Total War: WARHAMMER III

Total War: WARHAMMER III

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Mortals, Mercs and Management
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overhaul
Tags: mod
File Size
Posted
Updated
6.609 MB
31 May, 2022 @ 7:37pm
19 Oct @ 5:33pm
117 Change Notes ( view )

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Mortals, Mercs and Management

Description
Updated OCT.6.25. 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!
Popular Discussions View All (15)
17
8 Sep @ 12:21pm
Exploring Recruitment Logic and Population Dynamics in Your Mod
Maska_zgz
10
11 Apr, 2023 @ 10:29pm
Ammo not replenishing and heroes not healing
Max ferrari Ott
2
5 Aug @ 12:40am
Script Error and strange population window numbers
Wolfsgrimm
2,015 Comments
Arctic™ 18 Oct @ 11:11am 
Great mod Zevon, very interesting take on the mechanics, sadly due to ättrition it doesn't allow to work with 40 unit armies mod, which is causing CTD at end of turn due to attrition calculation. Normally fixed by no attrition mod, however your mechanic circumvents that.

If by any chance you would be able to release a version where attrition mechanic is excluded, would be awesome ;)
alcoholic seman thrower 15 Oct @ 11:20am 
so for chaos dwarfs there is no population for bull centaurs
Eventide Rider 13 Oct @ 7:28pm 
Ahhh, dang. Hm, I wonder if you could do it by using the corruption-from-kills mechanic without being aggressively spaghetti..?

Anyway, I thanks for having a look at the idea and glad it appealed.

I actually didn't know about the unique conversion though, that's pretty cool there. I tended to take an area and focus on growth and corruption but otherwise ignore the population and let them grow, avoiding even taking replenishment until it's chocked full.
_Zevon  [author] 13 Oct @ 4:59pm 
I haven't been able to figure out a way to add undead based off of the kills from battles without doing some really sloppy code. I don't have the skills for that, otherwise I would. It's a cool idea!

Yeah, that's intentional. As an undead faction you need to spread undead corruption first, before you push into the region. Also you use humans for your economy, so you can immidiately take over any provice without having to replace them with a new race such as elves or tomb kings do.

The good news is once you have a region with full corruption it's basically an endless supply something other factions don't have.
Eventide Rider 13 Oct @ 2:29pm 
I did notice that for those races, in part because I also noticed they tend to disappear real fast without corruption. It can actually make just *existing* as an undead or chaos faction without your corruption virtually impossible

I'm far more familiar with undead personally, so I'm not sure how best to resolve this issue for chaos, though I wager a stance could increase growth rates (channeling?). But for undead, the most natural idea is to have population get generated based on kills in a region after a battle. From there they can either migrate over to you next door, rebel, or what have you. Or just settle in if you were fighting defensively.

The undead and chaos thrive on conflict and attrition, and can be smothered pretty thoroughly without it.
_Zevon  [author] 13 Oct @ 9:14am 
@Evening. Undead, Daemons, and Cultists are created by corruption. If you have corruption new pops are spawned from thin air every turn. Orcs, Goblins, and Lizardmen are spawned in by events. All the others use a regular population growth that is heaviy adjusted for their race size. So there are always multiple more skaven than elves for the same amount of food.
Paulogbfs 13 Oct @ 8:27am 
@Eventide RIder. Agreed. This mod is my hope to have a superb time on the campaign map.
杰洛 13 Oct @ 1:50am 
zhanshi too little growth
Eventide Rider 12 Oct @ 11:40pm 
Hm, this needs to have some dramatic changes for how it works with certain races/factions, like undead and demons. They don't DO growth, realistically, and the attrition warfare style they both use is absolutely gutted by this system.

Populations should be created growth-agnostic by corruption and, in the case of the undead, also casualties.

Don't get me wrong, this is VERY cool and I think has a lot of potential to add depth to the economic side of things, especially if different races and castes do different things, like applying modifiers to public order, income, food production, winds of magic, disease chances, etc.

I do appreciate that things need to be ironed out and the basics have to be finished before going further with the more complex things, and I hope you'll continue to work at this over time.

This mod could make the campaign map feel a lot more alive and dynamic.
alcoholic seman thrower 12 Oct @ 9:56am 
hello my bull centaurs do not replenish