased?
Just feels like a really bad choice on the devs part having it be 100 when it's no longer a percentage like the older games.
Hecleas 19 Aug @ 9:33am 
Always good ideas! Congratulations
goatlegs 18 Aug @ 7:52pm 
This is a good idea
Cerb 18 Aug @ 2:21pm 
Good mod mate.