Total War: WARHAMMER III

Total War: WARHAMMER III

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Slower Expansion and Settlement Supply Lines (Slow Start Version)
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2.504 MB
16 May, 2024 @ 7:59pm
5 May @ 6:49pm
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Slower Expansion and Settlement Supply Lines (Slow Start Version)

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.

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 of the mod impacts the earlygame too, so capturing your first province will be a significant task, not to be taken lightly, this really invigorates the earlygame which for many im sure was an automatic process.

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

Works for AI too, will slow down their expansion slightly, but not as much as the player due to their extra bonuses.


Appreciate feedback!

Havent tested in multiplayer, let me know how it works, it should do 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.
65 Comments
Cerb  [author] 11 Jul @ 11:22pm 
In regards to trading settlements, it is also a very powerful way of getting easy diplomatic advantages, and often a large amount of money from the AI. In an attempt to balance this, I opted to make the person giving away the settlement keep the debuffs, as part of the deal essentially, to make it a less overpowered option for AI manipulation as in the base game :)
Cerb  [author] 11 Jul @ 11:22pm 
I believe we just have different goals in mind, supplying a settlement 18 turns of movement away from your closest settlement or some other long distance is supposed to be very difficult. You should rarely get factionwide penalties this unless youre powering quite quickly, or are taking very spread out territories that dont have adequate supply lines, which is what this mod intentionally attempts to make difficult, as it is an incredibly powerful strategy for easy expansion in the base game, and promotes wide gameplay as the more efficient option.

The penalties are tied to specifically the settlement you occupy, and one region that acts as the supplier, you only get factionwide penalties if you have no settlements capable of supply, and are essentially running out of supplies factionwide to build the new settlement.
zane0 11 Jul @ 9:26pm 
I've been wondering if it's possible to place the penalties and effects from this mod to be tied to the settlement/region you occupy rather than a faction wide effect.

Asking since I normally play by sending armies out on long distance expeditions tend to occupy enemy territory that can be across the ocean from my closest settlement. I normally occupy those regions as a staging area before moving on and eventually trading the settlements to local allies.

Your mod still penalizes me even if I take a region and immediately trade it away, which gets really annoying to deal with for territory I don't plan to keep.
Cerb  [author] 8 May @ 2:21pm 
Nice one mate, glad youre enjoying it :)
MichaelGFI 8 May @ 12:39pm 
@Cerb Having lots of fun with these mods. Used this one as half of a Nightmare campaign: https://www.youtube.com/watch?v=tmDCBZc05Ro
Cerb  [author] 5 Apr @ 3:41pm 
Uploaded new version, based on distance rather than adjacent provinces, no more stacking debuffs instead they will be spread out so they are easier to keep track of, but may stack higher effects. More negatives only affect supplying region. Compatible with old save games (old debuffs will still be in place, and will disappear over time, and will not reappear)
Cerb  [author] 2 Apr @ 3:34pm 
However, you are supposed to think about whether you have the resources to take a new settlement before you take it, and slow down/defend when you cannot. It's on you to balance the negatives, you don't always need to be aggressive and paint the map :)
Cerb  [author] 2 Apr @ 3:33pm 
I'll be doing a full rework soon which should fix that issue and make it a lot simpler and easier to understand :)
Balor 2 Apr @ 7:28am 
Turn 60 and I have two stacks of exhausted supply lines one for 24 turns and one for 35. One major downside is that you can't trade to allies and remove some of the supply lines problems. This may tank my game as I have all control researched, commandments and correct buildings I'm looking at all my provinces rebelling but one thanks to a landmark. I have a few of your other mods so it is also likely them working together. Two suggestions here one is that you cap the exhausted supply lines at one stack if possible and long with capping the total number of turns. Losing or trading settlements reduces the penalties even if that can be cheesed in some way there should be balance between conquest and gains and removing it from my control.
Cerb  [author] 18 Feb @ 1:24pm 
Yep works for ai enemies too