Total War: WARHAMMER III

Total War: WARHAMMER III

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Fortification Attrition Mod (FAM)
   
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5 Apr, 2022 @ 5:53pm
16 Apr, 2023 @ 10:01am
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Fortification Attrition Mod (FAM)

Description
As you upgrade the Bastion, Empire Forts, and Ulthuan Gates they gain bonuses to attrition, potentially capping out at 70%.

Mod

This fortification attrition mod does not wholesale remove the ability to cause attrition damage to these fortifications. The goal is to make these fortifications more intimidating or challenging, but still rewarding preparation with the use of agent actions (sorry if your faction doesn't have a damage-building agent).

  • Cathay Bastion: The main Bastion settlement provides +5% or 10% attrition resistance per level, capping at 40% at settlement level 5.The three separate defensive-category structures (the yellow ones) provide +2% attrition resistance per level, capping at 10% at building level 5. Therefore, the theoretical max is 70%.
  • Empire Forts: Being single structure settlements, level one forts start at 30% resistance and by level five reach 70% resistance.
  • Ulthuan Gates: Being single structure settlements, level one forts start at 30% resistance and by level five reach 70% resistance.
  • In order to provide some give-and-take, damaging the main settlement or any of its buildings will remove the entire anti-attrition bonus that building provides (in the case of Ulthuan Gates or Empire forts it reduces it by half). Therefore, if you're an attacker, consider damaging a building or two prior to laying siege.
  • Note that hitting 100% immunity will cause a bug where sieging manpower becomes infinite, allowing instant construction of max siege equipment. Therefore, attrition resistance ceiling has been kept around 70%.

Balance

This is not balanced. This mod is driven by personal taste. Overall, this mod will make things easier for the player, because the player can properly understand these changes and prepare accordingly. If you do not want these specific values this mod is very easy to change yourself in RPFM.

Compatibility

This mod is highly compatible thanks to its very narrow scope and the fact that it only adds effects to structures, rather than modifying existing ones.

It is save game compatible, it may be added or removed freely.

It should be update-proof, again due to its narrow scope. The only way it would break is if CA renames the fortifications, or changes the effects used (highly unlikely).

Notes

Values are subject to change.

The filename is Farce_BastionAttrition
9 Comments
Opposing Farce  [author] 30 Aug, 2022 @ 7:06pm 
Updated for IE, and now includes Ulthuan Gates and Empire Forts
Opposing Farce  [author] 30 Aug, 2022 @ 2:17pm 
No, but I'm working on updating my mods this week, and including the HE gates and Empire forts is on the list.
Deviant 30 Aug, 2022 @ 2:13pm 
Does this mod apply to imperial forts and high elf gates?
Opposing Farce  [author] 24 Apr, 2022 @ 9:23am 
Ah, according to what I could find in discord, siege holdout time and besieging manpower all work off the same variable. I assumed they were independent variables. Reaching 100% causes *problems*, so I'll probably just knock max immunity down to 75-80%, making it harder to trigger the bugs at 100%. Hopefully.
Slaane 22 Apr, 2022 @ 12:33pm 
can confirm this will cause the game to spawn enemy siegers with the maximum amount of siege equipment after only a turn. it's probably something to do wtih 100% attrition immunity. which while this mod doesnt reach that, is still reached by having a lord with attrition resistance, or certain talent's.
Opposing Farce  [author] 18 Apr, 2022 @ 6:28am 
I can't say I've seen that yet, tbh
I'd hope it wouldn't because this mod only adds a stat bonus to certain buildings, theoretically being compatible with everything. It doesn't mess with how the settlement is categorized and such.
grz34998 10 Apr, 2022 @ 4:23pm 
I've noticed that some of the Bastion Attrition mods have a bug where all units are able to get siege engines, do you know if your mod is effected by something similar?
Opposing Farce  [author] 5 Apr, 2022 @ 6:02pm 
RIP if you don't have a damage-building agent.
Opposing Farce  [author] 5 Apr, 2022 @ 6:02pm 
I liked the idea of the bastion resisting attrition, but didn't want to remove it completely. This is a nice compromise. A fully built bastion is basically immune, but that allows intervention prior to development and, even if built, allows the use of agents to re-enable attrition.