Total War: WARHAMMER III

Total War: WARHAMMER III

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Lore Series: Hertz Dynamic Supply lines
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23 Apr, 2022 @ 10:47am
4 May, 2024 @ 7:39am
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Lore Series: Hertz Dynamic Supply lines

Description


Mod Version: v1.02

Hertz dynamic supply lines is a mod that replaces the vanilla Supply Lines mechanic with one that is distance based and supply lines are no longer based on the amount of armies you have.
This mod has been given a small rework from the Warhammer 2 version.

(This mod is save-game compatible)




Its like liquid gold for a modder




Main Features
When you use this mod the supply cost of your army will increase the further you are from your closest settlement.

The army upkeep starts at -15% when an army is standing close/next to an owned settlement and will increase the further away you are exponentially.

Within the Chaos Realm your upkeep will go up by 5% per turn. You can combat this by going into encamp stance which lowers your supply lines.

Mixed Horde factions such as the Vampire Coast (Legendary lords and Fleet horde armies) or Dark Elves (Black Arks) have special rules.

The horde armies of these factions themselves don't use the dynamic supply lines or the vanilla supply lines so won't increase/decrease in upkeep when moving around the map. Any default army of the same faction will calculate the distance of the closest horde army if the closest settlement is further, and base the supply line upkeep on that distance instead of settlements.
Horde army upkeep starts at -5% when an army is standing close/next to the horde army.

Full horde factions (chaos, beastmen, etc) do not use supply lines.


(This mod is save-game compatible)

Changes in Warhammer 3
The supply lines will gradually increase by a dynamic amount. There will no longer be immediate changes of +20% upkeep from one turn to the next.

Raiding stance lowers your supply lines down to 5% over time.

Encamp stance lowers your supply lines down to 1% over time.


Does this work with X overhaul?
Yes this mod works with any custom faction or overhaul.



Does the AI use this?
No since the AI does not use supply lines in the vanilla base game, it doesn't use these either. It would not know how to work with it.








53 Comments
Mr. RanGer 30 Mar @ 1:33pm 
bladeofxp, I've noticed this as well. Each new lord recruited adds 4% to the army expenses. Disbanding a lord reduces expenses by over 1000 gold whereas their upkeep is 300. Hopefully author fixes or edits his mod description.
InfoManiac 3 Mar @ 11:39am 
does "cataphs comfy encampp" effect this??

Imm playing as norsca and i have an army thats assisting an ally nation, but it's currently at 60% additional upkeep while in raiding encamy.
warbossrok 4 Jan @ 10:02am 
It seems that this makes the campaign a bit too easy.
SuperSmash 30 Dec, 2024 @ 11:50am 
Super great mod; I never play without it.

I had an idea for a feature suggestion: Have proximity to outposts in allied territories lower the upkeep of an army. It would add a stategic element to outpost placement, and also allow excursions into allied territories which should indeed improve the supply lines.

Let me know what you think! Thanks!
bladeofxp 29 Dec, 2024 @ 11:05pm 
Hi, been playing a Ghorst campaign recently with this mod, but it doesn't appear to be working properly. Specifically, the dynamic upkeep reduction based on distance is working just fine, but we're also still taking the normal supply line penalties for having multiple armies, which I don't think should be happening (it's quite obvious with a Ghorst campaign in particular due to all of the zombie stacks). Bizarrely, exempting the Counts from additional_army_upkeep manually in campaign_features_tables seems to work for all new armies, but does nothing for existing stacks.

I checked a fresh campaign just to be sure, and all behaviors are as above - by default, new armies increase supply lines unless I exempt the faction. I suppose a work-around might be to exempt all factions from supply lines in campaign_features_tables, but perhaps there's some reason that this method wasn't chosen in the first place (future-proofing, maybe?).
Mumion der Unsterbliche 17 Dec, 2024 @ 12:05pm 
Update ?
akeean 18 Jul, 2024 @ 9:34pm 
Sorry to ask, but is this safe to use in multiplayer, or will this cause desync? It's such a nice idea for a mod.

Currently putting together a new modlist for a session and this bit is a pain to check for, especially since the games logfiles are of zero help when trying to narrow down a culprit and testing permutations/bisect requires several people to jump through hoops.
Forget2Ward 14 Jul, 2024 @ 4:47am 
I don't believe this is working properly for the Changeling, I had a 60% penalty (economy in the negatives) at turn 11 without a full 20 stack army yet, I was still in the starting province of RoC.

I saw there's a 2nd component to this mod, but it looks like it's already been integrated into this one.
warbossrok 25 Jun, 2024 @ 5:16pm 
LOOKS GREAT! Award given.
8 Hertz WAN IP  [author] 7 May, 2024 @ 3:52am 
No since the AI does not use supply lines in the vanilla base game, it doesn't use these either. It would not know how to work with it.