Total War: WARHAMMER III

Total War: WARHAMMER III

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Recruitment changes: Bring Back The Mid-Game (BBMG)
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File Size
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178.824 KB
29 Jan @ 1:23pm
11 Jul @ 6:36am
34 Change Notes ( view )

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Recruitment changes: Bring Back The Mid-Game (BBMG)

Description
This mod Brings Back The Mid-Game!

Irondrakes at T2???
Sisters of Slaughter from the same building as corsairs???
Cairn Wraiths from the ghoul/corpse cart chain rather than the spirit chain???
Handgunners at the same tier as Crossbowmen??
Hammerers at T3????
Swordmasters by turn 40???

NO LONGER

This mod operates under the concept that in vanilla there is a frequent lack of motivation to continue playing campaigns and levelling cities, as you have already unlocked all of the faction's fun-toys by turn 30.

Recruitment building changes
This mod shuffles where units are recruited for various factions where it does not make sense (per above examples) - revising their recruitment tiers.
Obviously this is tailored to my personal taste, but I know others have been burnt out by the recent power-creep and unit-tier changes too

Population surplus changes
This mod also slightly increases the growth/population threshold required per development point and exponentially increase the gap between each settlement level. This is not by a crazy amount, but it should mean that it will take you about 20 turns longer to reach tier 5 than vanilla.

ROR recruitment changes
To compensate the other changes, this mod spreads out the Regiment of Renown recruitment levels between 5-50 for each faction. This allows for a more gradual access to the units rather than getting a bunch of units at once, way before you would have access to them, which meant that it was no longer exciting when you finally unlocked the generic version of the unit. This change should result in a more rewarding progression system where you unlock the ROR units at a similar timescale where you can get the generic versions.

Legendary Hero changes
It also alters the unlock level for legendary heroes. I found that I would unlock multiple legendary heroes at once, which was a bit overwhelming and would result in a crazy power boost to my faction, trivialising my campaign battles as I would run over the ai. So this change spreads them out a bit to make their arrival more significant. Where a faction has multiple heroes, the quests will become available between lvl 20-30.

Other Notes
This mod also removes access to the mortal units from Daniel's roster to maintain parity with his multiplayer roster (he is supposed to be DAEMONS of Chaos after all). And also removes access to Things in the Woods and Incarnate Elemental for Kislev factions from the standard building chain (Except Mother Ostankya) as it is jarring to see Kislev armies full of chaos beasts. However they can still be recruited from the 'widow's tree' landmark to allow later stage Kislev to recruit them for thematic armies.

TLDR: The aim of all of these changes is to allow the campaign to naturally progress for longer without having to handicap yourself consciously or with unit-caps mods. It also gives the opportunity, and provides a reason, to recruit and use mid-game units - outside of the fact they are thematic and cool.

Feedback, suggestions and bug reports are welcome in the comments below!

Check out my other mods here:
Raise Dead Changes:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3417142260
Tailored Garrisons:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3400384160

If you wish to support the mod and contribute towards my next pint, please click the link below:
paypal.me/MGibson20

Compatibility
Save compatible.
Should be compatible with most that do not edit:
building_levels_tables
building_units_allowed
campaign_mercenary_unit_character_level_restrictions_tables
campaign_variables_tables


Thank you and enjoy :)
39 Comments
PIXY_UNICORN  [author] 6 Jul @ 2:38am 
@Ambar thank you for your comment and for sharing your positive experience!
I completely agree with your sentiment. I have been playing this series since the start and noticed the gradual change in all of the issues you have described.
The 'final straw' that pushed me to make this mod was the last DLC where Black Orcs were moved down to be at the same building level as night goblins (T3!).
Ambar 5 Jul @ 2:52pm 
I've never left a comment on a mod before, but I downloaded this one and it totally fixed what I've always felt WHIII got wrong. The rapid pace of replacing obsolete units you just recruited, the overwhelming amount of RoR you unlock, the amount of quest Unique items that are thrown at your LL for no effort. This actually makes the game play like it was meant to be played.
PIXY_UNICORN  [author] 17 May @ 7:11am 
@Domekabc no worries. Glad that you are enjoying it!
Domekabc 16 May @ 11:40am 
@PIXY_UNICORN just checked again and I did get the mission on the turn after getting lvl 20. Maybe my game was broken at that point, or it was the AI beta or something. Anyway, thanks for answering and awesome mod imo. Have it almost always turned on nowadays
PIXY_UNICORN  [author] 1 May @ 1:58pm 
@Domekabc Sounds like a script conflict. I just tested and it is working on my end.
Domekabc 27 Apr @ 9:09am 
Playing as Chaos Dwarfs, even after getting lvl 20 on Drazhoath still can't get the Gorduz recruit mission. I both have and have built a hobgoblin recruitment building AFTER getting to lvl 20 to test it. Any ideas what can cause this?
PIXY_UNICORN  [author] 25 Apr @ 9:31am 
@BigBoyEmp Yep.
BigBoyEmp 24 Apr @ 11:45am 
Does this still work?
PIXY_UNICORN  [author] 27 Mar @ 12:34am 
@Guts ahahhaha
Guts 26 Mar @ 7:53pm 
"Some modded campaigns are crashing" :crying_yeti: CA is a funny bunch