Total War: WARHAMMER III

Total War: WARHAMMER III

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Strategic Garrisons
   
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18 Nov, 2024 @ 1:38am
12 Dec, 2024 @ 2:52pm
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Strategic Garrisons

Description
Context

Defense buildings in TWWH3 have a very limited gameplay function, to add garrisons to settlements, but historical castles were built on strategic locations to allow control over surrounding territories. They were not only easy to defend, but also could not be ignored by the enemy, since troops could sally out at any time to disrupt supply lines and foraging parties. That's why armies didn't simply ignore them and pushed forward. They had to deal with them somehow, which often implied engaging in a long and costly siege.

Fortifications were connected with each other to provide relief in case of an attack. Thus, castles were an essential part of military supply lines.

Gameplay changes

This mod allows defense buildings to reduce recruitment times and increase recruitment capacity in their province. The most formidable fortifications provide so much control over the territory, that they reduce the movement range of enemy armies in the area.

The following changes to defense buildings affect armies in their province:

  • MInor T1: local recruitment duration -1
  • Minor T2: local recruitment capacity +1
  • Major T1: global recruitment duration -1
  • Major T2: global recruitment capacity +1
  • Major T3: enemy armies' movement range -30%

All tiers include the effects of the previous ones.

In my experience, you won't find many Major T3 defense buildings on your campaigns because the AI tends not to have time to build them, or chooses not to, before you have painted half the map. But when you do, you may find it can take several turns to approach the fortress and lay siege on it. This is by design, of course, but if you find it frustrating, consider sending an agent to damage the walls before you bring your armies into the province. Damaged Major T3 defense buildings reduce enemy armies' movement range by 15%.

If, on the other hand, you want to find more fully developed walls earlier, play on harder difficulties, so the AI gets a bonus to its Faction Potential (which increases growth rate).

Compatibility

This mod is compatible with everything, including mods that change how garrisons work. I consciously didn't add features provided by existing mods, like Greater Garrisons by Zorbaz . This way, you can mix them together to get your own desired result. I recommend combining my mod with Hertz Playable Garrisons to represent your castles' ability to sally out and engage those fool enough to approach your best defended settlements.

Please give the mod a thumbs up if you find it interesting. Thank you.
26 Comments
Greymalkin  [author] 13 Dec, 2024 @ 1:46am 
@Ebokianknight They don't receive that particular benefit from the building.
Ebokianknight 12 Dec, 2024 @ 11:11pm 
This makes me wonder if garrisons bonuses to siege battles, like how many defensive points to start with and how fast they build should be providence wide instead of region. That way they effectively stack with each other.

What do you do for factions without global recruitment?
Greymalkin  [author] 11 Dec, 2024 @ 1:17pm 
Due to the way movement range penalties from different sources stack with each other, it was possible for an army to be unable to move at all in certain provinces. I've changed the penalty from 50 to 30 (undamaged building) and 25 to 15 (damaged).
Greymalkin  [author] 9 Dec, 2024 @ 12:42pm 
Chaos Dwarves' Minor defence effects changed from outpost hut to outpost watchtower.
Greymalkin  [author] 7 Dec, 2024 @ 7:23pm 
@WinterAurora Thank you for the heads up. I'll fix it as soon as possible.
WinterAurora 7 Dec, 2024 @ 7:19pm 
Hi, for Chaos dwarves, the effects are part of the outpost and factory garrison buildings. Factory having global recruitment bonus, and outpost having local recruitment bonus. However the outpost tier 3 garrison does not have the local recruitment bonus.
Greymalkin  [author] 25 Nov, 2024 @ 12:57pm 
@Solmyr The entire province, since you can only have one Major T3 building on it. It's a problem you need to solve somehow. Send an agent to damage the building, send your Lord with the fastest movement range, find another angle of attack... I just had to send Teclis by sea to attack the main city in a province because the army trying to attack one of its minor settlements was having a lot of trouble advancing towards it. That's the kind of challenge this mod is trying to provide. It's realistic and immersive, but it's not for everyone.
Solmyr 25 Nov, 2024 @ 12:38pm 
Are fortifications supposed to reduce enemy movement in the entire province (as opposed to just the region they are in)? Some provinces on the map are VERY large, and a single fortification covering their entire area seems overpowered.
Greymalkin  [author] 24 Nov, 2024 @ 12:49am 
Update: All tiers now include the effects of the previous ones.
Greymalkin  [author] 24 Nov, 2024 @ 12:48am 
@Trains6824 That would be outside of the scope of this mod, which is just trying to provide an incentive to build defense buildings.