Total War: WARHAMMER III

Total War: WARHAMMER III

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[Beta] Skavendom - Undercity, Food, Skaven Corruption Overhaul
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12 Mar @ 7:47am
1 Apr @ 7:24pm
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[Beta] Skavendom - Undercity, Food, Skaven Corruption Overhaul

Description
Summary

This mod is a partial overhaul focusing on Skaven's undercities buildings, food gauge & food mechanics, Skaven corruption effects and Skaven provincial edicts.

The purpose of this mod is to:
  1. Make under cities a part of the expansion game-loop for Skavens.
  2. Create synergies between regular cities and undercities.
  3. Rework Skaven corruption and food effects in a meaningful way by turning them into management elements.



Features

Capturing Settlements Changes
  • New - Undercity Conversion : Undercities' settlement buildings (Warren & Stronghold) now act as regular settlement's main building in the making:
    That means that when a skaven faction acquires a settlement by any means, if they possess an undercity settlement building in that city of Tier 2 to 5, the newly acquired settlement will be instantly upgraded to that tier.
    This means that you can plan a T5 major settlement in advance by building one of the under city's settlement building to level 5, and take the city when you are ready to make it emerge !

  • New - Under-empire now survive razing: enabling interesting scorch-earth strategy.

  • New - Raze & Expand Under-Empire: There is a new post-battle option for all Skaven faction to Raze and Expand the Under-Empire. All occupation decisions' loot values have been updated to reward aggressive gameplay.

  • Removed - Paying food to upgrade city: to balance this out, I locked the option to pay food to upgrade a city level when capturing or colonizing one. I find it too cheesy, and redundant with the Undercity Conversion.

  • Extra rules when capturing settlements:
    => A faction that is not Skaven will always end up with a level 1 settlement when capturing Skaven settlements (it's not like they are going to live underground like Skavens right ?)
    => In the same way, a Skaven faction that takes a settlement belonging to a non-Skaven faction will also end up with a level 1 settlement, except if they use the Undercity Conversion.
    => Colonizing ruins as Skaven grant level 1 settlements instead of ruined settlements

Undercity Building Changes
  • They are now much cheaper, but have upkeep to compensate. It minimizes the loss of infrastructure when capturing settlements which have your under cities for Undercity Conversion.
  • Discovery values are streamlined, with buildings being tottaly furtive (+0), some detectable (+50), and some difficult to hide (+150). The more detectable, the more skaven corruption they spread to the province.
  • Most under city buildings are now mutually exclusives.
  • Undercity settlement building act as under city specializations. The Warren gives various indirect battle-oriented advantages, while the stronghold gives access to replenishment in foreign territory and a buffed global recruitment. They now cost food to upgrade, as it is the growth equivalent of undercities.

Skaven Corruption Changes
Skaven Corruption now simulates the density of Skaven population in the province, giving meaningful buffs and debuffs depending on its level:
  • Skaven corruption represents labour force: increasing income production and building speed at the expense of control and food.
  • It can be controlled with province edicts in settlements, or through building choices in undercities.

Food Gauge Changes
Food Gauge simulates the accessibility of food and thus the living standards of the skaven population factionwide, giving meaningful buffs and debuffs depending on its current level:
  • High food enhances factionwide developement, through growth, control and skaven corruption.
  • Low food harm's it, and can be devastating at the lowest level.
  • food levels are not linear : It cost an increasing amount of food per settlement to keep higher living standards!

Edicts Changes
The exploitative and efficient planning edicts effects are changed for a more situational use, to help manage Skaven corruption in the province.
  • You can enact the "Spread Corruption" edict to increase Skaven corruption in other provinces at the cost of food.
  • Or use the "Feed on the Weak" edict to drastically reduce Skaven corruption in a province in exchange of some food.
  • The other 2 edicts increase control, and give balanced bonuses like growth or local recruitment capacity.

More Details
If you want all the details about the changes, check my up-to-date Google Slide documentation here:
https://docs.google.com/presentation/d/1lMKSjD-vAB1XmhKFqcqM819UWm6L6oifydgZi7vmW10/edit?usp=sharing



Alright, so what can I do with all these changes?

Now, when taking a city, you have three choices:
  1. Occupy it as a T1 city like normal and start building up your economy, unlocking early tier troops through military buildings. Useful when you can have the whole province, because provinces edicts can be strong tools to elevate your economy.

