Total War: WARHAMMER III

Total War: WARHAMMER III

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Slower Expansion and Settlement Supply Lines (Slow Start/more replen reduction version)
   
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Tags: mod
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2.506 MB
21 Feb @ 2:26pm
5 May @ 6:49pm
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Slower Expansion and Settlement Supply Lines (Slow Start/more replen reduction version)

Description
What does this mod do?
This mod gives small negatives (public order, replenishment, growth and income) to a nearby settlement when a region is occupied by a faction, as they scramble to send much needed supplies to support the new settlers. A settlement may only supply a new settlement if its both not currently supplying a settlement, or is newly founded. If there are no possible settlements to supply the new region owned by the faction, the entire faction will be hit with a penalty (growth and public order) as less efficient and easily managed supply lines must be used instead. Additionally, this mod also increases the level of unrest in a region after being occupied, and the growth and income of a newly occupied region will build more slowly over time. The further away a supplying settlement is, the longer the debuffs will last, up to 25 turns for very long distance supplying settlements.

What does this actually mean for gameplay?
Expansion will be slower overall. Factions that expand too fast may find themselves mired in rebellions more often than usual as their citizens revolt against such a severe workload. This essentially helps to balance the current wide play meta where expanding super quickly is generally the 'best' way to play the game, if you want to 'win'. Expanding at a location away from your current stabilised regions will result in significant penalties to your faction, as creating a beach-head settlement is an incredibly strong tactic currently to provide massive replenishment bonuses in a far away land.

This version of the mod impacts the earlygame too, so capturing your first province will be a significant task, not to be taken lightly, this really invigorates the earlygame which for many im sure was an automatic process.

Shouldn't change anything for hordes and factions such as beastmen.

Works for AI too, will slow down their expansion slightly, but not as much as the player due to their extra bonuses.


Appreciate feedback!

Havent tested in multiplayer, let me know how it works, it should do okay

Replenishment has been reduced further by this mod, with penalties starting at -15% and reducing by 3% per turn (normal version is -5% with 1% reduction per turn), this means a region can have its replenishment reduced by up to 30% if its both a supplying and founding settlement at the same time (rare situation). The garrison replenishment will not be changed from base levels.


Known bugs: If you recieve a factionwide negative, the icon updates with an extra 5 turns. You will take the same amount of penalties, but over a longer period so its not quite so overwhelming. This is something I could change, but would heavily affect the earlygame of a faction more than later, which i dont think would be a good change.
26 Comments
Cerb  [author] 6 May @ 5:09pm 
No problems mate, glad you enjoy them :)
Barracuda 6 May @ 5:20am 
Everything is working as advertised! Thanks for the hard work keeping all of your amazing mods working!
Cerb  [author] 5 May @ 6:49pm 
Thanks again for alerting me to this issue, should be fixed and working fine now, ill add IEE support next.
Cerb  [author] 5 May @ 3:15am 
Friend request sent, chuck me screenshots any time, its likely that i've messed up when it comes to old world, and will have to look at old worlds region list to fix it, ill be able to have a look at that tomorrow and it should fix it for you i imagine. You're likely currently getting the debuff but its hidden, which would have other issues.
Barracuda 5 May @ 1:11am 
Would it be possible to share my mod list over discord or steam DMs? With Old World, only the capture province gets the debuff. Without it both the starting settlement and the captured one gets the debuff. https://imgur.com/a/h4NMh92
Barracuda 5 May @ 1:05am 
Would it be possible to share my mod list over discord or steam DMs?
Cerb  [author] 5 May @ 12:54am 
What was the issue? I played an ~80 turn boris recently and didnt notice anything myself, so its likely specific to something in particular. If its tech based with my high elf tech mod that would make sense, or an SFO landmark specific tech, as SFO isnt perfectly compatible with old world.
Barracuda 5 May @ 12:52am 
So after trying only your SFO mods with Expanded Roster Chorfs, Mod Config, Mixer, and Old World, it appears to be some kind of issue with Old World. Without it, everything appears to work fine.
Cerb  [author] 4 May @ 4:13pm 
https://imgur.com/a/RtCt9Wt

This is what it should look like on turn 1 after taking over grunberg as karl franz, note the debuff next to each settlement and the same debuffs are also shown in the bottom left.
Cerb  [author] 4 May @ 4:04pm 
Are you getting no debuff at all or just not the effects of it?