Total War: WARHAMMER III

Total War: WARHAMMER III

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Hucon - Human Countries' Comprehensive Building Overhaul
   
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23.7.2024 klo 6.59
11.9. klo 5.22
11 muutosilmoitusta ( näytä )

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Hucon - Human Countries' Comprehensive Building Overhaul

1 kokoelmassa, tekijä Reithschuster
Reitschuster's Quality of Life Mods
3 luomusta
Kuvaus
A continuation of my earlier works, Empcon and Brecon, united in one for convenience.


So what does it do?
Long story short, it pretty much equalizes the economies of Empire, Southern Realm factions and Bretonnia, streamlines them and also adds a bunch new and old buildings to both factions.

Made to be used with my other mod, New Building Slots but you're free to use it without it or with another building slot mod if that's what you prefer.

Long list of changes (partially outdated, don't consider it exhaustive):
Empire:
1. Farms now give money just like Bretonnian farms, plus add +1 recruitment slot per level.
2.Restored the Armory chain which also gives Empire +2 global unit armor, along with some money as it gets sold to civilians as well, with a new level 3 building also giving +3 global unit armor.
3. Industry buildings now give 500 at level 2 and 1000 at level 3.
4. A brand new economic chain allows you to raise your profit by up to +1500 profit along with powerful boons, but it is very expensive and takes a long time to build. It represents success in your empire as you become powerful.
5. Two brand new defense chains for major and minor settlements that allow you to bolster your defenses and increase replenishment.
6. Port income increased.
7. Roads' campaign movement bonus now has an all-province effect, it stacks and now there is a point in building roads everywhere to make movement within your empire easier. Also means beastmen, chaos armies and other invaders will have a hard time running away from you for 10+ turns straight.
8. River port chain allows you to further increase income
9. Apothecary chain to boost growth
10. Training Center to boost global martial skills, also increases melee defense of the local units.
11. Restored the Empire smithy chain, but with changes to its effects. It is now a semi-economic building.
12. Restored the Academy building and gave the Southern Realms access to it.
13. Empire now has access to the Storage & Milling chains that Bretonnia has.
Bretonnia:
1. Remove support building requirements for Bretonnian economic buildings (farming, industry), allowing you to build economic buildings to the highest level without the additional building requirement. However, supportive buildings still require the first main chain building to be built prior to construction.
2. Remove associated penalties (so you can have have both farming and industry in one region).
3. The value of all industry buildings has been increased to make them actually worth building (clothier gives 500, tailos gives 1000).
4. Add a new economic chain for Bretonnia called services to further bolster your economy
5. Add two new defensive chains for Bretonnia
6. Add roads for Bretonnia and give them province-wide effect (meaning that they should stack up now, and give you a sizable bonus)
7. Removed campaign movement bonus from Bretonnian extra industry buildings, increased their other attached values.
8. Increased port income.
9. Added river ports
10. Added training center (factionwide +1 melee attack and defense for all units)
11. Has access to the roads chain from Erebonia
12. Has access to the restored Academy building.
13. Farms give replenishment
14. New economic building chain called "Marketplace" has been made for both Empire and Bretonnia.
15. New economic building chain called "Taxes" has been made for both Empire and Bretonnia.


The next country I'm planning on working is Cathay, but I don't know when that will be.

Compatibility:
Not compatible with any major overhauls
Not compatible with either Empcon/Brecon
Not savegame compatible
Should be compatible with resource overhauls & landmark mods
Compatible with map mods (Immortal Empires Extended, Old World)

Mod crashes: Basic troubleshooting:
1. Run the mod without anything else
2. If it still crashes, write a comment. It will be addressed as soon as possible.

Submods:
Hucon Imperial Armoury
Garrison Submod
Russian translation
120 kommenttia
Code name GNetNe 13.9. klo 3.25 
@Reitschuster I thoroughly enjoy your mod. I love building OP economies.
Reithschuster  [tekijä] 12.9. klo 12.47 
@Code name GNetNe,
I hope you all enjoy the new tax building and the partial Kislev integration.
Code name GNetNe 12.9. klo 5.51 
@Reitschuster Nice. IRL takes priority, we can wait.
Reithschuster  [tekijä] 11.9. klo 5.24 
@Code name GNetNe,
I'm partially releasing it for Kislev.
Reality cut in with my plans, I'll still try to update it but it will take longer. Until then, Kislev gets its economic buildings. Empire and Bretonnia get a new unique building as well - tax office.
Code name GNetNe 11.9. klo 2.35 
so when is the Kislev and Cathay update?
Reithschuster  [tekijä] 3.9. klo 2.25 
https://imgur.com/a/PsjKXfF
Wrap up your campaigns.. because this will probably break them.
I should be done in a few days, but can be done today. Just be ready.
Reithschuster  [tekijä] 29.8. klo 12.15 
@louis.sica,
I'll see what I can do. I've only played as HE and WE. I'll need to play as DE a little to familiarize myself with the faction. First in the order are the human factions though.

No worries, you have clarified yourself sufficiently now.
louis.sica 29.8. klo 10.58 
@Reitschuster....that's what I meant, a seperate mod for elves. Can be HE, DE, and possibly WE. Sorry if I wasn't more clear.
Reithschuster  [tekijä] 25.8. klo 21.45 
@louis.sica,
It’s possible to make, but this a mod for human factions, so.. even vampire counts barely make the cut.
louis.sica 25.8. klo 14.37 
@Reitschuster....gotcha. Also not sure if this is possible, but maybe one for HE and DE factions. I would say the dwarfs, but I have a few mods that resources mods that gives them plenty.