Total War: THREE KINGDOMS

Total War: THREE KINGDOMS

ROTK Ver1 - TROM + TUP Collection
Lotus Eater23  [developer] 17 Feb @ 2:42pm
Collection Direction & Cross-Roads with My own mods
I don't know if many people truly follow my collection page but this essentially is the hub where I collect my thoughts and expand on what the goal is. I can see my stats but im not sure if any of those people keep tabs on what this collection is up to.

Im at a huge cross-roads in my modding journey and would like to share what ive done and what im toying with.

The main purpose of this collection is to be immersed into the world and to feel the impact of your decisions on a very strategic level, character focused campaigns with some historical flavor, and to have a sense of anything can happen (also replayable).

In short I wanted:

1. Slow campaigns with high level of strategy
2. Character centric focus however certain nerfs present new challenges
3. Unpredictable events, domino effect where decisions lead to more outcomes


For the most part this collection achieves all 3 and i was happy until..... I got kind of far into a campaign and noticed a ton of generic generals were spawned, almost too much.
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The recent updates to some of my mods has lead to the Ai prioritizing retaining characters and allocating more budgets to this. Way less historical characters were dying in the recruit pool however an unintended consequence of generically generated generals were absorbing a large amount of ai factions character employment.

I have found a few fixes to this however im not sure what direction to go. On one hand, i found a way to completely eliminate generic general spawn minus the nanman and yellow turbans who need generics to thrive. After testing for 30 turns, this lead to some factions not being built properly for awhile (Liu Chong and Kong Zhou both had only 3 generals after 25 turns).

Some factions were absolutely fine such as Liu Biao, Cao Cao, etc.

The other unintended part with not allowing generics into the game is, the ai was able to hoard alot more gold thus leading to somewhat broken economies and the impact nature of choice was lost.

The other thing i can do is to allow generic spawns but drastically reduce the number of generics dropping into the campaign. I have a sample pack file created where generics can only drop so many characters into the pools every 5 turns, and then after 220 no more will spawn in since historical characters will dominate the world. (assuming you have timeless characters ON and a mod that disables executing characters and adds lives/resilience)

Im leaning towards allowing generics but only a few to han factions. The only way i have found to completely eliminate generics is to do the following:

1. Disable generic generals
2. Alter the spawns of the of all TUP, MTU, WuKing, and Vanilla historical characters to produce historicals much sooner. (Almost like a heroes across time scenario from ROTK)
3. Ill need to rework the economy if i go this route, by tweaking several categories:

Character Salary
Budget Allocation Tables
Army Upkeep Costs
Tax Tables
Building economy but only the yields not the foundation

And if i can find out how, alter family estate income.
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Lotus Eater23  [developer] 20 Feb @ 3:01pm 
My mods are starting to get hard to keep track of, ill be honest. This collection has a ton of dependencies meaning, if you almost don't follow the collection exactly as i have it, it might not work correctly. To be clear, you might have a working campaign but you might come across really strange stuff.

Im sorry guys for all the changes and i hope whatever mod loadout you play with that it works well.

I play on this very specific collection which has kind of lead to some chaos in my brain because ive tweaked so many tables in the last 2-3 weeks with tons of turn 1- 20 testing. Hopefully this does not wreck any current campaigns or future playthroughs.

While i highly recommend my ROTK collection, i understand it is not for everyone so i might be releasing updates soon so that people can choose my mods a bit more ala carte.

Also the Disaster Events mod i used to have at the bottom of my collection is not the disaster mod that i use. I think the mod is amazing but the effects the events have are happening too often and with too much effect.

I have a very lite version of that mod however i dont know yet if i will post or not since i havent obtained the original author's permission. Stay tuned.
Last edited by Lotus Eater23; 20 Feb @ 3:05pm
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