Total War: WARHAMMER III

Total War: WARHAMMER III

40 ratings
Military Building Economy
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
699.617 KB
28 Sep, 2023 @ 2:44pm
28 Jun @ 9:04am
11 Change Notes ( view )

Subscribe to download
Military Building Economy

Description
This mod Adds an economic increase to most military buildings and unit recruitment.

For each building level it will provide 100 extra resources, these resources are similar to the resources provided by settlements and will not be modified by specific economic resource bonuses.

This mod has been created to work in conjunction with Setement Recruitment 2 but can be used independently if you want to increase the economy of the factions in the game.

Please note that some buildings may have double the resource production, these buildings will now generate resources to compensate for the lack of need to build them to recruit regardless of whether the building in origin was already generating resources, as this mod was designed to work together with others.

Finally I created a paypal account in case anyone wants to thank me for my work in this way
Donate Paypal Incata[www.paypal.com]


Subscribing and adding to favorites is fine, but if you want other people to see the mods you like, after trying the mods if you like this press 👍. I see mods with 3000 downloads and only 80 reviews, that makes me☹️. People who are dedicated to modifications will appreciate it. Thank you.

Remember to take a look at the mods in my game collection, I use them all, but even if I only use a few the game will improve a lot, and it's completely modular.

-Collection of gameplay mods
-Visual collection and utilities
-All my mods total war tww3
-All my mods total war tww2
14 Comments
Incata  [author] 12 Sep, 2024 @ 10:40am 
@*#2 Feeder* There are 2 buildings in the mod that generate resources with chaos, the altars and their garrisons, even so when I can I will review this and if I see fit I will add it or create another mod.
*#2 Feeder* 11 Sep, 2024 @ 9:31pm 
Would you make it as a separate mod?
Incata  [author] 11 Sep, 2024 @ 1:02pm 
@*#2 Feeder* Because those buildings are not really used for recruiting, but it could easily be added.
*#2 Feeder* 10 Sep, 2024 @ 9:06pm 
Why don't warriors of chaos military buildings have income?
Incata  [author] 25 Mar, 2024 @ 10:46am 
@Taste of Capitalism It is not modified so that the effects that increase the income of the buildings do not affect it to a greater extent and I prefer that they be differentiated than stacked.
Taste of Capitalism 25 Mar, 2024 @ 9:24am 
I'll add more report, this mod add 'wh_main_effect_economy_gdp_subsistance' effect to 'wh3_dlc24_ksl_woods_' buildings but these building line already have 'wh_main_effect_economy_gdp_culture' in vanila from 75 to 125, so for example in tier 5 income description show +300(mod) and +125(vanila). If this was intetional than I want to recommand changing mod effect 'wh_main_effect_economy_gdp_' from subsistance to culture so that income effect show combined.
Incata  [author] 24 Mar, 2024 @ 6:48am 
@Taste of Capitalism Everything is fine, I have added a comment in the description of the mod so that this doubt does not arise again, but it can be summarized in "all the buildings that were used to recruit units now generate resources regardless of whether they already did so or not, this can cause that a building has 2 sources of production"
Incata  [author] 22 Feb, 2024 @ 11:37pm 
@Taste of Capitalism I'll try to review it when I update it.
Taste of Capitalism 22 Feb, 2024 @ 1:26pm 
Kislev wood building have double income
Incata  [author] 30 Sep, 2023 @ 4:59am 
@Saikyoku Although you can use both together, actually when I made them I was thinking more about using one or the other.

1) No, some buildings can give a double income if they already had it before, although they are not the same type of income, the income is to compensate for the fact that the recruitment of that building is no longer useful since it is in the main building of the settlement.

2) It could be, perhaps, a review of its mechanics in the future.

3) You can reverse the question, aren't there factions with a larger number of different military buildings and/or upgrade levels that might have a disadvantage in being able to recruit all their available units? It must be taken into account that now these constructions will represent an economic increase, for the most part nothing more.