Total War: WARHAMMER III

Total War: WARHAMMER III

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Realistic Public Order (6.1 Ready)
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512.368 KB
7 Nov, 2022 @ 10:02am
29 Mar @ 9:02am
14 Change Notes ( view )

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Realistic Public Order (6.1 Ready)

In 1 collection by GOW LIKE A BOSS
GOW LIKE A BOSS TWW3 Mods
31 items
Description
Latest Updates

Update 3.1:
Realistic Public Order (as of 07/18/23) is now even more realistic! Please see updated pictures for low control and the relevant section in the Low Control section below.
For those who prefer the old version, please subscribe instead to the Legacy version below:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3006555668

Update 3.0:
Realistic Public Order (as of 04/15/23) is now even more realistic! Please see the updated description below for the long version and the reasoning, or see the newly uploaded pictures for the quick version

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REALISTIC PUBLIC ORDER

Why does public order get better when things are spiraling out of control? Why does your population get angry as soon as things start getting better for them? Are you tired of CA holding your hand with public order? Then this mod is for you.

This mod fully changes the public order bonus and penalties for low control and high control.

For LOW control
New in 3.1: No longer is public order the only thing changed by low control! Now, for added realism, low control causes: less growth, higher construction costs, longer construction times, lower casualty replenishment, higher recruitment costs, higher recruitment durations (for very low control), and less income from buildings! Basically, everything you'd expect from a failing city.

No more will a population at the brink of open revolt have a public order boost. Does that really make sense? When anarchy reigns and riots are everywhere, does the population really get happier? Does that environment make a revolt more or less likely? CA says less. I say more - and if you're here, you probably think the answer is also more.

Outraged populations now go from a boost of +8 public order to a penalty of -12 public order. If your population is outraged, things will quickly spiral out of control. Unhappy populations go from +4 public order to -6 public order. Troubled populations go from +2 to -2 public order.

The point of this mod is to make establishing public order in your new territories a top priority to prevent rapidly deteriorating conditions in it. Without intervention, an unhappy population will get worse over time, not better, and if you don't do something quickly you'll soon experience repeated rebellions - as should be expected.

For HIGH control
Originally with this mod, high control was basically the safe zone. Once you got out of the negative, the rest would take care of itself. This is no longer the case. Initially, as you start making things safer in your city, the population will be happier and you'll get a slight boost. However, as you continue tightening control, the population will begin murmuring with discontent. As you make your control even tighter, the population will resist your iron fist even more.

There is now a slight boost to control with with "tightened" control (+2 public order), there is now a small debuff to control with "strong" control (-3 public order), and there is a large debuff with "absolute" control (-8 public order).

The aim of this change, besides making public order more realistic, is to make public order something you still have to work a bit at to maximize. Rather than just be a "fix it and forget it" mechanic, public order will take more micromanagement to make sure you are getting the best out of your cities. Once you establish control, you are unlikely to see your cities spiral out of control, but you will have to expend more effort to keep your control "absolute" than before.

Edit 11/15/2022
New options for user playstyle
One side effect of this new public order system worth noting is that because these changes effect the AI as well, the player has a much more useful tactic with sacking enemy settlements. The public order hit the AI will take may push it into the negative, and instead of CA's system essentially blocking rebellion in the AI territory, the new public order will help spur that rebellion. Meaning, the player can actually spark rebellions with sacking and agent actions in a way that was not possible before.
/End Edit

Save game compatible
Just beware adding this mod when you have a bunch of low public order settlements unless you are ready for rampant rebellions.

All screenshots are from modded values.
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Like all GOW mods, this mod has been cleaned to minimize potential conflicts with other mods. This means my mod will not accidentally overwrite someone else's mod changes in an unrelated area. My mod will only conflict with mods that change the exact same things I do.
88 Comments
GOW LIKE A BOSS  [author] 13 Jun @ 7:09pm 
@Devixian-Firehawk
They should show up. Have you tried launching a test campaign with just my mod activated? It sounds like a conflict issue level. If it's still doing that for you after the test campaign let me know.
Devixian-Firehawk 9 Jun @ 5:32pm 
All of them. The positive public order effects just don't even show up or activate. Seems to just use the base game effects. If that could be fixed, than that would be amazing.
GOW LIKE A BOSS  [author] 9 Jun @ 2:56pm 
@Devixian-Firehawk
For which faction?

TardGuard007:
Is this in every settlement no matter your control level? For which faction?
Devixian-Firehawk 8 Jun @ 9:18am 
Doesnt work anymore
TardGuard007 8 Jun @ 2:37am 
This mod is causing some issue where I always have like -12 level of control penalty which keeps forcing me to have rebellions. It never gets better
MartialDoctor 1 Jun @ 11:25pm 
Ok, got it. Thanks for the info.
GOW LIKE A BOSS  [author] 1 Jun @ 9:29pm 
@MartialDoctor
I can't really say. I haven't made any AI tweaks in this mod, so the AI should make buildings the same way it otherwise would. If another mod changes the AI construction priorities you'd have to ask that mod's creator how they handle low public order (and if they prioritize getting out of low public order situations).
MartialDoctor 1 Jun @ 7:57pm 
@GOW
I really enjoy this mod thus far! However, I have a question: Does the vanilla AI deal with proper order / devotion with buildings in order to address these changes? I've been using another AI construction mod and I'm beginning to feel it doesn't properly address keeping order when used together with this mod.
Tombet 12 May @ 1:04pm 
hmm, i play often mp campaigns...if i see right the Chaos factions have lesser control problems right? With the corruption they have always 10 more control then order factions. Or miss i something?
GOW LIKE A BOSS  [author] 29 Mar @ 9:03am 
@Autumnchain
Updated to include Kislev again. Thank you!