Total War: WARHAMMER III

Total War: WARHAMMER III

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Small armies campaign - Garrisons
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27 Feb, 2023 @ 11:29pm
17 Jun @ 12:24pm
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Small armies campaign - Garrisons

Description
This mod reduces the size of garrisons and is a companion mod to the Small armies campaign mod.

This mod adds "forced empty slots" to settlement garrisons, thus imposing a maximum number of garrison troops that can be in a settlement. Technically, this mod can be used without the Small armies campaign mod, but it is obviously designed to be used with it.

In general the maximum number of garrison troops have been set to:
Tier 1 Settlement=6, T2=9, T3=12, T4=15, T5=18

The number of forced empty slots is displayed in the settlement building tooltip. Empty slots have priority over all other troops. There is an internal troop priority in the game to ensure that the best troops are chosen for the remaining available slots. A defensive building will now often be more about upgrading troops rather than adding troops.

This design makes this mod compatible with virtually all siege and garrison overhauls.

Most of the "new faction" mods in the Steam Workshop reuse game assets and are therefore automatically supported, such as TEB, Kraka Drak, Jade-Blooded Vampires, the skaven mods and various others. So if you have a favourite new faction mod, chances are it will be supported. Some mods do require special support, which has been added: OvN Fimir, OvN Albion, OvN Araby, Gnoblar Hordes.

If you find settlements in the game without "forced empty slots", let me know so I can fix it.

Unfortunately, it is not possible to dynamically configure garrison size using the Mod Configuration Tool, as the implementation of this mod relies on hard database changes. You can copy this mod and modify it as you like.

This mod can be added and removed at any time. The required dummy unit mod cannot be removed, as the empty slots hide dummy units in the garrisons. However, one turn after removing this mod, the garrisons should have cleared out any remaining dummy units, making it safe to also remove the dummy unit mod (unless it is being required by another mod).

Changes to garrisons are not reflected until the next turn, so in the very first turn of a campaign you will see old garrison definitions in use, but after the first turn they will be updated. The same applies if you add this mod mid-campaign, you will have to wait a turn to see the effect.
18 Comments
Tuyo 30 May @ 8:32am 
what are the tables to change garrison unit limit called?
Trubble  [author] 30 Apr @ 7:25am 
@Violen: This mod sets an upper cap on the garrisons without touching what type of units are in the garrison. For T4 and T5 you will likely need two armies, though one army with top tier units should actually be capable.
Violen 23 Apr @ 3:00pm 
SFO greatly adds to the garrison sizes via military buildings :steamfacepalm: Im realizing that even with the nerfed garrison option and this mod.. my 12 man army's arnt going to ever be able to take a maxed out settlement(that has no army defending it) :steamsad: This needs a balance patch with SFO. I'd be ok with just disabling the military building garrisons if thats doable. Or just removing the base garrison almost entirely.
Trubble  [author] 7 Jan @ 7:34am 
@Dread Pirate Tuco: Yeah, mixing two unit types is not going to happen unless the game designers open up the garrison database to be modified dynamically by in-game scripts.
Dread Pirate Tuco 6 Jan @ 7:49pm 
Thanks for the quick answer. I still love the idea of smaller, more meaningful armies with a bunch of other mods on top to make fights more methodical. However, it seems it will take some considerable effort to change how the AI decides their army composition.

In my example, the AI will just have 10 hobgoblins or 10 dwarf warriors, whichever is higher in priority. A player knows that it makes more sense to mix the two. Hopefully a companion mod is released sometime that helps the AI decide what would be best to cut to work within a unit limit that's lower than 20.
Trubble  [author] 6 Jan @ 5:36am 
@Dread Pirate Tuco: All units have a special garrison priority number defined in the game database, defined by CA (and modders in case of modded units). I have given the dummy unit a very high priority number, which is the basics of my design here.

In case of 10 hobgoblins and 10 dwarf warriors, you will see 10 of the unit with the highest priority number, and not 5 of each. It is a limitation that is hard coded in the database, so no scripting will help you on this.

I have not delved into what kinda of decisions CA has made on how to prioritize units, goes outside the scope of my work. :-)
Dread Pirate Tuco 5 Jan @ 10:51pm 
How does the AI decide what units to take out? With mods that improve the quality of garrisons, I don't want to run into the issue of the AI not prioritizing properly within the limit. If the limit is 10 and there are 10 hobgoblins and 10 dwarf warriors, how does it decide which 10 to use?

Is it just based on the order they were added? Are the newest or the oldest prioritized? Is it cost? This is the only thing that's not really clear to me. Otherwise, this seems like a great mod for more focused battles.
Trubble  [author] 12 Dec, 2024 @ 1:07am 
@Nebnil: If I understand you correctly, you want to change the cap to be a different value for every tier, than is currently the case in this mod?

It is actually not too difficult to make. You need a tool called "rpfm", check this link:
https://tw-modding.com/wiki/Tutorial:RPFM_For_Dummies

In my mod I have database table with groups of dummy units that are assigned to the various settlements. You only need to modify that one table and adjust the number of dummy units in each group. If you want a cap of 18 there needs to be 2 dummy units in the corresponding group.
Nebnii 11 Dec, 2024 @ 2:40am 
@Trubble

Oh no, sorry if i wasn't clear trubble, i meant to ask you to just remove the building tier cap from this mod. The T1,T2 and T3, etc. In SFO, a T3 building can easily have like 16 units rather than the 12 from this mod, so upgrading your garrison feels bad

I was asking if you could remove the tier restrictions for the number of units. Meaning even a t2 keep can have 18 but the cap will still be 18 for t5

Either way, would be difficulty for me to do this myself as private mod? I tried edditing the files but all i get is mumbo jumbo spitted out when i open. I assume i need some specific program to open.
Trubble  [author] 10 Dec, 2024 @ 11:46pm 
@Nebnii: I wish I could make it a dynamic configuration, but alas I have not found a way to do it. The system is hard coded in the database and the only way to modify it is by making static database changes. So what you are suggesting requires a new mod.

Having a limit of 18 instead of 20 is not that big a change that only affects high tier settlements. I wonder if the difference is significant enough to really justify making a mod for it.