Total War: WARHAMMER III

Total War: WARHAMMER III

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Control your own Criminal Underbelly
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Tags: mod
File Size
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21.796 KB
3 Sep, 2022 @ 6:52am
28 Mar @ 1:03pm
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Control your own Criminal Underbelly

Description
This mod gives the skaven the ability when occupying a settlement that has one of your undercities now it doesn't disappear. Also, now when someone razes a settlement with an undercity beneath it now the undercity remains.

The same for the vampire coast and their pirate coves, and the diferent cults for the diferent chaos factions.

Notes:
Discoverability won't do anything in the undercities that you have settlements above so i recommend not building them, you will sometimes receive a notification that an undercity was discovered but that does nothing because you can't destroy your undercity.
Your settlements can't be target with the hero that gives you the laboratory, but you can conquer the settlement after constructing the undercity.

Warnings:
What happens if you call a vermentide beneath a settlement you own? The army spawns your settlement isn't destroyed and the undercity is destroyed.
What happens with a doomsday device ? I don't know. If you want to test that out and tell me I will be grateful.
The mineshafts (the building that has 10% chance to randomly create an undercity) can't spawn undercities under your settlement, iffy in the comments tested it.
How does the AI react to this ? IDK.
What happens when ...? Idk tell me if you test it out.

Is compatible with everything. It is save game compatible.

Any questions or suggestions I will answer in the comments.
55 Comments
Gingusa 6 Jul @ 4:12am 
ok i realized he has settings in mct for his other mod that lets skaven settlements spread undercities, it allows undercities under skaven and also under your own settlements, so maybe they were deleting them. now i have to wonder if i even need your mod or if its doing the same thing his does..
Gingusa 6 Jul @ 3:31am 
i wanted to try this mod out which is why im playing some mors right now, and the undercity under my settlement is just disappearing and you claim its compatible with everything but ill try without the other mod and see if it still goes away
Gingusa 6 Jul @ 3:28am 
im also using "Under-Cities Survive Razing" both of your mods also prevent the undercity disapearing when above city is raised i wonder how they interact? the other mod provides a building button that lets you manually take over the above settlement i wonder if it works with your mod? before i have had a chance to try it im having an undercity in progress disapear over the end turn..
Gator 13 Jun @ 6:31pm 
Damn I love this mod
Draktanar 2 Jan @ 2:34pm 
it seem to work with cults, i'm running a game with N'kari and i have conquered town with cults without loosing them. I looked at the files modified by the mod, and i thin kit should work for pirate cove, undercities and cults, could be worth mentioning in the description :)
All is Dust  [author] 30 Dec, 2024 @ 3:24am 
You will have to test it but since that wasn't the original goal of the mod probably not.
Draktanar 29 Dec, 2024 @ 2:14pm 
also interested in knowing if it work with cults and such
Majyek 25 Aug, 2024 @ 2:20am 
I wonder if it works with vampire covens mod.
Belial 14 Aug, 2024 @ 5:08pm 
Okey, never used context viewer before but it is really intuitive and I can confirm that even re-enabling the toggle button and using it, no cults remains (there is no buildable slot)
It seems to me, it really gets destroyed by the end turn
Belial 14 Aug, 2024 @ 4:54pm 
Well, right now I did what I said, so we can exclude that it is some other mod or the type of building.
I'll try to click on other menu, while in the context viewer I'm not sure how the cults are visualized but I can try also that.