Total War: WARHAMMER III

Total War: WARHAMMER III

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Level 5 Capital (or any level)
   
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Tags: mod
File Size
Posted
Updated
13.606 KB
31 Oct, 2022 @ 3:19pm
17 Jun @ 9:06am
30 Change Notes ( view )

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Level 5 Capital (or any level)

Description
What this mod does:
1. On campaign start, force all major and minor settlements at any level (default 5).
2. On occupation, enforce a level for occupied settlements (default 4).
3. Use MCT to toggle the behavior, desired level, whether it works only for province capital.
4. To compensate for horde faction, Ogre camp, Black Ark, Chaos Horde now cost 0 food, 0 resource, and 1 turn to level up the main chain.


Compatibility
Should be compatible with everything, no matter it is tier-4 minor settlements, more slots, co-op, and save-game.

Note that the starting level may not work for some. Many mods (such as Radious, Sigmar's heir and mixu minor factions) set certain city levels in their mod. If that happens, simply raze and re-occupy to enforce the desired city level.


Campaign Balance Warning
If you set a high-tier capital & on legendary difficulty, AI will start to recruit elite army around turn 30. This can make the game very challenging for inexperienced player.


Misc:
I don't always check Steam comments. For time-sensitive request, please contact me on discord, either via modding den or my own channel[discord.gg].

And I always welcome a cup of coffee[www.paypal.com] for the works.


Credits
Big thanks to DrunkFlamingo's Tier-4 Starting, which provides the foundation & motivated this mod.

Thanks to Jolc3r for fixing a rare crash when clicking on razed settlement.
101 Comments
Centurion 14 Jul @ 2:09am 
this mod does not raise the minor settlement cap, unless you have another mod allow minor settlements to go past tier 3, minor settlements remain capped at tier 3
najizhimo 28 Jun @ 3:41am 
Could you make an option for minor settlement wont exceed tier3 ?
renetschultz 20 Feb @ 1:24am 
Can this be edited somehow to only apply to the player?
BAGHolder  [author] 16 Jan @ 5:33am 
@Hail-Seaser

Many mods set their city level, which may override the starting level in this mod.

Simply raze it & re-occupy => they will be at level 5, or whatever occupying level you set in MCT.
Hail-Seaser 15 Jan @ 4:17pm 
I'm having trouble making this mod work for me, doesn't seem to matter who I start as the capital is always tier 2. AI capitals start higher sometimes but is inconsistent. I'm using radious part 1-4 with the radious community bug-fix patch, as well as their tier 4 minor settlements mod. Are these compatible? I've messed around with the settings with the mod configuration tool and had no luck. Thanks for your work on this mod
BAGHolder  [author] 23 Aug, 2024 @ 6:25pm 
@Adolf Escobar

I don't have such issue with the mod.

One possibility: some settlement is specifically designed to be 4/6 slots for some race, while being 10 slots for other race. I think that is the most likely cause.

Maybe try occupy other capitals & see how it goes.
Adolf Escobar 23 Aug, 2024 @ 5:14am 
Hello everyone, I have a huge problem. As soon as I capture a provincial capital, it turns into a settlement. So instead of 10 building slots, there are only four. I have this mod, the MCT, and Radious 1-4. Can anyone help me with this, pls?
BAGHolder  [author] 16 Aug, 2024 @ 7:13am 
@Jolc3r

I did click the ruin & no crash happens.

Nevertheless I add your lines accordingly & tested everything is still working.
Hopefully that solves this issue for those who encounter it!
Thanks much for testing & solution!
Jolc3r 16 Aug, 2024 @ 6:43am 
I think this can be fixed by replacing line 34 with this:

if not region:is_abandoned() then
cm:callback(function() TLA_upgrade_region(region, capital_level_2,capital_main) end, 0.1)
end

That fixed it on my end.
Jolc3r 16 Aug, 2024 @ 6:14am 
I also just tried to disable the cheat mods and load the quicksave (just mct and this mod), still occurs.

Tried to disable enforcing tier on occupation and starting a new game and no crash occurs. Curiously, loading the first quicksave and turning off the option in the same turn as the raze and click will still crash. Seems to be an issue with mct not applying the option on the same turn (or the listener not disabling? not sure).