Total War: WARHAMMER III

Total War: WARHAMMER III

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New Unit Caps for All
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Tags: mod
File Size
Posted
Updated
651.888 KB
28 May, 2024 @ 9:40am
26 Jun @ 1:30am
42 Change Notes ( view )

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New Unit Caps for All

Description
This mod is a spiritual successor to the original "Unit Caps for All" created by Vacuity. A huge thanks to him! He did an incredible job, and his mod significantly enhanced our gameplay experience. After development on his mod ceased, we decided to take it up and release our own version.

WHAT DOES THIS MOD DO?
This mod introduces unit caps for all factions in the game. While each faction has a few basic units that can be recruited freely, the recruitment capacity for all other units is now limited by the military buildings you’ve constructed.

The mod affects both AI and players. However, for those who prefer the mod to impact only the player, there is a submod available that allows for this adjustment.

This mod does NOT apply to Beastmen, Chaos Dwarfs, Tomb Kings, Nurgle, and Warriors of Chaos, as they already have unit caps and/or unique recruitment systems.

It does NOT impact units that already have a cap in the base game, like the Dread Saurian or Tor Yvresse's special units.

Also, this mod does NOT affect Alliance recruitments from Outposts.

WHY USE THIS MOD?
In short, it promotes army diversity, reduces unit doomstacks, and increases the game’s challenge.

This mod is designed to make the game more challenging, without giving any extra cheats to the AI. It achieves this by severely limiting the availability of elite units, encouraging players to rely more on lower-tier units. Additionally, it introduces a strategic element to expansion, as you'll need to carefully plan the construction of military buildings to recruit more units, rather than focusing solely on increasing revenue.

HOW DO THE CAPS WORK?
The unit caps apply on a per-unit basis, not by class, meaning you will need to incorporate "lesser" units to complete your stacks

Several units with weapon variants will share the same caps. For instance, when playing as the Dwarfs, constructing Barracks will provide additional unit caps that you can allocate to recruit either Longbeards with shields or Longbeards with great weapons.

These shared caps only apply to units recruitable from the same building at the same level. There are no shared caps for units with different weapons that require a different building level to be recruited.

For those who prefer not to have shared caps, there's an alternative version of the mod where all units now have their own specific caps for each weapon variant.

Ogre camp armies are included in the unit caps. To compensate for this, Ogre Camp buildings grant additional unit caps compared to those of other factions.

Optionally, you can use this submod, which adds a few unit caps for the player. It’s primarily designed to assist with early-game expansion and is particularly useful for players who don’t own the DLC for the faction they’re playing. This helps mitigate the feeling of being overly restricted by the available caps due to the absence of DLC units.

COMPATIBILITY:
This mod is NOT compatible with:

- Overhauls such as SFO/Grimhammer or Radious
- Mods that modify unit recruitment
- Mods that add new units and/or new buildings, unless using a dedicated submod. The game will work but the mod will not apply to these units/buildings

This mod is compatible with:

- Tabletop Unit Caps
- AI mods
- Mods that change unit's size or stats
- Everything else, I guess

This mod can be added or removed in the middle of a campaign.

This mod can be used in multiplayer campaigns.

SUBMODS:
Additional caps
No Caps for AI
Chinese translation
French translation

Please note submods made for the original Unit Caps for All are NOT compatible with this mod.

CAN YOU MAKE A SUBMOD FOR [...] ?
Most likely no. Please understand that we already have a long list of tasks to improve the main mod, so we do not take submod requests.
However, feel free to make any submod you want! It is not that difficult. See the tutorial in the discussions section below, then if you have any questions, feel free to reach out, and we will do our best to help.

HOW ARE UNIT CAPS CALCULATED?
They are based on the unit's multiplayer cost and the building level/cost. We use the same calculation method for ALL units and try to avoid as much as possible any manual adjustment.
Popular Discussions View All (3)
23
13 Jul @ 5:03am
Bug reports
furoba
17
9 Jun @ 5:53am
Balance suggestions
furoba
6
25 Mar @ 2:46am
How to make submods
furoba
241 Comments
Regulator 27 Jun @ 1:06am 
Great work. So it was actuall worth not abandoning my campaign to wait this tolerable period of time. Many thanks!
Ashray 26 Jun @ 3:02pm 
Working now, thanks for the fix!
Revelation 26 Jun @ 10:04am 
Thanks for your work Furoba! Awesome stuff.
Wolfsgrimm 26 Jun @ 8:54am 
I can confirm, that the mod is now working again. Thank you very much for the swift reaction.
ruvirus 26 Jun @ 6:09am 
All works, thx
furoba  [author] 26 Jun @ 1:33am 
I’ve just uploaded the updated version to the Workshop. Hopefully, this one should no longer cause any crashes.
furoba  [author] 25 Jun @ 5:53pm 
I don't understand, I just tried to load the mod on my computer and it works fine. There must be an issue with the Steam workshop who did not upload the latest version of the mod properly. I will try to push for an other update in a few hours. Thanks for your patience
ruvirus 25 Jun @ 4:32pm 
Still crashing too
Ashray 25 Jun @ 4:00pm 
Still crashing for me. I tried unsubbing and resubbing. Also tried manually deleting the file and redownloading.
furoba  [author] 25 Jun @ 3:11pm 
Sorry, this should be fixed now. Please try unsubscribing and then subscribing to the mod again in order to force Steam to download the latest version. Let me know if it doesn't work. Thanks!