Total War: WARHAMMER III

Total War: WARHAMMER III

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Frontier Explorers - IE Sealanes & No Trade Networks
   
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Posted
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154.281 KB
24 Oct, 2023 @ 6:45am
24 Jun @ 8:19am
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Frontier Explorers - IE Sealanes & No Trade Networks

In 1 collection by RagnaroK
RagnaroKs Collective Mod Compendium
57 items
Description
Greetings fellow mod enjoyers!

I grant to thee - A sea lane mod for your collection.

I have currently made 5 different versions of sea lane/node mods, at which you should only ever have one of them active when playing.

Ingame screenshots show a few examples of the new sea lanes as well as a map of all the sea lanes.
Travel times between each sea node is 2 turns for most and 3 for the long routes.

The point of the mod is to make some immersive connections between factions, as well as open up the enormous map for the player, promoting new styles of play and encountering factions and biomes you normally would not in said playthrough.

Considerations
  • This mod was inspired by a brilliant mod made by Thuynder but does not do the same nor include his advanced port mechanic.
  • Will the sea nodes work for AI? No only the player, CA never made it possible for the AI to use. Maybe some modder will crack the code some day, to advanced for me.
  • Does the vanilla nodes still work? Yes they do.

Nodes Vicinity

A list of sea nodes.
  • Tyrion <-> Teclis.
  • Alarielle <-> Imrik.
  • Red Duke <-> Ghorst.
  • Wulfrik <-> Losteriksson.
  • Morathi <-> Rakarth.
  • Franz <-> Volkmar.
  • Emil <-> Wulfhart.
  • Louen <-> Repanse.
  • Fay <-> Alberic.
  • Leonardo <-> Philipp.

Collection of Mods I Created
Thank you for spending some of your time, considering using some of my mods.
14 Comments
soji 26 Mar @ 4:34am 
This mod is causing CTD on game Startup as of the latest patch 6.1 unfortunately.
sigmars_disciple 31 Oct, 2023 @ 5:53am 
(Referencing your comment below mine)
sigmars_disciple 31 Oct, 2023 @ 5:53am 
Here, it does sound like they would be mutually exclusive - or at least it sounds like it to me (non native English speaker)
RagnaroK  [author] 29 Oct, 2023 @ 4:07pm 
As per request an IEE version has been released - Marco Colombos Charted Sealanes - IEE. It took way longer to make than initially planned, so I'll add the last flavour texts as well as a proper node list in the description tomorrow.

Enjoy! :steamthumbsup:
RagnaroK  [author] 29 Oct, 2023 @ 5:10am 
I can relate to the trade network established by one self for that extra coin :steamthumbsup:

But having both options is nice too and it really isn't to much work, so theres something for everyone. :)
RagnaroK  [author] 29 Oct, 2023 @ 5:08am 
I'll admit I have been quite occupied these last few days, so haven't had the time to do the IEE version as it proved a little bit difficult, but after an hour just now, I finally cracked it.

Now I just need to do the entire thing, which should be fairly easy. Got some errands to do though, but it will be released later today or tonight.

I am setting the travel time to 4 turns from the old world, shorter for others, which I hope people finds reasonable. Its the longest routes from the center each way around (sorry flatearthers) :steammocking:


Yeah I was only supposed to make a mod making resources impactfull, now its completely out of hand as I keep learning new stuff. That big resource mod needs to be finished up too, its just the flavour descriptions, they take so much work/time and got so many to do in that mod. :steambored:
sigmars_disciple 29 Oct, 2023 @ 4:25am 
BTW I like this version better because in more cases than not, pre-established trade agreements between factions just mean less money for the player through successful diplomacy - well, I guess overall it should be slightly more money for the players' pockets, but background income is boring.

I LIKE finalising trade agreements AND I LOVE GETTING PAID for them right away. We all know: There will never be a more solid foundation to a burgeoning friendship than cold hard ca$h can provide.... ;)
sigmars_disciple 29 Oct, 2023 @ 4:20am 
You mean "too advanced" (description) and "too clustered" (comment below), buddy <3

Agree that "Sea Lane" should be included so it's searchable (via tag or name)

And boy oh boy, you have been so productive - congratz!!!
RagnaroK  [author] 25 Oct, 2023 @ 7:07am 
@Think Critically - No problem, thanks again for pointing it out. :steamthumbsup:

@Pimpin Pippin - I initially skipped up north because of the vanilla sea lane around Malekith, but I like the idea of going further out around center and connecting it down south around the galleons graveyard, as there already is one inside the donut etc. Will add it when I start the IEE version within this week.

I contemplated using "sea lane" but felt the workshop was crowded with that, but again a valid point searchwise, as this does not pop up before the second page of sea lanes. :steamthumbsup:
Pimpin Pippin 25 Oct, 2023 @ 6:52am 
Thank you for this great mod!
If i can please suggest:

- a new sea lane connecting Kraken Sea (center north, where Malus & Daniel start) and somewhere around Ulthuan or Galleons Graveyard. This would help all those far northern factions travel the world.

- adding the words "sea lane" to this mods name, so that its easier to find via steam workshop mod searching.

Thanks again!