Total War: WARHAMMER III

Total War: WARHAMMER III

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Unit Caps - Cerbs Version (More Mid Tier)
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20 May, 2024 @ 10:02pm
25 May @ 3:41pm
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Unit Caps - Cerbs Version (More Mid Tier)

In 1 collection by Cerb
Cerb's Realism and Difficulty Collection Vanilla
63 items
Description
Adds unit caps for almost every faction in the game, in a similar way to current Tomb King/Chaos Dwarf caps.

Adding unit caps to most units leads to considerably more varied armies from both the player and the AI, almost entirely eliminates doomstacking outside of very late into the game, and provides incentive to build more than one military building of each type.

Most units of t3 and above have caps, some units at t1/2 have caps if theyre monstrous/single entity, or they have slightly lowered caps instead. All factions have multiple unit types that are not capped at all, so youll never run out of units, and will always be able to make a varied army.

Factions not given caps are:
Nurgle: Their current system limits unit counts in a different way, ill look into this further but hitting them twice seems rough.
Chaos dwarfs/tomb kings/beastmen: already have caps in place
Warriors of Chaos: their type of recruitment system doesnt work for capped units at all


Notable differences
Fewer units are given caps, many t2 units that were capped had them removed, so you have more variety without using capped units.

Mid tier units scale up with the recruitment building considerably more than the base version, allowing endgame factions to field a lot more mid tier troops than the previous version, without increasing the amount of t4/5 units.

Many units that have different weapon types have shared caps, for example, chaos warriors and chaos warriors with great weapons share the same 'chaos warrior' cap, so recruiting either of them will fill up one of that cap. To compensate overall caps for these units have been increased significantly, allowing you to customise your army more.


Compatible with mods that change unit entity counts.



PLEASE GIVE FEEDBACK
I can't thoroughly test every faction in the game, ive done a short playthrough for most but need help testing if you can. If you notice any bugs, or a unit at t3 or above that isnt capped, please let me know so i can fix it up asap.

Future additions:
An overall balance pass to bring the same unit with different weapons to a similar level of power.
Popular Discussions View All (3)
22
6 Jun @ 1:44pm
Bugs
Cerb
6
25 Jul, 2024 @ 7:35pm
Submods to create
Cerb
3
13 Jun, 2024 @ 6:43pm
Balance discussion
Cerb
89 Comments
Cerb  [author] 20 May @ 5:26am 
cheers
Cerb  [author] 6 May @ 3:59pm 
Fixed, ty for feedback :)
Cerb  [author] 6 May @ 3:42pm 
Cheers will fix
modmodmod 6 May @ 1:30pm 
The caps of 'shadow_walker' and 'shadow_warrior' seem to have been swapped.
'shadow_walker' provides more caps even though it is a higher-level unit.
modmodmod 6 May @ 12:47pm 
It seems like the white lion values ​​of "wh2_dlc10_hef_hunters_3" and "wh2_main_hef_hunters_2" have been swapped.
Cerb  [author] 3 May @ 6:37pm 
and also tier/power of unit
Cerb  [author] 3 May @ 2:50pm 
bit of both tbh
Pyrrhus 3 May @ 11:48am 
Sweet, thanks for responding so fast. The only other thing I'm curious about is how did you decide how much additional caps lords get? Some like Wulfhart get 16 extra units, some get 2 or 3. Is it based on cost or vibes?
Cerb  [author] 2 May @ 10:20pm 
Fixed, i had mislabelled the wrong gunnery mob, thanks for letting me know.