Total War: WARHAMMER III

Total War: WARHAMMER III

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Undercity Empires
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Tags: mod
File Size
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141.206 KB
3 Apr, 2024 @ 5:54pm
25 Mar @ 3:44pm
16 Change Notes ( view )

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Undercity Empires

Description
Have you ever tried to form a continent-spanning Under-Empire, but felt like you were arbitrarily restricting yourself, since Undercities were mutually exclusive with settlement ownership, and most of their buildings were expensive, low reward, and high risk, always getting blown up when the parent settlement's owner failed to defend its own capital? Or maybe you're just interested in tall play, as a bit of a change from traditional map painting? Either way, this mod might be for you.

You'll still need a few seats of power for proper recruiting - I'd advise using the excellent TWW Hub[twwhub.dev] to find a few landmarks to base yourself around - but the lands between can now be as they should be: other empires farm while you feast.

Changes
  • Undercities are no longer destroyed when the settlement above it is razed, same as the Changeling's trickster cults.

  • You can even have Undercities under your own settlements, but many buildings now cost the parent settlement food and income, so this is not necessarily a great idea unless you're running a surplus. Probably better to sell it to a nearby chump valued ally and let them bear the costs.

  • Tweaks to individual buildings to make ongoing fighting in unowned but Undercity-infested territory easier (for you, that is. Not for everyone else), and in general, buildings that are high Discoverability are cheaper and quicker to construct and upgrade. Now there are clearer options to move fast and break things if you don't mind being caught, or slowly invest in staying well-hidden. For a full list of changes, check the Change Notes.

Compatibilities
  • Multiplayer - yep

  • Existing saves - turning it on yes, turning it off midgame might be less elegant

  • Other mods - probably yep, unless they also change Undercities
34 Comments
Curatorr 7 Jun @ 1:47am 
Ignore my previous post. Mod compatibility issue.
Curatorr 6 Jun @ 10:19am 
The under cities underneath my own settlements disappear after I go into combat and come back to the world map. Why would this be occurring? Any way to fix it?
Nexus 26 Mar @ 12:49pm 
ok thx so the undercities from your mod expanded also with a chance ?
raejin.omg  [author] 25 Mar @ 4:01pm 
@Nexus, yep still works - haven't tested it with Hertz undercities, give it a crack and let us know?

@♥♥♥♥♥♥, unfortunately no, landmarks involve editing startpos which would make this far less compatible with other mods I'm afraid. If there's a fancy Skaven landmark that might be a reason to fully occupy it instead.
Kniggar 25 Mar @ 4:03am 
Does this mod enable you to build landmarks found in the settlement your building under?
Nexus 16 Mar @ 8:23pm 
still working ? compatible with hertz undercities ?
iCameHereForTheMusic 23 Jan @ 10:15am 
The mafia building line and the raiding camp. They steal 20% of the city's income, and give it to you instead. The tooltip is confusing to look at, but the numbers are correct.

ie reduces the total income of the settlement above by 20%, and gives you 25% of their (now reduced) income. 0.8 * 1.25 = 1 . Split between both of you, the total is the same. Pointless to build under yourself lol. Probably better to use excavators under your long-term "allies" for the trade bonus.
raejin.omg  [author] 2 Nov, 2024 @ 11:00pm 
Yep @Ejire, that building is designed to be built under an enemy settlement, so you're both gaining income and making them lose income. It's not beneficial to build it under your own settlement (unless you plan on selling it to someone else).
Ejire 30 Oct, 2024 @ 9:39am 
Or you use it only in enemy settlement and remove it when you capture it.
Ejire 30 Oct, 2024 @ 9:36am 
Well from what i've seen of the ratkin mafia, it's not worth it. It uses food, uses a slot and for me it logically doesn't give any money at all because.

If you remove 50% of the money a building gives then gives it 100% more money... Does it even do anything ?

What does it do ?

1. 50% of 150 = 75 --> 75 +100% of 75 = 75 + 75 = 150 ?
--> it doesn't give anything just use a slot and food to upkeep

Or is it :
2. 50% of 150 = 75 --> 75 + 100% of 150 = 75 + 150 = 225 ?
--> it gives +50% income basically but is it really worth it to build this instead of creating a building decreasing building cost, increase research rate or even the food building ? Especially since one of them gives 100 income and the other 400 ? It might be worth it in settlement with a huge port like Bordeleaux, Marienburg, Lothern or one with a gold mine.