Total War: WARHAMMER III

Total War: WARHAMMER III

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Unit Rarity (unit caps) - Core, Special, Rare
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Tags: mod
File Size
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551.606 KB
23 Dec, 2022 @ 12:42am
18 Jun @ 6:30pm
56 Change Notes ( view )

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Unit Rarity (unit caps) - Core, Special, Rare

Description
Warhammer 2 version of this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1285998815



This mod provides:
- A new layer of strategic choice when designing your armies and cities.
- A continued need and use for all unit types.
- A framework that causes the AI to produce more logical, loreful armies.

This mod adds capacity limits for elite or exotic units based on the classification system of table-top Warhammer: Core, Special, Rare. If you know the army books, you should be able to guess which units are limited and how severely. With these restraints, players will need to choose where to deploy and use their faction's elite and specialized units, providing a more realistic and immersive experience as a commander. The AI will have to follow these same rules, and as a side effect you will encounter more balanced and varied enemy armies (no more all-doomdiver or all-chariot armies).

Capacity limits are increased by the corresponding recruitment buildings, so any faction that wishes to specialize in a certain unit simply needs to build the logical infrastructure to support their capacity.

-Core units are unlimited, just as they are in the base game.
-Special units are given a capacity of 2-3 per recruitment building with upgrades generally adding +1 or +2.
-Rare units are given a capacity or 1-2 per recruitment building with upgrades generally not adding capacity.
-Capacity for allied units is based on Outpost locations.

Differences between this mod and other unit cap mods:

First, this mod only places caps on "Special" and "Rare" units, to mimic the tabletop Warhammer army composition rules. Units are defined as "Core", "Special", or "Rare", based on the latest Games Workshop rulebooks for tabletop. You will not need to manage unit caps for "Core" units like Empire spearmen and can recruit as many as you think you need and can afford. Caps for "Special" units are about 3x as generous as caps for "Rare" units. Other mods have caps for every single unit in the game, and I'm not sure how they decided what the limits for each unit should be.

Second, this mod caps units on a faction basis and not a per army basis. This to add a layer of strategy regarding providing the buildings to support your desired specialized or balanced approach. You will need more than a single Engineer's Workshop if you wish to provide cannon units for 10 different armies, and you will need to decide which armies should get your limited special and rare units. Alternatively, this means you are also free to specialize specific armies and create an army with as many special/rare units as you want, if you have invested in enough of the supporting buildings in your realm.


FAQ
-Save game compatible.
-I do not know about compatibility with other people's mods, just try it out.

Other mods by Iron:

Dynamic Garrisons: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2962751969

Culture-restricted Join War: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2907280266
160 Comments
Thancred Lux 18 Jul @ 6:24am 
i should either use this or tableto caps reborn right?
Aethelwulf 18 Jun @ 2:09pm 
Update Pls! Love this mod
Iron  [author] 15 Jun @ 1:08pm 
@Aterius Great list, thanks. I think I have taken care of all these missing links now.
Aterius 11 Jun @ 12:15am 
@Iron, thanks a lot for your work.
I have been doing some tests with every race (except OK) and I have found the following:

-Dark Elves

Black dragons take caps for black guard buildings(normal and landmark, although independently since BG keeps their own cap) and Dragon hatchery provides 0 cap

-High Elves

Temple of Asuryan gives 0 caps to Phoenix but sanctuary correctly gives 2 cap

-Khorne

Domain of Slaughter gives 0 caps to Slaughterbrute

-Slaanesh

Chosen of Slaanesh (Hellscourges) has no caps and its unlimited to recruit ( normal CoS has no problems)
Pyrrhus 10 May @ 1:03pm 
Tier 5 Bokha palace in Kislev only gives cap for Ice Guard when T3 and T4 also give Tzar Guard
code18 4 May @ 2:54pm 
@Iron caps not working for Arachnarok Spider (Flinger)
Iron  [author] 20 Apr @ 8:58pm 
It will not place any restrictions on custom units
Pfleger Von Yggdrasill 20 Apr @ 7:44pm 
Is it compatible with units from mods?
Iron  [author] 20 Apr @ 5:56pm 
@Aterius thanks! I finally had a moment to fix this.
Aterius 6 Apr @ 7:22pm 
Excellent mod . Please, although the corresponding building indicates that it increases the cap, goblin bolt throwa keeps at zero, tested with every GS faction