Total War: WARHAMMER III

Total War: WARHAMMER III

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Faction Potential Mayor Supremacy
   
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File Size
Posted
Updated
942.487 KB
7 Jan @ 10:36am
21 Jun @ 10:55am
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Faction Potential Mayor Supremacy

In 2 collections by Incata
Total War Warhamer 3: Gameplay Mods
76 items
Multiplayer
80 items
Description
General description


This mod grants random bonuses to major AI factions, turning some of them into formidable forces.


This mod is the result of the interaction of several ideas. Due to the constant changes made by CA and the increasing ease of gameplay for players due to overpowered mechanics that only the player can use or that the AI doesn't know how to utilize, I created this mod. It grants random bonuses to major AI factions using the faction potential system, but expands it to consider all factions and various factors.


Mod Features


-The potential levels have been increased from 4 to 5 ranks. "The '/' means it's a random value between those two."

Level 1: (All minor factions, with some minor exceptions)
-No bonuses


Level 2: (20% of the major factions)
-Experience gained per unit: +50/0
-Experience gained per champion: +50/0
-Costruction cost: -33/0
-Recruitment cost: -25/0
-Aditional replenishment rate: +2/0
-Campaign Upkeep: -20/0
-Growth: +10/0
-Horde Growth: +10/0 (New)
-Extra economy: +20%/0 (New)
-Technology research rate: +5/0 (New)
-Increase army capacity: +1/0 (New)


Level 3: (30% of the major factions)
-Experience gained per unit: +100/+50
-Experience gained per champion: +100/+50
-Costruction cost: -66/-33
-Recruitment cost: -50/-25
-Aditional replenishment rate: +4/+2
-Campaign Upkeep: -30/-20
-Growth: +20/+10
-Horde Growth: +20/+10 (New)
-Extra economy: +40%/+20% (New)
-Technology research rate: +10/+5 (New)
-Increase army capacity: +2/+1 (New)
-Aditional unit recruitment: +1/0 (New)
Global aditional unit recruitment: +1/0 (New)
-Horde aditional unit recruitment: +1/0 (New)


Level 4: (30% of the major factions)
-Experience gained per unit: +150/+100
-Experience gained per champion: +150/+100
-Costruction cost: -99/-66
-Recruitment cost: -60/-30
-Aditional replenishment rate: +6/+4
-Campaign Upkeep: -40/-30
-Growth: +30/+20
-Horde Growth: +30/+20 (New)
-Extra economy: +60%/+40% (New)
-Technology research rate: +15/+10 (New)
-Increase army capacity: +3/+2 (New)
-Aditional unit recruitment: +1/+1 (New)
-Global aditional unit recruitment: +1/+1 (New)
-Horde aditional unit recruitment: +1/+1 (New)
-Global recruitment duration: -1/0 (New)
-Local recruitment duration: -1/0 (New)


Level 5: (20% of the major factions)
-Experience gained per unit: +250/+200
-Experience gained per champion: +250/+200
-Costruction cost: -100/-100
-Recruitment cost: -70/-60
-Aditional replenishment rate: +10/+8
-Campaign Upkeep: -60/-50
-Growth: +50/+40
-Horde Growth: +50/+40 (New)
-Extra economy: +100%/+80% (New)
-Technology research rate: +25/+20 (New)
-Increase army capacity: +4/+3 (New)
-Aditional unit recruitment: +3/+2 (New)
-Horde aditional unit recruitment: +3/+2 (New)
-Global recruitment duration: -2/-1 (New)
-Local recruitment duration: -2/-1 (New)


Miscellaneous


These changes ensure the supremacy of major factions over minor ones and provide a random boost to the AI, but not in a generic way like the handicap table does. Consideration has also been given to factions that don't use money and to hordes.


⚡ Support & Discover More Mods ⚡


Finally I created a paypal account in case anyone wants to thank me for my work in this way
Donate Paypal Incata[www.paypal.com]




Subscribing and adding to favorites is fine, but if you want other people to see the mods you like, after trying the mods if you like this press 👍. I see mods with 3000 downloads and only 80 reviews, that makes me☹️. People who are dedicated to modifications will appreciate it. Thank you.

Remember to take a look at the mods in my game collection, I use them all, but even if I only use a few the game will improve a lot, and it's completely modular.

-Collection of gameplay mods
-Visual collection and utilities
-All my mods total war tww3
-All my mods total war tww2


18 Comments
LazerKjell 18 Jun @ 1:54pm 
i try play without and wich but honestly i dont know anymore how normaly goes being playing wich this mod to long
LazerKjell 18 Jun @ 10:34am 
@Incata i just looked at rpfm gives warning 70 % of mod probily does gonna need a update becuase changed som things in potential system
Incata  [author] 18 Jun @ 12:09am 
@LazerKjell I don't know, I'll check my mods when I can.
LazerKjell 17 Jun @ 4:50pm 
?
LazerKjell 17 Jun @ 12:48pm 
is it still working after 6.2 @Incata
Incata  [author] 15 May @ 11:54pm 
@JP @LazerKjell I'll try to review it when I can, maybe you have another mod that modifies this too, try to load it with higher priority
LazerKjell 13 May @ 9:02am 
@incata i also think minor factions got the boost for som reason i had a lot of minor factions dominating
JP 7 May @ 3:19pm 
@Incata, I think minor factions are getting buffs as well (or major factions are treated as minor somehow). I had this mod installed but hadn’t played the game for a while. I just started playing again and noticed major factions are getting wiped out from turn 1, and I was wondering which mod might be causing this.
Incata  [author] 29 Apr @ 5:27am 
@Cookie95 Probably not, I wouldn't recommend using it with that mod.
Cookie95 20 Apr @ 3:21am 
Does this interact with the Old World mod? I tried about 20 turns and it seems to be incompatible, as although the game runs fine, every AI faction was extremely weak. So I assume there's some kind of "list of all factions" element in your mod, and as it's a different list that doesn't match Old World's factions, the game just defaults them all to 0 faction potential?

Anyway, not a complaint! Was just testing. Cool idea. Anything that creates more difficulty is good.