Total War: WARHAMMER III

Total War: WARHAMMER III

46 ratings
Slower Expansion and Settlement Supply Lines
2
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
2.501 MB
15 May, 2024 @ 5:00pm
7 Jul @ 6:27pm
15 Change Notes ( view )

Subscribe to download
Slower Expansion and Settlement Supply Lines

In 4 collections by Cerb
Cerb's Realism and Difficulty Collection Vanilla
63 items
SFO Hardcore Mode
76 items
SFO realism and depth collection
72 items
Playtest New Mods To Be Balanced
116 items
Description
What does this mod do?
This mod gives small negatives (public order, replenishment, growth and income) to a nearby settlement when a region is occupied by a faction, as they scramble to send much needed supplies to support the new settlers. A settlement may only supply a new settlement if its both not currently supplying a settlement, or is newly founded. If there are no possible settlements to supply the new region owned by the faction, the entire faction will be hit with a penalty (growth and public order) as less efficient and easily managed supply lines must be used instead. Additionally, this mod also increases the level of unrest in a region after being occupied, and the growth and income of a newly occupied region will build more slowly over time. The further away a supplying settlement is, the longer the debuffs will last, up to 25 turns for very long distance supplying settlements.

If you lose a settlement that is currently being supplied, the region that is supplying will stop supplying and instead be able to supply a different settlement.

What does this actually mean for gameplay?
Expansion will be slower overall. Factions that expand too fast may find themselves mired in rebellions more often than usual as their citizens revolt against such a severe workload. This essentially helps to balance the current wide play meta where expanding super quickly is generally the 'best' way to play the game, if you want to 'win'. Expanding at a location away from your current stabilised regions will result in significant penalties to your faction, as creating a beach-head settlement is an incredibly strong tactic currently to provide massive replenishment bonuses in a far away land.

This version will NOT be in affect until either you're taking your 4th settlement, or you complete your home provincefully, whichever comes first.

Shouldn't change anything for hordes and factions such as beastmen.


Appreciate feedback!

Havent tested in multiplayer, let me know how it works, should be okay.


Known bugs: If you recieve a factionwide negative, the icon updates with an extra 5 turns. You will take the same amount of penalties, but over a longer period so its not quite so overwhelming. This is something I could change, but would heavily affect the earlygame of a faction more than later, which i dont think would be a good change, it also happens very rarely now.

If you lose a settlement that is being supplied, and recapture it in the same turn the supplying debuff wont show up in 3D space next to the settlement on the campaign map, but will show up in the bottom left if you click on the settlement itself. This will fix by the next turn.
Popular Discussions View All (2)
11
1
10 Apr @ 7:33pm
Feedback
Alan
1
12 Jul, 2024 @ 2:57pm
Bugs
Alan
65 Comments
Cerb  [author] 28 Jul @ 2:17am 
It definitely affects the AI as well as the player, however the debuff is hidden to other factions so you wont see the effect on enemies as you can in your own settlements. Also, due to AI cheats from either difficulty, or other mods, the percentage reduction by comparison to a player will be lower. i.e. they might have 200 base growth, and lose 50, but as a player youd have 100 and lose 50, a much bigger impact.
zane0 28 Jul @ 12:49am 
I want to like this mod. But as much as I like having restrictions on my games to help slow it down or make it more fun, I'm only feeling like this one gives nothing but negatives to me. I'm not feeling like the AI really gets affected by this all that much.

Has anyone whose played with this mod seen or noticed the AI being affected by expanding to much too fast by this mod or does it feel like this is entirely just a limit on the player?
Cerb  [author] 19 Jul @ 3:04pm 
Yep
Draco100000 19 Jul @ 12:42pm 
Does this mod affect AI too?
Cerb  [author] 7 Jul @ 6:28pm 
Changed to start penalties on the 5th region taken, regardless of finished provinces etc..
Cerb  [author] 3 Jul @ 2:46pm 
Ive got support for old world, still need to do IEE stuff though
Replay64 3 Jul @ 8:07am 
is this compatible with iee new factions etc? or like anything that changes the map like cities appearance maps etc
Cerb  [author] 4 May @ 8:58pm 
Cheers mate, appreciated :)
flecha 4 May @ 8:45pm 
love it
Cerb  [author] 30 Apr @ 2:29pm 
Did a small change so now the tooltip that shows up to tell you that youre supplying a settlement will also tell you exactly which settlement is being supplied by which, so you can pre-plan easier :)