Total War: WARHAMMER III

Total War: WARHAMMER III

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Mortals, Mercs and Management
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overhaul
Tags: mod
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6.608 MB
31 mei 2022 om 19:37
4 sep om 12:49
115 wijzigingsnotities (weergeven)

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Mortals, Mercs and Management

Omschrijving
Updated SEPT.4.25. Update - 6.3!

TLDR: This mod adds new food and population mechanics, and hiring mercenaries. The game will require more thought about logistics, grand stratagy, and manpower. Hopefully this reduces snowballing, as losing manpower in battle will weaken your economy. This mod cannot be enabled or disabled midway through a campaign, you need to start a fresh campaign.

Food
Almost all buildings either produce or consume food. Military and State buildings will consume food. Growth and Gold buildings will generally create food. Also your armies consume food based on their size, and will recover their supplies on the extra food production of the region. More food = faster army supply!

Populations
Every settlement in the game has populations with different races that migrate between settlements. Population determines a settlement's tax returns. Populations are divided into different classes, such as Priests, Nobles, Workers, and Civilians! Populations need to be fed, and don't like living in regions that have been devastated by raids. They will also succumb to the dark god's corruptions.

Rebellion
Negative public order turns your pops into rebels that will form armies if not suppressed. Suppression is granted from Priests, local armies, and buildings. Exterminating a population in your province will likely lead to a rebellion and mass migration. It's genocide.

Replenishment
Your armies draw their strength from the population of your faction's race within a province. No people means no replenishment! Carefully manage your army composition so that it has enough Nobles, Warriors and Civilians for all units, or alternatively recruit auxiliary or allied units that handle their own replenishment.

Mercs
Almost all factions have been given access to mercenaries. Players can now recruit mercenaries based on the loreful population of the region. So, if you are in the empire regions you can hire imperial mercenaries to fight in your armies. These mercenaries hired from the local populations and require the accurate population of the loreful faction they came from.

Army Mechanics
Armies possess one new statistics - supply. Supply amount applies a buff or debuff on each army. An army travels on it's stomach! Ranged units carry their ammo usage over to the campaign, and only recover their ammo at the start of the next turn by consuming supply. Armies become fatigued from fighting multiple battles and can start new battles demoralized from no supplies, or lacking ammo for their weapons.

Supply is recovers by spending time in friendly territory with high food production or raiding enemy regions to steal their food! Armies without supplies will starve to death and take attrition damage! Well supplied armies will march faster and recover more quickly!

AI Limitations
The AI is playing on the 'Normal' difficulty settings for population and rations, and generally plays by all of these new mechanics with a notable exception; AI units do not replenish using troops only from the local province, but all provinces in their empire. It is still possible to deplete their troop reserves and stop their units from replenishing.


VARIOUS RACES!!

Humans
There are four standard human race (Northern, Eastern, Western, Southern) can convert to one-another if owned by the appropriate faction. For example, if an Empire faction captures a Kislev settlement any Northerners in that settlement will slowly convert into Westerners.

Dark Elves, Wood Elves and High Elves
These races will have smaller numbers of population. Elves will slowly drift between the three faction races like the humans, but much more slowly, and have different populations living with them.

Chaos Dwarfs and Dwarfs
These races will have smaller numbers of population. Dwarfs will slowly drift between the two faction races like the humans, but much more slowly, and have different populations living with them.

Lizardmen
Skinks, Saurus cannot grow their populations normally, and will instead grow by a fixed amount every spawning day. Kroxigor will provide their own replenishment as a special caste. Their populations will only increase if they own spawning pools in the settlement, or the settlement is a Temple City.

Undead and Daemons
Undead appear in any province that has vampiric corruption. Daemons appear in any province with any of the chaos corruption types. They are used by any respectivly Undead or Daemonic units to replenish.

Skaven
Skaven grow normally in cities. But they also linger in regions as wild populations. High Skaven corruption will increase their population growth. Skaven armies can replenish their armies from these wild populations.

Ogres
Ogres are much less numerous and consume much more food, but they keep a large number of goblins and others around their camps.

Tomb Kings
Nehekharans will appear in any Tomb Cities, even if exterminated down to the last skeleton. However they cannot migrate to other settlements. It is advised as Tomb Kings to find a source of living humans if you wish to colonise a non-Tomb City settlement. Living humans will slowly convert into Nehekharans.

Forest Spirits and Beasts
Fae and Beasts are a secondary population for Wood Elves and Beastmen that live mainly Magic Tree settlements but also around the map. Beasts can be used by various factions for replenishment. Beastmen units use only Beasts populations that can be found in corrupted lands, and forests.

