Total War: WARHAMMER III

Total War: WARHAMMER III

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Flexible Unit Caps
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Tags: mod
File Size
Posted
Updated
907.474 KB
1 Sep, 2023 @ 9:52am
17 Jun @ 6:13am
60 Change Notes ( view )

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Flexible Unit Caps

Description
This mod includes 3 major features:

1. Supply lines rework - replaces old supply lines that depend on army count with a new system that depends on quality and quantity of units in your forces. Some lords reduce supply cost for their favorite units. (works for player, can be enabled for ai in MCT) Read more

2. Flexible unit caps - restricts the amount of similar units in the army. The biggets difference from other unit cap mods - it affects early game units, so you can't just recruit 19 archers. Works similar to multiplayer caps, but caps is igger and balanced for campaign (works for both player and ai, for ai units that exceed unit caps will be replaced by weaker units)

3. Militant Supply Reserves determine how well military buildings support your forces. Every city and garrison building also reduces it. If supply reserves is negative, your armies will consume additional supply (works only for player) read more

This mod is incompatible with other unit caps mods (including SFO)
You can disable or enable it in existing campaign without any issues

Mod will try to recognize and create the unt group for units from mods but does this roughly

If you are mod creator and want to add the support for new units, lords and buildings please look at this documentation[github.com]
Popular Discussions View All (3)
7
23 Mar @ 7:09am
Flexible unit caps
TWilliam
64 Comments
Shaft Ten 19 Apr @ 11:34am 
Question. Are the disaster generated armies effected by the second feature?
Lurivar 12 Mar @ 12:29pm 
Thanks, sounds good !
TWilliam  [author] 10 Mar @ 10:11am 
@Lurivar : I adjusted the recruitment cost penalty. It was too harsh. I also replaced the recruitment cost bonus with battle healing cap if supply reserves are above 0
Lurivar 8 Mar @ 9:24am 
If I may give a suggestioin, it'd be nice to be able to set the recruitment cost penalty in MCT when you're above your supply reserve. I find it to be a bit steep in comparison to the upkeep penalty.

Otherwise very great mod, probably my favorite way of doing unit caps !
TWilliam  [author] 8 Oct, 2024 @ 11:35pm 
@Notthebeegees : I designed this mod before the dlc came out. It supposes that you will use the mix of cossars(spears) and armored cossars as your frontline and normar cossars as archers in early game. Streltsi are considered as missile infantry instead of hybrid to make them more useful.
I increaced the unit cap for hybrid infantry from 8 to 10 in today's update so Kislev without dlc should feels better
Notthebeegees 8 Oct, 2024 @ 10:20pm 
Cheers for the great mod. I think kislev should get an exception to the 8 hybrid units limit, given that unless you have the dlc that's really the only infantry you have access to for the early game.
TWilliam  [author] 11 Aug, 2024 @ 7:56am 
@Drakenhof : Mod Configuration Tool
Drakenhof 11 Aug, 2024 @ 7:37am 
@(works for player, can be enabled for ai in MCT)@
What is MCT?
GIBBYDAMAN 16 Jul, 2024 @ 4:09am 
oh wow thank you! so much! @TWilliam
TWilliam  [author] 16 Jul, 2024 @ 1:04am 
@GIBBYDAMAN : fixed. thanks for step-by-step instruction how to recreate this bug