Total War: WARHAMMER III

Total War: WARHAMMER III

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Tier 4 Starting Capitals
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Tags: mod
File Size
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333.181 KB
1 Oct, 2022 @ 2:47pm
17 Feb, 2023 @ 10:37am
4 Change Notes ( view )

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Tier 4 Starting Capitals

Description
This mod is out of date and may not work correctly. It also may still work fine. I have no schedule or plan to update at this time.

ABOUT TIER 4 STARTING CAPITALS
TIER 3 VERSION HERE

This is a limited recreation of the amazing WH2 mod, Higher Starting Tier: Capitals & Hordes by frosty and Sm0king. These two deserve all the credit for the idea. The script for making this work in WH3 is an edited version of DrunkFlamingo's all regions start at tier 4 mod, I got tired of waiting for the official Higher Starting Tier mod to be ported, so I modified DrunkFlamingo's script for this. Please give all thanks and kudos to these other modders.

There might be a few bugs because I wanted to get this out before starting a multiplayer campaign, but we have tested it quite a bit and found it to work very well.


All regions province capitals will start the game at tier 4 (player & ai, major and minor factions)
Building slots # all unchanged

Compatible with mods that edit number of slots
Compatible with mods that adjust growth or building/construction time
Compatible with Alarayn's Tier 4 Minor Settlements
Compatible with multiplayer/coop campaigns

HORDES ARE NOT YET INCLUDED:
vampire coast
beastmen
one lizardman faction
But hordes seem to do ok, they can gain extra money from sacking the higher tier settlements


Any settlements OCCUPIED on TURN 1 will be set to rank 4 (or 3 if it is a minor settlement). This is to help some of the factions that have an initial fight or two before they claim their land.


Please like and favorite if you enjoy this mod to help it be visible to others!


COMPATIBILITY WITH OTHER MODS
This should work with basically every other mod ever made. It is a self contained script.


CREDITS AND LEARNING HOW TO MOD YOURSELF
- FrostyDemise & Sm0key for the WH2 original mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1193211657
- script mostly reused from DrunkFlamingo's Start at Tier 4 mod without his script this mod would never happen https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2799206220
- If you are interested in learning how to mod yourself, first start by downloading the RPFM (Rusted Pack File Manager) and open up your favorite mod to see how it works. Then join the Discord at Da Modding Den
51 Comments
Cpt. Uranhön 5 Jul @ 2:53am 
UPDATE PLIZ
Dean Winchester 29 Jun @ 8:59am 
If you ever update this, consider making it so the Beastmen faction leaders have their horde start at tier 3/4 (if possible). Because this handicaps beastmen campaigns.
Sleezy Cabbage 28 May @ 9:03am 
Mod still works no prob, no issue.

I gotta add though, ABSOLUTE GAME CHANGING EXPERIENCE.

I genuinely believe this kind of change would work well as an alternate game-mode for the base game (with more fleshing out obv).

Makes early game a lot more interesting, makes getting Tier 5 buildings to access better and/or modded units more tangible, and forces the AI to build taller sooner, and get steamrolled less often.
AI feels "harder", more intelligent, in general a lot more fun to play against suddenly. This will always have a home in my modded campaigns moving forward. I will never NOT glaze this enough.
Dean Winchester 27 Apr @ 4:02am 
This mod still seems to work, so I'm not sure the [OUTDATED] is needed.
Rowankettle 21 Oct, 2024 @ 10:15pm 
still works as of oct 22 2024

tested with SFO as well; still working.
Bounia [FR] 7 Oct, 2024 @ 5:50pm 
Still work for me guys
Cpt. Uranhön 18 Jul, 2024 @ 8:45am 
UPDATE MAN
Avlaen 7 May, 2024 @ 10:46pm 
does this still work?
Singis 7 Jan, 2024 @ 1:23pm 
Sigmar's Heirs stops this from working on Altdorf when playing as Franz I notced but all other capitals work fine still.
Chuckawookie 25 Oct, 2023 @ 9:32pm 
Still works with my 400+ mods, but it makes every provincial capital tier 4 instead of just faction capitals.