Total War: WARHAMMER III

Total War: WARHAMMER III

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Yukino's Skv building mod for "War mobilization"
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File Size
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481.210 KB
24 Nov, 2022 @ 10:39am
26 Apr @ 5:19am
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Yukino's Skv building mod for "War mobilization"

Description
2025/04/26:
hello everyone! (๑╹◡╹)ノ ": I 'm the author: (Yukino), and this time I' m very happy that Skv has remade this architectural effect mod!

What contents has this mod modified?
Description: (Including basic buildings + resource buildings + military buildings + underground city buildings and landmark buildings)



Tip 1:
When players occupy (Skv Magic City), build the landmarks and meet the prerequisite conditions;
When players fight against other enemy armies, all our troops within the faction can use the "Army Skill: Dimensional Storm Doomsday Rocket".


Hint 2
When players complete the construction of the control-enhancing building at level Lv4, after meeting the prerequisite conditions, they will be allowed to have the "Army Skill: Dimensional Storm Doomsday Rocket" amplification level within their province!

When the player's financial balance is lower than 5,000, the player will not be able to activate (" Army Skill: Dimensional Storm Doomsday Rocket "boost level!) ;
This skill can enhance the player's automatic settlement strength score.



Please check out the following simplified new content:
First of all, the first one is:
Lv3(Port Construction)
Port revenue: 400

Development speed: +6
(All provinces)

When the total fiscal value of the national Treasury exceeds 5,000:
Add city walls to the town
(Where it is located)

Grain output: +8
(Factional scope)

When the urban income is no less than 1,000:
Weapon power: +3%

When the urban income is no less than 1,500:
Remote power: +3%
(All our troops within the faction)

When the urban income is no less than 2,000:
Port revenue output value: +5%
(All provinces)

When the round development is higher than 200 or there is a population surplus of 5 points:
Replenishment rate: +0.5% when located in foreign territory
(All our characters within the faction)

When there is a population surplus of 5 points:
Diplomatic stance: Diplomacy with all factions +2
(Factional scope)



Secondly, there is the second one:
Level 3 (Development Building)
Development income: +120

Development rate: +30

Replacement rate: +6%


When the total fiscal value of the round is higher than 5,000:
At the beginning of the round, the probability of automatically colonizing the ruins: +10%

When the urban income is no less than 500:
Construction cost: -5% for all buildings
(The province where it is located)

When the urban income is no less than 1,000:
Add defense facilities to the town. (The battle held here will be a town battle without city walls.)
(Where it is located)

When the development balance of the round is higher than 200 or there is a population surplus of 5 points:
Grain output: +3
(Factional scope)



Then comes the third one:
Level 3 (Energy Building)
Grain output: -5
(Factional scope)

All construction revenue output value: +25%
(The province where it is located)


When the total fiscal value of the national Treasury exceeds 5,000:
The base probability of spell error: -30%
(Our figures in the province where we are located)

When the urban income is no less than 500:
Defense supply: +500 per round when under siege
(The province where it is located)

When the urban income is no less than 1,000:
Probability of intercepting enemy troops passing through tunnels, beast paths or world roots: +40%
(Our army in the province where it is located)

When there is a population surplus of 5 points:
Minimum reserve of Magic Wind power: +1
(All our troops within the faction)



Then comes the fourth one:
Level 3 (Emergency building Repair)
Survival income: +120

Recruitment cost: -10%

When the total fiscal value of the national Treasury exceeds 5,000:
Remote blocking probability: +10%

When the urban income is no less than 500:
Movement speed: +30% for night running rat and gutter running Rat troops

When the urban income is no less than 1,000:
Weapon power: +20% for Night Running Rat and Gutter Running Rat troops

Long-range power: Night Gallop and Gutter Gallop troops +20%

When the development balance of the round is higher than 200 or there is a population surplus of 5 points:
Unlocked attribute: All-round long-range defense
(Our army in the province where it is located)



Then comes the fifth point:
Grade 4 (Public Security Building)
Survival income: +200
Control: +13

Newly recruited Lord level: +1
Newly recruited hero level: +2
(Factional scope)

When the total fiscal value of the national Treasury exceeds 5,000:
Enemy force leadership: -8
(Enemy troops in the province where they are located)

When the urban income is no less than 1,000:
Troop quality: +25%

When the urban income is no less than 1,500:
Magic Screen Health points: +500

When the urban income is no less than 2,000:
Military Skill: "Dimensional Storm Doomsday Rocket"
(Our army in the province where it is located)



Finally, let me list the three resource buildings that have undergone the biggest changes this time:
1:
(Exotic Animal Resources Building)
Fiscal revenue: 300

Output of exotic animal resources: +60
(The province where it is located)


When the total fiscal value of the national Treasury exceeds 5,000:
Attacks have a "terrifying" effect: when in contact, it reduces leadership.
(Our army in the province where it is located)

When the urban income is no less than 1,000:
Troops gain +50 experience points per round

When the urban income is no less than 1,500:
Bonus for opposing large troops: +3
(All our troops within the faction)

When the urban income is no less than 2,000:
Enemy force leadership: -2
(Enemy troops located in our area)



2:
(Salt-making resources building)
Income from salt production: 300

Salt-making resource output: +60
(The province where it is located)


When the urban income is no less than 1,000:
Magic Wind Mana Reserve: +5 per turn
(All our troops within the faction)

When the urban income is no less than 1,500:
Enemy Magic Wind Mana Reserve: -3 per turn
(The enemy troops located on our side)

When the urban income is no less than 2,000:
The base probability of spell error: -2%
(All our characters within the faction)

When the total fiscal value of the national Treasury exceeds 5,000:
The attack causes the "Melting Presence" effect (consuming health points and immediately killing troops with health points below 20%).
(Our figures in the province where we are located)



3:
(Changya Resources Building
Fiscal revenue: 300

The output of long-tooth resources: +60
(The province where it is located)

When the total fiscal value of the national Treasury exceeds 5,000:
The attack causes the effect of "demoralizing the troops" : when in contact, it removes the defense charge and reduces leadership.
(Our figures in the province where we are located)

When the urban income is no less than 1,000:
Weapon power: Wolf Rat and Nest Rat Fear Force +6%

When the urban income is no less than 1,500:
Weapon power: Mouse Troll and Mutant Mouse Troll troops +10%

When the urban income is no less than 2,000:
Weapon armor-piercing damage: +4
(All our troops within the faction)



Due to space limitations, for more content, please check the pictures or enter the game to view the detailed information.

If my mod has expired, please check it by yourself. If my mod is unusable, please leave a message to let me know!
6 Comments
ωうさぎωニャω  [author] 26 Apr @ 5:19am 
2025/04/26:
@所有玩家
(Chinese)
我的建筑效果mod已更新,你需要重新订阅这个mod;如果你不重新订阅…可能有概率你会被Steam的bug导致你无法与我最新的效果兼容!…


@ All Players
(English)
My architectural effect mod has been updated. You need to subscribe to this mod again. If you don't resubscribe... There's a possibility that you might be affected by Steam bugs, which could prevent you from being compatible with my latest effects! ...
深红囚影阿尔法 18 May, 2024 @ 1:39am 
yes,yes!!!伟大的雪!!!!:steamthumbsup:
东风破丶 13 May, 2024 @ 8:10am 
加油,终于更新了。期待驻军mod:steamthumbsup:
bad 27 Nov, 2022 @ 6:22am 
雪乃🐀🐀的超人!
牛牛的宇宙 24 Nov, 2022 @ 6:06pm 
johan59600 24 Nov, 2022 @ 12:20pm 
Thx you :D