Total War: WARHAMMER III

Total War: WARHAMMER III

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Balanced Public Order
   
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64.856 KB
19 Sep, 2023 @ 5:24am
25 Apr @ 5:07pm
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Balanced Public Order

Description
-+- Immortal Empires & Realms of Chaos compatible -+-

Miss the days of old when public order didn't manage itself completely?

Looking to increase the infrastructural complexity of your campaign?

Wondering why you have little incentive to use lords, heroes, skills and ancillaries that grant control and corruption bonuses?


Welcome to the simple mod that will provide more flavour and strategy to your campaigns.



What does it do?
This mod tweaks the public order system for ALL applicable factions in the Total War: WARHAMMER series. The rate of control normalisation has been reduced, and the effects of public order have been more evenly mirrored, rewarding and penalising based on control more equally. Recruitment cost and growth are more significantly impacted by public order.

WARNING: This mod is less forgiving than vanilla, particularly in the early game. Recruitment costs will get higher faster and maintaining order is more challenging. However, overcome this and thrive as you reap more equally powerful benefits with high control than in vanilla.

Compatibility:
-Should be conflict free with any mods that don't impact the public order scale directly.
-Difficulty related public order penalty alteration/removal mods should be compatible.
-Save game compatible (Can be removed/added mid campaign)
-If you find an unexpected conflict, please leave a comment and I will investigate it.

This mod aims to increase the threat of rebellions and present greater difficulty with rapid expansion, while also rewarding good planning and climate choices. Increasing the importance of previously underwhelming mechanics such as Queek claiming Karak Eight Peaks, risks associated with confederation (Excluding those pompous Bretonnians), rapid expansion, and wide empires facing the potential threat of collapse. Trading isolated and poor climate settlements with more appropriate allies may be the best course of action while you build greater faction-wide public order, enemy raiding cannot be so easily ignored; may your response be quick and decisive.

Ultimately meaning that having low control will be far less forgiving and rebellions are far more likely without careful planning. But reaching maximum control is also more achievable and more rewarding during your campaign.

Events that impact control, failing to maintain low grudges or a high food supply can now collapse a great empire without appropriate planning. Raiding, sacking and expansion into more habitable climates are now encouraged, if not essential to success.

Will you employ heroes to clear out / sow corruption prior to attempting to colonise, watch your own people rebel at your low imperial authority, continuously crush rebellions as you struggle to contain your extensive labour force, or struggle as your rats starve and look to each other as food. Control buildings are now viable choices for regular factions and Ghal Maraz giving: +1 Control isn't a meme anymore...

If you like this mod, please give a thumbs up and leave a rating.


===== Revised Values =====

----- All Factions -----

Weak (-75 to -100)
Campaign line of sight: +0% for settlements
Growth: -25
Control +3
Recruitment cost: +25% (armies in province)

Wavering (-50 to -75)
Campaign line of sight: +2% for settlements
Growth: -15
Control +2
Recruitment cost: +10% (armies in province)

Insecure (-25 to -50)
Campaign line of sight: +5% for settlements
Growth: -10
Control +1
Recruitment cost: +5% (armies in province)

Steady (-25 to 25)
Campaign line of sight: +10% for settlements

Tightened (25 to 50)
Campaign line of sight: +25% for settlements
Growth: +10
Control -1
Recruitment cost: -5% (armies in province)

Strong (50 to 75)
Campaign line of sight: +50% for settlements
Growth: +15
Control -2
Recruitment cost: -10% (armies in province)

Absolute (75 to 100)
Campaign line of sight: +80% for settlements
Growth: +25
Control -3
Recruitment cost: -25% (armies in province)

Values above apply to all factions (Excluding unique cases, e.g. Chaos Dwarfs have no growth mechanic etc.)

Originally the recruitment cost change applied -5% at Absolute and +15% at Weak, the change to mirror this benefit more closely throughout the tiers while increasing the extremities encourages investing into control technologies and infrastructure, rather than it having a significant drop-off in value.

----- Chaos Dwarfs -----

Weak (-75 to -100)
25% Labour loss per turn (minimum of 5)

Wavering (-50 to -75)
15% Labour loss per turn (minimum of 5)

Insecure (-25 to -50)
10% Labour loss per turn (minimum of 5)

Steady (-25 to 25)
5% Labour loss per turn (minimum of 5)

Tightened (25 to 50)
4% Labour loss per turn (minimum of 5)

Strong (50 to 75)
3% Labour loss per turn (minimum of 5)

Absolute (75 to 100)
2% Labour loss per turn (minimum of 5)


----- Dark Elves -----

Weak (-75 to -100)
Slaves used by buildings: +50%

Wavering (-50 to -75)
Slaves used by buildings: +25%

Insecure (-25 to -50)
Slaves used by buildings: +10%

Steady (-25 to 25)


Tightened (25 to 50)
Slaves used by buildings: -10%

Strong (50 to 75)
Slaves used by buildings: -25%

Absolute (75 to 100)
Slaves used by buildings: -50%


----- High Elves -----

Weak (-75 to -100)
Income from all buildings: -15%

Wavering (-50 to -75)
Income from all buildings: -10%

Insecure (-25 to -50)
Income from all buildings: -5%

Steady (-25 to 25)


Tightened (25 to 50)
Income from all buildings: +5%

Strong (50 to 75)
Income from all buildings: +10%

Absolute (75 to 100)
Income from all buildings: +15%
Local recruitment capacity: +1
8 Comments
COOKI3  [author] 25 Apr @ 5:19pm 
Updated to now include the Tomb Kings as they were previously not updating correctly. If any issues are presented by future updates I will do my best to update the mod, otherwise even when listed as "Outdated" it should function correctly. Thanks for the support!
Enae 29 Mar @ 3:13pm 
not working, needs update
MightNight 1 Feb @ 2:08pm 
Needs an update
COOKI3  [author] 29 Oct, 2023 @ 5:58am 
Yes, the control bonus granted by having low control is less than half of the original value, making rebellions more likely if not managed. It should be particularly noticeable at the start of your campaign prior to technology bonuses etc.
Dracula Flow 5 28 Oct, 2023 @ 7:04pm 
Does this increase the chance of rebellions?
Basically I want a mod that snow balls bad public order
DonAndresDeUlloa 1 Oct, 2023 @ 1:35am 
Love this mod. I dont know why the devs keep making the game easier and easier. ITS ALREADY TOO EASY. This mod helps add C H A L L E N G E
Kowalski 29 Sep, 2023 @ 4:25am 
Best public order mod out there
Pyrodysseus 25 Sep, 2023 @ 4:41am 
nice, thank you! I had been rolling with a flat PO debuff mod up till now to get the job done