Total War: WARHAMMER III

Total War: WARHAMMER III

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Small armies campaign
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Tags: mod
File Size
Posted
Updated
1.291 MB
2 Sep, 2022 @ 5:09am
17 Jun @ 12:24pm
44 Change Notes ( view )

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Small armies campaign

Description
This mod sets the maximum size of armies to 12 units (configurable with MCT).

I like small skirmish battles and created this mod in an attempt to get more small armies fighting each other.

How this mod works
This mod makes quite significant changes, so please read the description below carefully.
  • Enforces a maximum of 12 units on all armies (configurable with MCT)
    - for the AI it simply removes random units until the limit is reached, with a slightly increased probability for removing the cheap units first.
    - for the Player it puts a penalty debuff on a player army if the army has more than 12 units at the start of a turn.
  • Adds dummy units to AI armies to prevent the AI from going into an infinite loop of recruiting troops that are then removed again. Hence the dependency on the completely harmless dummy unit mod.
  • Adds +100% upkeep (configurable with MCT) on all troops, heroes and lords. Without this you will simply have twice as many armies, often moving together, defeating the purpose of this mod.
  • Removes one slot from local and global recruitment points to keep "time to fill" armies in line with base game design. Can also be configured with MCT!
  • The background income is doubled to ensure that the game start economy is viable (use this background overwrite mod if you only want +50% increase on the background income).
  • Modifies the game engine that generates random armies to adhere to this limit.
  • Caravans can only receive recruiting events if there are two free slots in the army below the configured limit.
  • Dread fleets have double upkeep reduction bufs on buildings to compensate for not being real armies.
The player penalty for going over the limit is +200% upkeep, tired troops and no replenishment. The debuff lasts for 1 turn, and you won't see it removed instantly when you remove troops, but it will be gone at the start of your next turn.

Dummy units are added to AI armies when they enter recruitment mode to help the AI planner, so you will often see a lord with 8 dummy units in a settlement.

Useful companion mods
If you also want to reduce the size of garrisons, please subscribe to the companion mod:
Small armies campaign - Garrisons.

Since lords and heroes can become strong in the context of smaller armies, I made a mod to nerf them: Nerf lords and heroes. Everything configurable with MCT.

I also added an option to reduce the challenge of quest battles to better fit an army size of 12 units with this companion mod: Small armies campaign - Quests. This includes the myriad of quest battles introduced in the latest DLCs for Malakai, Changeling, etc.

FAQ
Can I safely add/remove this mod?
The dummy unit mod, which is a prerequisite for this mod, cannot be removed from your campaign, but the dummy unit mod makes no gameplay changes, so it is safe to leave it in. The small armies mod can in principle be added to or removed from a campaign, though not really recommended. If you plan to remove the mod reconfigure the upkeep debuff and recruitment slots to zero as that may linger otherwise.

The AI armies seem to be stuck in recruitment mode?
AI armies may occasionally remain stationed in a settlement with a full stack of 20 units (including dummy units) and the recruitment icon displayed. This is not a bug or a forced inactivity. While it may sometimes seem like the AI is hesitant to act, it will move out when it finds a reason to do so.

Can I have more units in my army than the maximum?
The limit of 12 units (default) is purely visual, and it is therefore possible to exceed it. The game only strictly enforces a cap of 20, so you can indeed push your armies to 20 units, which can be useful if you for instance want to do a quest battle designed for 20 units. However, be sure to reduce your army size before the end of your turn to avoid the penalty debuff at the start of the next turn.

How do I know how many real units an enemy army has?
If you click on an AI army and hover the mouse over the title bar, the tooltip will give you a description of how many normal and dummy units are in the army.

The upkeep modifier seems illogical?
As upkeep modifiers are additive, this means that the +100% upkeep debuff from this mod puts the upkeep at 200% as expected. This also means that, for example a -50% upkeep buff from a skill or trait will move the upkeep from 200% to 150% in this scheme. However, the picture is complex. The actual savings in total gold pieces is the same as before (vanilla: 100% of 250 with -50% means a saving of 125, this mod: 150% of 250 is 375 which is also a saving of 125 from 500), so the upkeep reduction buffs are unchanged when it comes to building settlements, hero actions, hiring new troops, etc, but are effectively nerfed when it comes to army expenses/upkeep.

