Total War: WARHAMMER III

Total War: WARHAMMER III

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Dynamic Garrisons with Full Settlement Strength
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Tags: mod
File Size
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745.477 KB
19 Dec, 2023 @ 9:32am
28 Jul @ 5:52pm
190 Change Notes ( view )

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Dynamic Garrisons with Full Settlement Strength

Description
Adapted from Iron's dynamic garrisons mod, this mod makes every building provide some garrison units, and thus guarantees a larger garrison in every settlement.

Every building provides some garrison units. General rules are: 1) settlement, wall, and garrison buildings keep their vanilla unit roster (hence "full settlement strength", unlike the original mod which reduces their garrisons). 2) industrial, resource, growth, control and corruption buildings provide one tier 1 unit at level 1, and one more at each level above. 3) military buildings provide 1-3 higher tier units based on the building level, unit availability, and unit quality. 4) Landmark buildings provide 1-3 higher tier units based on their level and purpose (added to a huge amount of landmarks that had no garrisons in the original mod). 5) Hero recruitment buildings provide a hero with a useful active skill (alongside recruitable units).

With this mod, you will expect to see AI factions expand more cautiously because of guaranteed larger garrisons in every settlement than vanilla. Previously overwhelmed factions and races can hold on to their territory longer, giving the player a better chance to interact with them. And as a player, attacking settlements feels more challenging instead of just an auto-resolve spree in the late game, and when defending settlements you will actually have a better fighting chance owing to more units to maneuver on the battlefield.

Notes:
Without a certain DLC you may not see the garrison units that the DLC unlocks.

This mod is save compatible, but takes one turn to see the changes whether you toggle it on or off before you start the game.

This mod is probably going to be conflicted with other garrison mods. Please use your own discretion.
94 Comments
SuitingGhost  [author] 13 Jul @ 10:12pm 
Hi Ryo. Thanks for some nice suggestions there. I was not familiar with MCT config modding but I looked into it. I think alternatively, I could make another version (say a lite version as you suggested) of this mod and publish it, so people can pick and choose what to enable. In either case though, it'd be harder to maintain consistency across different versions, but more importantly, getting such a new version out may involve extensively modification. Considering this mod has thousands of rows already, I'm not sure if that's on my to-do list. But I always encourage people to use this mod as a template to tailor to their own expectation
Ryo 13 Jul @ 3:10pm 
Excellent garrison mod! I have an idea for satisfying wide-ranging player taste in balance. MCT config could be added to pick between 3 settings - Growth, Lite, Strong.

Growth: Lower level buildings having one less unit or a swap to weaker fodder units than current, depending on building cost/commonality, some level 1s even going to 0. Higher tiers kept strong, perhaps even buffed slightly, maybe with gradual xp/rank ups too. Has the vanilla scrappy "fast expand" feel of early game, but graduates the player into a challenging endgame with mature borders.

Lite: Lower unit quantity and quality at all tiers. High tier cities still have a full diverse army, but less elite. For players who want the mod's dynamic flavor feel, but still want weaker siege defense for steamrolling or back-and-forth blitz churn.

Strong: Preserve unit quantity and quality at all tiers. Possibly buff/refine in certain cases. For richly packed and defended settlements at all stages of the game.
SuitingGhost  [author] 21 Jun @ 8:20pm 
Happy to help! Enjoy!
Rez 21 Jun @ 8:17pm 
Had to run a turn to get it to update the units in the garrison but it worked like a charm! Thank you so much!
SuitingGhost  [author] 21 Jun @ 8:05pm 
Sent. Let me know if it doesn't work for you
SuitingGhost  [author] 21 Jun @ 8:00pm 
Oh my bad. I didn't realize only authors could download past versions. If you like, you can let me know which date you'd like the mod from and leave your email address here (you can delete the comment later of course). I'll send it to you in email
Rez 21 Jun @ 7:54pm 
Forgive me, pretty new to mods and things for this. But when i go into change notes it just shows me the option to start a discussion based on the change. I cant seem to find anything to download
SuitingGhost  [author] 21 Jun @ 7:42pm 
Hi Rez. You can go to the "Change Notes" and download from whichever date you want
Rez 21 Jun @ 6:25pm 
Any chance anyone has the files saved from 6.1.5? I've had to rollback because of other compatibility issues but now this doesnt work :(
SuitingGhost  [author] 17 Jun @ 1:33pm 
Updated to v6.2. Enjoy it everyone!