Total War: WARHAMMER III

Total War: WARHAMMER III

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Better Chaos Cults
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overhaul
Tags: mod
File Size
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712.089 KB
24 Dec, 2022 @ 5:58pm
4 Aug @ 9:12am
46 Change Notes ( view )

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Better Chaos Cults

Description


Overview
With the new cult features introduced in update 5.2, cults can become more complex and engaging. This mod adds several new cult buildings and mechanics, aims to provide thematic and useful rewards for engaging with cults, and reworks vanilla cult buildings. Due to the increase in complexity, each dark god's cults will be released individually. Here is the current state of the mod:

- Nurgle: Complete and playable
- Khorne: Complete and playable
- Tzeentch: Development pending
- Slaanesh: Development pending

Features
2 Free Random Starting Cults
After CA's 5.2 update, cults no longer randomly spawn. With this mod, cults may spawn randomly after turns 10 and 20 for a total of 2 free cults. These cults will always be far away from your current territory, and will never be near each other. This lets you interact with parts of the campaign map your faction may not have access to as easily. This feature is configurable with MCT.

Passive Cult Expansion
Magus cults will be able to expand passively to adjacent regions. This expansion creates regular (non-magus) cults. Regular cults cannot expand passively. This makes your magus cults the heart of cult cluster networks.

Establish Cults Skill
Cultists will only be able to establish cults after reaching level 5. This is for balance reasons when taking the other new features into account.

Cults in Abandoned Regions
Cults will be able to expand to abandoned regions and persist in razed regions. This can be disabled via MCT.

Cult Rituals
Cults will be able to set up ritual arrays that, when activated, provide potent and/or large-scale effects. These rituals will require regular cults and magus cults to work together.

Hero Recruitment
Cults may now allow the recruitment of heroes once they have been sufficiently developed.


Beta Testing
There will be a short time between each release where development is in progress without access for beta testing. See the Overview above for information on current beta testing opportunities. If beta testing is available, and you're interested, reach out to me directly on Discord.
Additional Credits
A huge thanks to the following people for their help with the mod in various ways, with their help the mod is able to be higher quality and with less bugs:

UI
- Jangry
Art
- Maclinger
Beta Testers
- EE∞EternaL
- Zach
- Belial
- Samuro
- Ultimate Lifeform
315 Comments
Acephelos  [author] 4 Aug @ 4:44pm 
@glospey - I can make an announcement here when Tzeentch is ready for beta testing.
glospey 4 Aug @ 4:11pm 
Thanks for the update!

BTW: When the Tzeentch cults get to beta, will there be an announcement here for those who want to join or should I be looking elsewhere?
Rustic "Kalessin" Citrus 4 Aug @ 2:31pm 
Great work, thank you for this mod and all your had work! <3 :WH3_clasp:
Steve Kølle 4 Aug @ 10:31am 
Happy to help. :D
Acephelos  [author] 4 Aug @ 9:13am 
@Steve Kølle - I'm not sure if that's a bug or intentional design by CA, but it looks like that's an issue in vanilla too. Either way, I've updated the mod to fix that, along with some other improvements. Thanks for reporting it.
Steve Kølle 4 Aug @ 4:47am 
The Tally of Pestilence mechanic of Epidemius seem to count incorrectly after picking up this mod. Not sure what the root of the problem is, but i dont think it counts plagues made by the cults.
Otto 21 Jul @ 7:55pm 
Ty for the UI element on settlement for adjacent regions! :Wildfrost_Heart:
Acephelos  [author] 11 Jul @ 4:31pm 
@glospey - Yup. Tzeentch is next. I can't balance Slaanesh cults until after the DLC is released.
glospey 11 Jul @ 4:21pm 
Thanks for the update! Does this mean Tzeentch is next?
LOn3 11 Jul @ 4:12pm 
@acephelos Alright just making sure thx :steamthumbsup: