Total War: WARHAMMER III

Total War: WARHAMMER III

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Mortals, Mercs and Management
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overhaul
Tags: mod
File Size
Posted
Updated
6.622 MB
31 May, 2022 @ 7:37pm
16 May @ 7:28am
105 Change Notes ( view )

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Mortals, Mercs and Management

Description
Updated April 1st, 2025. Update 6.1.3 - Priest Populations! .

TLDR: This mod adds new food and population mechanics, and hiring mercenaries. The game will require more thought about logistics, and will reduce snowballing. This mod cannot be enabled or disabled midway through a campaign, you need to start a fresh campaign.

Food
Almost all buildings either produce or consume food. Military and State buildings will consume food. Growth and Gold buildings will generally create food. Also your armies consume food based on their size, and will recover their supplies on the extra food production of the region. More food = faster army supply!

Populations
Every settlement in the game has populations with different races that migrate between settlements. Population determines a settlement's tax returns. Populations are divided into different classes, such as Priests, Nobles, Workers, and Civilians! Populations need to be fed, and don't like living in regions that have been devastated by raids. They will also succumb to the dark god's corruptions.

Rebellion
Negative public order turns your pops into dissidents that will form rebel armies if not suppressed. Suppression is granted from Priests, local armies, and buildings. Exterminating a population in your province will likely lead to a rebellion and mass migration. It's genocide.

Replenishment
Your armies draw their strength from the population of your faction's race within a province. No people means no replenishment! Carefully manage your army composition so that it has enough Nobles, Warriors and Civilians for all units, or alternatively recruit auxiliary or allied units that handle their own replenishment.

Mercs
Almost all factions have been given access to mercenaries. Players can now recruit mercenaries based on the loreful population of the region. So, if you are in the empire regions you can hire imperial mercenaries to fight in your armies. These mercenaries hired from the local populations and require the accurate population of the loreful faction they came from.

Army Mechanics
Armies possess one new statistics - supply. Supply amount applies a buff or debuff on each army. An army travels on it's stomach! Ranged units carry their ammo usage over to the campaign, and only recover their ammo at the start of the next turn by consuming supply. Armies become fatigued from fighting multiple battles and can start new battles demoralized from no supplies, or lacking ammo for their weapons.

Supply is recovers by spending time in friendly territory with high food production or raiding enemy regions to steal their food! Armies without supplies will starve to death and take attrition damage! Well supplied armies will march faster and recover more quickly!

AI Limitations
The AI is playing on the 'Normal' difficulty settings for population and rations, and generally plays by all of these new mechanics with a notable exception; AI units do not replenish using troops only from the local province, but all provinces in their empire. It is still possible to deplete their troop reserves and stop their units from replenishing.


VARIOUS RACES!!

Humans
There are four standard human race (Northern, Eastern, Western, Southern) can convert to one-another if owned by the appropriate faction. For example, if an Empire faction captures a Kislev settlement any Northerners in that settlement will slowly convert into Westerners.

Dark Elves, Wood Elves and High Elves
These races will have smaller numbers of population. Elves will slowly drift between the three faction races like the humans, but much more slowly, and have different populations living with them.

Chaos Dwarfs and Dawi
These races will have smaller numbers of population. Dwarfs will slowly drift between the two faction races like the humans, but much more slowly, and have different populations living with them.

Lizardmen
Skinks, Saurus cannot grow their populations normally, and will instead grow by a fixed amount every spawning day. Kroxigor will provide their own replenishment as a special caste. Their populations will only increase if they own spawning pools in the settlement, or the settlement is a Temple City.

Undead and Daemons
Undead appear in any province that has vampiric corruption. Daemons appear in any province with any of the chaos corruption types. They are used by any respectivly Undead or Daemonic units to replenish.

Skaven
Skaven grow normally in cities. But they also linger in regions as wild populations. High Skaven corruption will increase their population growth. Skaven armies can replenish their armies from these wild populations.

Ogres
Ogres are much less numerous and consume much more food, but they keep a large number of goblins and others around their camps.

Tomb Kings
Nehekharans will appear in any Tomb Cities, even if exterminated down to the last skeleton. However they cannot migrate to other settlements. It is advised as Tomb Kings to find a source of living humans if you wish to colonise a non-Tomb City settlement. Living humans will slowly convert into Nehekharans.

Forest Spirits and Beasts
Fae and Beasts are a secondary population for Wood Elves and Beastmen that live mainly Magic Tree settlements but also around the map. Beasts can be used by various factions for replenishment. Beastmen units use only Beasts populations that can be found in corrupted lands, and forests.

Greenskins
Orcs, Goblins and Gnoblars are spawned from any settlement they own, rather than breeding conventionally.

Slaaneshi, Khornates, Nurglites, and Tzeentchians
These monogod populations represent the mortal devotees of each of the gods for chaos warrior units. Many races may be corrupted and rise in revolt for their respective gods.

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I'd like to thank Lorghul, Chris, and Exlo for their wonderful help! I strongly recommend using DrunkFlamingo's Table Top Caps!

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BUILT IN COMPATIBILITY:
- Immortal Empires Expanded
- Mixu's Unlocker
- OVN Lost World

OPTIONAL FACTION SUBMODS:
- If you wish to play with additional factions such as TEB, Mousillion, Araby, Albion. ect. The Modded Factions Submod

SHOULD WORK BUT MAYBE BE BUGGY:
- Most custom units
- Most custom lords
- SFO

INCOMPATIBILITIES:
- Victory Conditions Overhaul crashes after completing the victory condition.
- Any mod that adds a new subculture or culture.
- OvN Firmir
- Xoudad's Levy mod and Loreful Mercenaries will not work, because mod has something built in already.
- Mixed race mods like Stratovarius' Garbag
- MULTIPLAYER DOES NOT WORK!! (Can't fix it either, so please don't ask.)

If, upon starting a new game, the population panel is blank that means you have another mod that is crashing all other scripted mods.

_______________________________________________________________
│⠀⌱⠀⠀My Other Mods
│⠀⌱⠀⠀If you wish to support my modding, please consider adding me and pick up something from my wishlist.
_______________________________________________________________

⁠—Please help me with mod visibility, I appreciate it!
Popular Discussions View All (13)
15
19 Aug, 2024 @ 3:43am
Exploring Recruitment Logic and Population Dynamics in Your Mod
Maska_zgz
1
25 May @ 9:19am
Any chance for a Patreon
Sin Archbishop of Vainglory
10
11 Apr, 2023 @ 10:29pm
Ammo not replenishing and heroes not healing
Max ferrari Ott
1,818 Comments
luke.sluszniak 17 Jul @ 1:57am 
When playing as Vampire Counts the population of undead completly dissapears after in second turn Rebels appear. Can you fix this?
Omnplayer 16 Jul @ 10:54pm 
It seems that a bunch of regiments of renown are missing when I have this mod enabled
_Zevon  [author] 14 Jul @ 12:03pm 
@notquitekj. Thank you! I had a great laugh at the "polish than Praag after being burnt down" line.:steamhappy:

Yes, you make some valid points there! The simple answer is I don't have the skills to make it clearer. In the future I'll work to keep that simplicity in mind.
notquitekj 14 Jul @ 2:49am 
I love this in theory, but the lack of information on effects or options for managing various aspects of the mod makes it feel... ancillary? Why can I not just spend gold to boost my supplies in friendly territory? Why are there no stats on the tooltips? (I'm a TW:WH player, I cant read unless it has red/green number) Why do rebellions involve 6 or more different races each with their own one-lord army appearing in the same turn? the idea is so cool, but it needs more Polish than Praag after being burnt down again.
_Zevon  [author] 11 Jul @ 5:44am 
Notice: Due to the delay by CA on the new DLC, I'm also going to be delaying updating this mod. It should still run even with the recent hofixes. Work's been busy, and I need to focus on that. I will return to update this with the new DLC this fall.
Mirza 9 Jul @ 3:30pm 
update please when you can this mod is amazing :)
zane0 7 Jul @ 1:08pm 
Is this mod even usable when playing horde factions? Because playing as Nakai I barely get any supplies replenished per turn. Like, 4 - 10 points of supplies from my vassal region.

And none of my horde buildings have anything to help compensate.
Zabii 6 Jul @ 11:39pm 
I love the idea of having varying rebel armies according to the population races, on paper.

However in practice, I've only seen the majority of them be armies with only lords, or being joined by one to three weak units, which sort of make rebels more of an irrelevant nuisance than something that could potentially threaten you.
Louie04k 21 Jun @ 11:21am 
hey zevon a mod that claims to fix MP incompatibilites came out today called "MP Sync" Should take a look
Omnplayer 13 Jun @ 11:22am 
The Better Control and Better Corruption mods by Volcano