Total War: WARHAMMER III

Total War: WARHAMMER III

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Kisleve Tech-Tree
   
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448.397 KB
7 Oct, 2022 @ 10:06am
19 Jun @ 2:06am
17 Change Notes ( view )

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Kisleve Tech-Tree

Description
What does this mod do?
The mod adds 34 new technologies to the Kislev Tech-Tree.


DESCRIPTION
Completely technologies with new effects have been added to the vanilla tech-tree.
4 New technology groups were created. See Pictures.

Resistance:
Contains resistances for all units

The Ice Yard:
The tech group The Ice Yard must be researched first to unlock other tech groups.
Here basic upgrades like growth, reinforcement rate, construction costs, trade revenue, experience for lords etc. are improved (see pictures).

Unit Upgrades:
In the tech group Unit Upgrades the stats of the cavalry and infantry (meele and ranged) are improved.

Ice Yard Reinforcement:
The Ice Yard Reinforcement tech group includes improvements for Lords, Agents, Ourpost Units, Sleds, Little Grom, Leopard and Bears.

For a rough overview, please take a look at the images.

Does it take forever to explore the tree now?
NO, if you want you can research faster by quickly researching the technology that increase research speed ("The Knowledge of Ancient") in the middle of the tree.


Compatibility:
The vanilla technologies have not been changed, they only had to be moved for space reasons, but the effects have not been changed. Thus, the mod is compatible with all mod that does not create new technologies. Mods that, for example, only change the vanilla effects or add more effects (and no technologies) will work.


Final word:
I wish you a lot of fun with the mod.
I ask you for your feedback.

You can find more mods here:
https://steamhost.cn/steamcommunity_com/profiles/76561198043919449/myworkshopfiles/

The compilation of all my tech tree mods is called "Tech-Tree Compilation".
62 Comments
白夜 4 Aug @ 5:03am 
你让我一个只会中文的人看全英文的图?看不清+看不懂
Marcel Soares 2 May @ 9:27am 
Still miss the elemental bear summon from Daz upgrade
Decky  [author] 2 Apr @ 6:52am 
A mod like this that only strengthens one faction cannot be balanced. Why don't you use the compilation? In the compilation each faction receives an extended technology tree.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3117083206
fireball900 1 Apr @ 3:26pm 
I'm comparing strengths to 'vanilla' techs.
Did you make your Kislev techs take longer, to compensate for the additional strength?
ryukon 1 Apr @ 12:37pm 
I like your mods and use them for the factions that have not got a rework in WH3 yet.

But for factions that already got their rework this mod is absolute overkill because every dlc/rework adds so much powercreep that they are already so much stronger than before.
Kislev just got 40 new "techs" with their rework and really does not need your 43 more because it will be too easy and thus boring. But everyone has to decide that for themselves.
In any case please continue updating and polishing your mods especially for those old factions that have fallen behind.
Decky  [author] 31 Mar @ 10:46pm 
Changed charge of cavalery from +5 to + 15 %.
Cavalry has such great differences in the charge that it should always be improved as a percentage.
Decky  [author] 31 Mar @ 10:44pm 
@Fireball900: kislev has only 40 new technologies, the other factions have 60 to 70 new ones.
As Kislev still has to keep up with the other factions, some of them are stronger than other tech-trees. To compensate for this, Kislev has only 60 instead of 70% resource bonus in the tech tree.
I can reduce this to 50%, or those who want it hard can leave out one of the two techs.
Then you build longer for researching.
fireball900 31 Mar @ 4:53pm 
Balance suggestions:
Blinkers +5 -> +15 charge bonus. 5 CB is unnoticeable
Unleashing the magic: Put it further in the tech tree, or nerf it to only the +total reserve. bonus magic per turn is a big buff. It's also in a tech line about outpost units, which seems weirdly placed?
Foreign legion & Fight For Kislev: Triple the bonuses, outpost units don't get most other bonuses
Upgrades for all: Either reduce to only the +10 armour, or place later on, it's current a very good buff for the entirety of the roster
Unexpected Strength: Triple the ranged buffs, non flying ranged characters have a hard time staying good later on anyway and this is a later tech
Experimental Gunpowder: Add a 10% misfire (miscast) chance, since it's experimental?
Endless arrows: Reduce to +10%, since it's for all units
Zhurtek 31 Mar @ 8:44am 
I must have had a bad update or something, unsubbing and reinstalling the mod fixed the error.
NoShoesBrad 31 Mar @ 4:31am 
I can confirm the mod works for me, first time no crash on startup, I even loaded into a current Kislev playthrough and the updated tech tree is right there integrated