Total War: WARHAMMER III

Total War: WARHAMMER III

160 ratings
Greenskins Tech-Tree
2
2
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
451.964 KB
9 Dec, 2022 @ 2:10am
19 Jun @ 2:04am
17 Change Notes ( view )

Subscribe to download
Greenskins Tech-Tree

Description
What does this mod do?
The mod adds over 50 new technologies and new Unit-Abilities and some more... to the Greenskins Tech-Tree.


DESCRIPTION
All technolgies are incorporated into the original Tech-Tree.
Only the Ability tech group was added to the end.

Completely technologies with new effects have been added to the vanilla tech-tree.
As already mentioned new abilities and missile weapons were added.
Improvements have been added for economy and, of course, for the units.


Abilities:
The Ability Tech-Group includes 8 Technologies with new 4 Abilities, anti infantry, anti large and 2 Techs for new missile weapons for missile infantry, cavalery and chariots.

Resistance:
The resistance techs are implemented in the tech tree without a tech group.

Outpost Units:
The outpost techs are implemented in the tech tree without a tech group.

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 researching the technology quickly, which increase the research speed. You are right at the beginning of the technology tree. Tech: "Growing Orcs" and "Breeding and Control".

Compatibility:
The vanilla technologies 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.
The mod very rarely needs an update, because CA rarely changes anything in the technologies. (I'm not aware of any case so far.) Nevertheless, I will of course try to keep the mod always up to date.
But remember... technology mods almost never need an update.
The hole Tech uses CA-Unit Sets, therefore, custom/mod units should benefit from the technologies.

Plans for the mod:
The tech descriptions are still missing, but DarknessWrath will submit them later.
In advance a thank you to DarknessWrath.


Final word:
I wish you a lot of fun with the mod.

I am waiting for your feedback.

The compilation of all my tech tree mods is called "Tech-Tree Compilation".

You can find more mods here:
https://steamhost.cn/steamcommunity_com/profiles/76561198043919449/myworkshopfiles/
55 Comments
MVGkaiser 21 May @ 1:00am 
update?
HowDost 6 Mar @ 7:19am 
I don't see anything added in the tech tree even after starting a new campaign, is there any update needed?
CheesyRamen 3 Jan @ 7:12am 
Awesome! And do you recommend using the compilation mod or each tree individually?
Decky  [author] 3 Jan @ 6:14am 
Updated the Thech-Tree. Now the 2 Techs are in a Tech-Group Research at the end of the tree.
Unter the Tech-Group Heroes & Lords.
CheesyRamen 3 Jan @ 5:48am 
@Decky, where are those techs in the tree? I'm not seeing them
Decky  [author] 3 Jan @ 3:29am 
@Xablagod: Tech: "Growing Orcs" and "Breeding and Control".
CheesyRamen 2 Jan @ 4:38pm 
@Xablagod, I did a search for “research” and found nothing in my Gorbad campaign.

On an unrelated note, the Greenskins have no blue line replenishment lord skill. With only 1 replenishment tech at the back of the vanilla tree a second one would be great.
Xablagod 2 Jan @ 1:02pm 
Hey, which technology makes research go faster? Can't find it for the life of me
CheesyRamen 26 Dec, 2024 @ 7:16pm 
This doesn’t seem included in the compilation mod, I understand the Ogre and Khorne trees are intentionally omitted. If this is missing from the compilation mod is it safe for me to use this alongside the compilation mod?
Voltorx 26 Dec, 2024 @ 10:39am 
Ok thank you :SkullNBones: