Total War: WARHAMMER III

Total War: WARHAMMER III

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Building Slots Extended - Undercities, Gardens, Sanctums, Cults, and Coves
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1.598 MB
21 Apr, 2024 @ 7:20am
25 Jun, 2024 @ 12:26pm
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Building Slots Extended - Undercities, Gardens, Sanctums, Cults, and Coves

Description
IMPORTANT: This mod was made to be compatible with Mixu's Unlocker and won't work without it!

This mod works with ChaosRobie's Immortal Empires Expanded and The Old World campaigns!

This mod increases the number of building slots for the following settlements:
- Skaven Undercities (6 building slots).
- Oxyotl's Sanctums (6 building slots).
- Changeling's Cults (6 building slots).
- Nurgle, Khorne, Tzeentch, and Slaanesh Cults (3 building slots).
- Vampire Coasts Pirate Coves (4 building slots).
- Elspeth's Black Towers (4 building slots).

This mod can be used separately or together with main BSE mod and its other submods in any combination.

Version without additional Undercity slots - Building Slots Extended - Gardens, Sanctums, Cults, and Coves

If you use 3 Rows of Building Slots mod then use this compatibilty submod and follow instructions inside.

FAQ:

Q: Why only 6 slots for Undercities/Sanctums/Changeling and not more?
A: This is additional settlement mechanics (well, not for Changeling, but he can spam them more easily then Skaven or Oxyotl) with powerful buildings so adding to many slots can result in these factions being overwhelming and dominating in most of your campaigns.

Q: Why only 3 slots for for Chaos Cults when there are 4 buildings?
A: The fourth building of each Cult destroys the Cult so it doesn't make sense to have a spare slot for it.

Q: Why there are slots for all 4 Pirate Cove buildings then?
A: The Pirate Cove mechanic is pretty weak in my opinion and this approach seems to make it more viable and time worthy.

Compatibility note:
This mod will conflict with any other mod that changes the building browser UI or the settlement panel UI. To quickly fix this you can follow the next steps: open this mod with RPFM => go to the ui folder => remove building_browser.twui.xml and/or settlement_panel.twui.xml (depending on the conflict) => save the changes. This will resolve the conflict but likely will cause building slots to be partially covered by the detection meter and the settlement view control panel.
90 Comments
ChopChop 29 Sep @ 3:53am 
NEW COMPATIBILITY UI MOD :steamthis:
[UI] Builder: 3 Rows Settlement & Foreign Slots
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3576835384
WhackyRavenLand 16 Sep @ 3:22am 
@glospey fan-tucking-tastic <3 I'll give it a go and see how it works out <3
glospey 12 Sep @ 10:11am 
I've released an updated version of this mod, found here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3566504002 If I notice this mod gets an update and/or Myxameno asks me to take my version of this mod down for any/no reason, I will take my mod down.

This original version of the mod obfuscates Deeps and Unusual Locations (it hasn't been updated since those came out). My version of the mod lets them be visible while still providing most of the same benefits as the original. I am not skilled at UI so mine is not as pretty as the original and I had to reduce Vampire Coast Coves to 2 slots to make them work properly (still more than the 1 provided by vanilla).

If you think Coves are still too weak, I have a mod that improves the buildings that you could consider: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3404811798
glospey 9 Sep @ 4:50pm 
(I've tested Deeps and they work. I didn't test for long enough for an Unusual Location to show up but, since I'm not messing with the UI, I don't see a reason those shouldn't work.)
glospey 9 Sep @ 4:47pm 
So . . . I spent most of that time trying to figure out how to make the UI work. It has proven beyond me. BUT, I did make a version that works (some slots had to be removed from the mod because they wouldn't function and/or blocked other slots that otherwise would work). For example, Pirate Coves now have 2 slots (vs 4 in this mod and 1 in vanilla). Other slots are partially off-screen but usable (I left those in).

I've spent the last couple of hours debating with myself if I should bother releasing it in its lesser state . . . I suppose I could have asked here :P
WhackyRavenLand 9 Sep @ 4:29pm 
@glospey I hope and wish you'd just do it regardless and remove/unlist it if the author responds to you <3
Hopit 31 Aug @ 4:33am 
@glospey The authors last activity was 9th of December last year so waiting for a reply might take a while
glospey 30 Aug @ 12:31pm 
@Author(s) Would you mind if I updated this mod and re-released a version that works with Deeps and Unusual Locations?
WhackyRavenLand 27 Aug @ 1:14am 
Pretty please, update to play nice with unusal locations? <3
glospey 4 Apr @ 8:42pm 
It also blocks The Deeps ;)