Note on army limit above 20
There is a data value in memory when the game is running that controls the army size, and using "cheat engine" software it is possible to manipulate this value. Changing this value and using a mod to disable attrition (some bug with attrition and 20+ units will cause crash) will allow you to set a hard limit of army size up to 40. Search "Da Modding Den" discord for "Army Unit Limit Addresses Found" to find the details. I am not using it myself, so I don't know more than this.

Final comments
I have worked on this codebase both in WH2 and now in WH3. I have spent hundreds of hours using it (and have fixed quite a few bugs along the way). However, there is just sooooo much that I have no idea how well it works, so be WARNED that this is not a fully tested product. :-)

I made this mod for my own enjoyment, and am now sharing the code in case anyone else wants to use it. Unfortunately, I will not have the time to do major revisions. Feel free to copy the code base and improve upon this mod. :-)

I do drink coffee when I code, so feel free to buy me a coffee[buymeacoffee.com] or go through Tipee[en.tipeee.com] if you want to support the work.
279 Comments
SpooNNNeedle 16 Jul @ 9:43pm 
btw I'd assume it's probably Grudgebringers as an AI faction giving you trouble Streletz, or the fimir since those two tend to have the most issues of them all.

This mod is great! Really ingenious way of going about it too! There are some balancing issues (like tomb kings don't pay army upkeep and thus aren't punished nearly as heavily for fielding illegal armies) but for the most part, this mod does what it wants to do the best out of any alternative mod or method.
Streletz 11 Jul @ 9:48am 
thanks for your answer, i forgot to mention but yep i got the dummy mod, and also the garnison and story battles.

I continued some tests today - the game lauches well with the following mod list
-Mixu unlocker
-Audio Mixer
-Mod Configuration Tool V09
-Mixu Legendary lord
-Mixu Legendary Lords: Asset pack
-Immortal Landmarks
-Recrut Defeated legendary lord
-Victory Condition Overhaul
-Legendary Characters
-Legendary Characters asset pack
-Trubbles Dummy unit
-Small armies Campain/Garrisons/Quest battles

So the culprit of the crash is probably one of the OVH lost factions mods, gonna try to find which one.

Thanks tipeee seems to work, just gotta wait for my paycheck by endmonth '-_-
Trubble  [author] 11 Jul @ 7:28am 
@Streletz: Thanks for the feedback, I think you may just need to also subscribe to the dummy mod, usually the only thing that makes this mod crash if it is not there. This mod is almost script-only, making it highly compatible with nearly all mods.

So happy you consider buying me a coffee, thank you. :-) I have added tipeee option too, in case that works better!
Streletz 10 Jul @ 10:49am 
Hello! First thanks for this mod! I think that I've abandoned a million of games after the 40-50 because of slow boring battles with millions of armies. Now I've barely reached the short victory conditions.

A first question - I use to play with a lot of mods, but adding smaller armies to my usual list crashes the game at launch. I'm gonna test on my own, but perhaps you have an idea which mods causes the troubles. It definitly works with improved victory conditions, improved lore and legendary landmarks. I need to check mixu compilation, mixu unlocker, cataph compilation, legendary lords 3 and all of the OVN lost factions, the trouble is definitely in this list.

And a second one, do you use something beside buy me a coffee? Seems it doesn't work here^^
ddrake4 8 Jul @ 7:23pm 
Weird, something must be up with AI income because I have upkeep set to 200%, I can barely afford a single army and the AI is fielding 5+ regularly, early game.
Trubble  [author] 5 Jul @ 12:44pm 
@ddrake4: Yes, the modifiers are the same for all factions independent of being AI or human controlled.
ddrake4 5 Jul @ 9:30am 
Does the upkeep modifier apply to AI? My AI is spamming small armies now and it's pretty annoying with how fast they can recruit.
きりふり 23 Jun @ 1:59am 
@Trubble That's only because I spend most of my time in Japan lol
Trubble  [author] 22 Jun @ 4:25am 
@きりふり: Sure go ahead! 请! (but your name is in Japanese?) :-)
きりふり 21 Jun @ 10:20am 
I really enjoy your mod Small armies campaign. I'd love to make a Chinese translation and share it on the Steam Workshop. Would you mind giving me permission to do so?