Total War: WARHAMMER III

Total War: WARHAMMER III

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SWO-RD - Add-on: Effects Overhaul
   
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30 Nov, 2024 @ 7:28am
8 Dec, 2024 @ 2:41am
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SWO-RD - Add-on: Effects Overhaul

Description
ATTENTION

Just to let y'all know: I’ve decided to stop working on my add-ons for "SWO-RD - Climate Overhaul", so that I can focus on my own standalone climate overhaul mod (work in progress, not released yet).

If anyone wants to take over these add-ons, I’m happy to add you as a contributor—so long as you know your way around modding!

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Why This Mod Exists

After encountering an issue with the effects applied to forces in the main mod, I created this add-on to address the problem.

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The Issue

Force effects are applied to all forces in a region, but they follow the region owner’s climate preference rather than each faction’s preference.

  • Example: If your force is in a region harsh for your faction but ideal for the region owner, your force is buffed instead of debuffed. Conversely, if the region is ideal for your faction but harsh for the owner, your force is debuffed.
  • This behaviour affects both the player and AI and can lead to inconsistent outcomes.

An alternative approach would be limiting the effects to the region owner's forces alone, but this creates new inconsistencies, such as your forces replenishing in regions you don’t own but being hindered when you do. Unfortunately, this is a limitation of the game’s design.

The Solution

In my personal edit, I’ve removed all effects that apply to forces. While not ideal, this avoids the inconsistencies entirely.

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What This Mod Does

With force effects removed, climate now determines the challenge of managing and developing regions. I’ve also rebalanced the remaining effects:

  • Construction Time:
    Now modified in all climates. Ranges from -30% (ideal) to +90% (uninhabitable) in intervals of 15.
    (Previously: Only increased in unpreferable climates, up to +150%.)
  • Construction Cost:
    Now ranges from -30% (ideal) to +90% (uninhabitable) in intervals of 15.
    (Previously: -8% to +90%.)
  • Income (from Buildings):
    Ranges from +20% (ideal) to -60% (uninhabitable) in intervals of 10.
    (Previously: +10% to -60%.)
  • Province Growth:
    Ranges from +10 (ideal) to -30 (uninhabitable) in intervals of 5.
    (Previously: +2 to -12.)
  • Public Order:
    Ranges from +4 (ideal) to -12 (uninhabitable) in intervals of 2.
    (Previously: +2 to -6.)

Additionally:

  • Diplomacy penalties remain unchanged: -10 per region taken that another race considers theirs.
  • Ostankya no longer gains Spirit Essence from the Magical Forest climate effect bundle. Instead, she now gains Spirit Essence and income bonuses from the Forest and Haunted Forest building chains constructed in Magical Forest regions. The income bonus ensures these buildings are worth the building slots they fill.
  • The blocked tunnels in The Deeps (Dwarven mechanic) will now be cleared in mountain climates once the Entrance Hall building is sufficiently upgraded, as intended.

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Bug Fixes

I’ve corrected some minor issues, including:

  • Incorrect effect keys.
  • Typos and other text inconsistencies.
  • Improved English descriptions of climate types (thanks to ChatGPT!).

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Extras

If you like the small climate icons shown in the images, use this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3373353492

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Important Notes

  • This mod requires the main mod!
  • Don’t forget to give the main mod a thumbs up for their fantastic work.
  • In the mod manager, ensure the main mod is placed lower in the load order.
16 Comments
Iceobeasty 6 Feb @ 7:22am 
could you do a sub for Albion?
Tsundak  [author] 15 Dec, 2024 @ 3:16pm 
Just to let y'all know: I’ve decided to stop working on my add-ons for "SWO-RD - Climate Overhaul", so that I can focus on my own standalone climate overhaul mod (work in progress, not released yet).

If anyone wants to take over these add-ons, I’m happy to add you as a contributor—so long as you know your way around modding!
Tsundak  [author] 3 Dec, 2024 @ 8:36pm 
Done. Thank you for letting me know.
Tsundak  [author] 3 Dec, 2024 @ 7:04pm 
Ah okay! I'll do that too!
Zach 3 Dec, 2024 @ 3:49pm 
I got it working! All is needed is to import "effects_tables" and "settlement_climate_types_tables" from the main sword climate mod into the effects submod and it launches without issue
Tsundak  [author] 1 Dec, 2024 @ 8:01am 
The main mod will be updated soon, and then I can update mine. Hopefully it'll be fine after that.
Zach 1 Dec, 2024 @ 6:22am 
Nope, simply starting up the game. I had a friend test with these three as well, his game also crashes on startup too
Tsundak  [author] 30 Nov, 2024 @ 12:05pm 
Done.
Tsundak  [author] 30 Nov, 2024 @ 11:55am 
By chance, were you trying to load a Cathayan campaign? I've noticed an incorrect text line from the main mod that's now in my mod, that might cause a crash. I loaded a Cathayan game and it crashed. I'm going to fix the line now.
Tsundak  [author] 30 Nov, 2024 @ 11:44am 
In the mod manager, ensure the main mod is placed lower in the load order.