Greenskins
Orcs, Goblins and Gnoblars are spawned from any settlement they own, rather than breeding conventionally.

Slaaneshi, Khornates, Nurglites, and Tzeentchians
These monogod populations represent the mortal devotees of each of the gods for chaos warrior units. Many races may be corrupted and rise in revolt for their respective gods.

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I'd like to thank Lorghul, Chris, and Exlo for their wonderful help! I strongly recommend using DrunkFlamingo's Table Top Caps!

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BUILT IN COMPATIBILITY:
- Immortal Empires Expanded
- Mixu's Unlocker
- OVN Lost World

OPTIONAL FACTION SUBMODS:
- If you wish to play with additional factions such as TEB, Mousillion, Araby, Albion. ect. The Modded Factions Submod

SHOULD WORK BUT MAYBE BE BUGGY:
- Most custom units
- Most custom lords
- SFO

INCOMPATIBILITIES:
- Victory Conditions Overhaul crashes after completing the victory condition.
- Any mod that adds a new subculture or culture.
- OvN Firmir
- Xoudad's Levy mod and Loreful Mercenaries will not work, because mod has something built in already.
- Mixed race mods like Stratovarius' Garbag
- MULTIPLAYER DOES NOT WORK!! (Can't fix it either, so please don't ask.)

If, upon starting a new game, the population panel is blank that means you have another mod that is crashing all other scripted mods.

_______________________________________________________________
│⠀⌱⠀⠀My Other Mods
│⠀⌱⠀⠀If you wish to support my modding, please consider adding me and pick up something from my wishlist.
_______________________________________________________________

⁠—Please help me with mod visibility, I appreciate it!
Populaire discussies Alles weergeven (14)
17
8 sep om 12:21
Exploring Recruitment Logic and Population Dynamics in Your Mod
Maska_zgz
10
11 apr 2023 om 22:29
Ammo not replenishing and heroes not healing
Max ferrari Ott
1
25 mei om 9:19
Any chance for a Patreon
Better grab an umbrella
1.928 opmerkingen
_Zevon  [auteur] 21 uur geleden 
@Cadete. I haven't been able to figure that one out. Sorry!
_Zevon  [auteur] 8 sep om 12:23 
@Raiken. I think you'd have to populate the regions from Old World. I haven't looked into it, but I assumed the checks would need to be run on the base mod, and then run some scripting checks for all the new regions in the Old World, and not on all the regions from IEE and vanilla.
Cadete Espinete 8 sep om 12:19 
Hi, you know why the mod eliminate some of vanilla regiments of renown, just dissappear.
Raiken 8 sep om 11:05 
This is a really fun mod. Got a laugh at how many skaven were coming in after I kicked out the undead. Do you know how much effort it would be for me to get this working with the old world campaign map and working in tandem with Recruit Rework? I imagine using your population as a metric for its pool of recruitable and replenishable troops could be feasible for me to make a submod for if you have any thoughts on it.
Elindos Phar & Family 8 sep om 7:18 
I will try it with a new campaign, but this looks like exactly what I am looking for.

I could not find this on workshop, I had to ask redditors. To make it easier to find, I suggest several keywords such as "manpower", and why not "grand strategy" etc. This is not to boast about the mod, but to make it more easily found - I have been looking for a manpower kind of mod for some time!

And thank you very much for having updated it for 6.3!
zane0 4 sep om 15:25 
Additional issue:

It looks like your mod doesn't account for Ostankya to count Beasts as subjests. Beasts are all considered only as refugees, so I can't even replenish my spiders in my own territory.

I'm checking your mod myself to change that, but consider it for the next fix you make for the mod.
_Zevon  [auteur] 4 sep om 10:10 
Updated for 6.3!

May still be a little buggy, but it should work! I'm hunting down a couple crashes, but they don't have error logs.
_Zevon  [auteur] 2 sep om 14:43 
Sorry! Haven't updated this for the new patch. I will update this weekend if possible!
ДЕД МАКСИМ 2 sep om 14:01 
Installed this mod today. Started new game, but it crashed on the first turn. Made few tests with this mod turned only. Always crashes on 250+ faction turns during first turn.
This is very interesting modification. I will be glad to play it. Fix please.
Pfleger Von Yggdrasill 1 sep om 1:42 
The first round of course, I've never encounter the case that this mod gradually become malfunctioning as the campaign goes.