Total War: WARHAMMER III

Total War: WARHAMMER III

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Interesting Tomb Kings Resource Buildings
   
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graphical
Tags: mod
File Size
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110.970 KB
5 Sep, 2023 @ 2:21pm
18 Jun @ 4:44am
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Interesting Tomb Kings Resource Buildings

In 1 collection by Pendix
Interesting Resource Buildings
3 items
Description
Originally developed for Warhammer II; this mod seeks to add tier 3 buildings to the resource building chains for the Tomb Kings. It also adds additional effects to those buildings where appropriate.

I really like the Resource Buildings, like Landmarks; they provide a measure of context to a settlement, lore insights for a faction, and are just cool. At least, this is true for many factions, but not all. The resource buildings for some factions are comparatively lack lustre, such as with the Tomb Kings.

So this mod (like my mods for Grand Cathay & Khorne) seeks to address this by adding some of the usual recruitment benefits (and similar), where thematically appropriate. It also adds an additional level to these buildings, and some non-standard bonuses. See the above image for which buildings/building chains are effected, and how.

FAQ:
Q - Somethings not working?
A - I have barely tested this in Immortal Empires, and while it is a simple mod, there may be issues I am not aware of yet. Let me know about anything you find.

Q - Is this unbalanced?
A - I would say it is a little unbalanced: it is only adding beneficial effects, and the additional trade resources may slightly improve the Tomb Kings economy.

Q - Is this compatible with X?
A - Probably. While I've only done limited testing with this mod, it is very simple, and should not have any conflicts with any other mods unless those mods also interact with Resource buildings.

Q - Will you be making this kind of mod for other factions?
A - Yes. As time permits, and (obviously) not all faction require this attention (Kislev for instance will not be getting one; they are fine). See the other mods in this collection.

Q - Will this mod change?
A - Yes! This was only recently converted from the TWWH2 files, and I haven't done anything for Ivory yet.

Q - What about building X? I think it should have Benefit Y!
A - Feel fee to let me know what you think in the comments, but I will ultimately reserve my own judgement as to what changes I'll be implementing in my mods.

Special Thanks to "Da Modding Den" discord channel & to the user "Cryswar" who's steam guides have been invaluable.
5 Comments
Pendix  [author] 28 Apr @ 1:50pm 
All good.
a.henkler 28 Apr @ 12:05pm 
Ah, ok, probably this mod was responsible: Factionwide Resource Bonuses Enhanced.
I didn't know that Vanilla stats were so bad, my mistake. Guess I don't need your mod anymore then.
Pendix  [author] 24 Apr @ 9:34pm 
I haven't done much with this Mod in a long while, it's possible that they improved the vanilla buildings and I missed it. I'll look into it and see what needs to be done.

Thanks for bringing this to my attention.

EDIT: As far as I can tell, the vanilla (Live) Tomb Kings gold mine only generates 150 gold. Are you sure you are not using another Mod that may be changing that value? I Should note that this Mod has not been designed with SFO in mind.
a.henkler 24 Apr @ 7:06pm 
Question: Why are the Tier 3 buildings so much worse than the tier 2 buildings? You know that they don't stack but overwrite each other, right? For example Khemri loses 550 Gold income for building tier 3 Gold mine.
BlackSoul 13 May, 2024 @ 7:17am 
I was just looking for this. Happy that I am not only one disappointed with vanilla trade buildings for TK. Your bonus values are ok. I think that vanilla trade building are less interesting than normal TK economic building and slots have high value for TK. Personally I would change extra hero rank for hero capacity as specific resources are rare and extra rank recruit in province is very conditional, you need requirement in specific province of specific unit to get bonus. Thanks for mod:)