Total War: WARHAMMER III

Total War: WARHAMMER III

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Skaven Technology Tree Overhaul
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Tags: mod
File Size
Posted
Updated
238.773 KB
23 Jul, 2024 @ 1:35am
23 Jun @ 5:17am
15 Change Notes ( view )

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Skaven Technology Tree Overhaul

In 2 collections by SubRyan
SubRyan's mods
13 items
SubRyan's Technology Tree Overhauls
3 items
Description
This mod changes how the Skaven technology tree functions within the game. It has been switched from the previous node linked status to one that utilizes UI groups thus allowing the player to research tech that fits their play style at an earlier point in the game. A few other changes have been made that aims to achieve a more consistent game play experience



UI Groups focus on a specific set of units or factionwide benefits
Warlord Clans
Skavenslave variants
Clanrat variants
Stormvermin variants

Clan Eshin
Night Runner variants
Gutter Runner variants
Death Runners
Eshin Triads

Clan Pestilens
Plague Monks
Plague Monk Censer Bearers
Plagueclaw Catapults

Clan Moulder
Wolf Rats variants
Rat Ogre variants
Brood Horrors
Hell Pit Abominations

Clan Skrye
Weapons Teams
Poison Wind Globadiers
Death Wind Bombardiers
Lightning Cannons
Doomflayers
Doomwheel

Council of Thirteen
Factionwide benefits

Order of the Grey Seers
Factionwide benefits



Technology effects that have been added and/or changed
  • Eshin Triads now receive bonuses from tech (+10% Weapon Strength, +10 Leadership, +2 Recruit Rank)
  • Mutant Rat Ogres get the +5 LD buff
  • Eshin Sorcerers now have +2 Recruit Rank tech
  • Plague Monks now have +2 Recruit Rank tech
  • DLC units have been spread out and are no longer the sole focus of a tech
  • Changed magic item drop chance from +3% to +13%
  • Eyes Everywhere tech: added +25% campaign Line of Sight to settlements and characters
  • Rule Through Fear tech: added -13% miscast base chance and +13 WoM power reserve capacity
  • Ensure Absolute Loyalty tech: provides Guardian passive ability for Stormvermin units
  • Units added to the Vermintide Under-Empire building through technology have been changed to match their respective UI group
  • Building requirements for technology have been lowered to their lowest Tier 1 & 2 building as possible
  • Technology effects have been split and moved into the appropriate UI groups
  • All (x) Plans tech now have a research time of 1 turn (excluding Plans within Plans)
  • All Plans tech have had a -15% research speed malus added
  • All other tech now takes 3 turns to complete


Building effects that have been added and/or changed
  • Plague Monk Censer Bearers are now unlocked from T4 Plagues building
  • Plague Monks are now unlocked from the new T2 Plagues building
  • Plagueclaw Catapults are now unlocked from the T3 Plagues building
  • Lightning Cannons are now unlocked from the T3 Engineering building
  • New T2 Engineering building
  • New T2 Plagues building (now unlocks Virulent Plans)
  • Restored the T1 and T2 Energy buildings (T1 building now unlocks Ingenious Plans)
  • Skaven heroes are now all able to be unlocked with their respective T2 level of associated building
  • Added Recruit Rank +4 for Chieftains to Clanrats T3 building
  • Added Recruit Rank +4 for Eshin Sorcerers to Assassins T4 building
  • Added Recruit Rank +4 for Packmasters to Monsters T5 building



Items I hope to add in the future
  • new Albino Stormvermin unit (copied from the Council Guard RoR) for Council of Thirteen tech
  • replacing the generic +2 Recruit Rank for lords with specific Recruit Rank bonus for lord variants (Warlord, Warlock Master, Grey Seer, Master Assassin)



Please don't ask me to create a submod for this. If you are interested in helping with this mod let me know.
Popular Discussions View All (3)
2
17 Aug, 2024 @ 9:14am
Suggestions
SubRyan
0
23 Jul, 2024 @ 11:08am
Bug Reports
SubRyan
0
23 Jul, 2024 @ 11:06am
Mod compatibility / submods
SubRyan
6 Comments
Michael 23 Jan @ 11:00am 
Thank you
SubRyan  [author] 23 Jan @ 7:57am 
That skill is locked as it is how I set up moving the dummy and vanilla techs in order to make this mod work
Michael 21 Jan @ 7:07am 
when i play eshin should there be a locked skill tree in the top corner that is seemingly impossible to unlock?
Yagami 26 Sep, 2024 @ 2:10pm 
I like the cost changes definitely much more balanced. Now this mod is a straight upgrade from vanilla tech tree.
Yagami 2 Sep, 2024 @ 9:07am 
I love this mod, but 2 turn research for otherwise late game techs feel op to me.
^9Cassius Kley 26 Jul, 2024 @ 10:40am 
It looks very interesting, but I can't try it yet because I'm afraid of a conflict with this mod - https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2881121327
Maybe I'll try it later. Thanks for the work)