  2. Raze&Expand for some instant gold and food, and build up the following:
    - An undercity settlement building if you are planning conversion, or wish to enjoy some nice bonuses that help you expand even further without worrying about this region's defense.
    - Construct a food building, money building and mining building for stackable adjacent province income%, growth or construction cost reduction for your other regions.
    - Note that undercities can also fill gaps in dangerous territories, and can be used as "traps" when placed in ruins, as your neighbours colonize the ruins unexpecting a future takeover.

  3. Sack&Expand to have the same benefits from above and have a nice livestock settlement to get some gold, food & XP for new lords and heroes.

Your empire should be a mix of both settlements and undercities. I personally like to have a main settlement razed&expanded to rush through to T5 or T4 early on, boosting my minor occupied settlements that produce money for a steady economy.



Compatibility
Compatibility List & Mod recommendation
Q/A:
  • Q: Is this mod compatible with x?
  • A: I don't know, but you can check it by yourself, and tell me so I can add it up here.

  • Q: Why is there +0% Building cost in Food Gauge Bonuses?
  • A: Due to modding limitations + the fact that I want my mod to be the most compatible possible with other mods, I can't hide that.
End Notes
  • This mod is in [Beta], this means it is missing some features that I wish to add, and it also requires testing for balancing purposes and bug squashing.
  • If you encounter any bugs, feel free to report them in the Bug Reports discussion.
    I will delete any bug related comments that are outside the "Bug Report" discussion
  • If you wish to give your thoughts about the mod and contribute, feel free to share them to me in the Suggestions discussion
Popular Discussions View All (3)
13
11 Jul @ 1:17am
PINNED: Suggestions
Cal
2
1 Apr @ 8:00pm
PINNED: Bug Reports
Cal
0
3 Apr @ 11:23pm
PINNED: Compatibility List & Mod recommendation
Cal
38 Comments
Cal  [author] 12 Jul @ 2:37am 
@Lone, I see, tbh, building the shattered tower is a choice. Skavenblight is the capital city, It's logical to me that you can't reduce it's population after reaching that much developement.

@Ooh-la-la, It's GAGA!!, thanks for the suggestion. I did not touch it yet, because I never used it in campaign before. 12 turn is pretty long indeed, and kinda ruin the fun of it. Im going to think on something to do with it.

@KrusherJr, These descriptions you mention are on the "work slide" section. This mean they are the changes I would like to implement in the next big update. The actual mod effects are shown above in the presentation, under "Undercities: Building Changes".
KrusherJr 5 Jul @ 3:52pm 
Your informational presentation suggests that the "undercity mining" options either automatically destroy themselves (the mine) or expand the empire in a distant location (the strip mine), but this is not supported by the in-game tooltips. Was this a planned thing that never made it to fruition, or do I have a mod conflict to chase down?
Ooh-la-la, It's GAGA!! 3 Jul @ 9:44am 
Can you pls make "doomsday device" instant?
I always loved this raze option, it's so satisfying to watch tier 5 dawi capital city go full Oppenheimer, but im not gonna wait there for 12 friking turns waiting for that to happen, it's much easier to just go and raze it by using a regular army.
Lone 26 Jun @ 1:14pm 
hey, ikit has the unique building 'the shattered tower' that gives +6 to skaven corruption in all adjacent provinces. this makes it so the one where you decrease corruption to get food cant be done at all. turn 48 and i have provinces with +47 corruption that -40 cant compete with. you might need to nerf the building and have it so it only effects neighboring provinces not owned by you, or something similar.
Cal  [author] 4 Jun @ 11:41pm 
@hamletsdead There's no such thing.
The only difference from vanilla is that in this mod, Skaven can establish undercities beneath ruined settlements. However, they still can't build undercities under their own settlements.

If you raze a city, undercities belonging to other Skaven factions remain—just like the Changeling's cults.
hamletsdead 4 Jun @ 11:18am 
@Cal, quick question: when playing any other faction (e.g., Chaos Lord) does razing a Skaven city destroy the undercity as well, or is there a separate dynamic for that?
Cal  [author] 20 May @ 4:44am 
@Cujo Thank you for your constructive feedback. I will keep your idea in mind.
The reason I chose those values is the following:

I wished to make undercity planning more engaging by replacing food dumping upgrades with undercity conversion. But I also wished that it stay strong enough to make the effort (that is, planning ahead) worthwhile compared to the vanilla food dumping. As you said in your example, I find turn 30 pretty okay for that, knowing that vanilla Skaven get a T5 city in half the time with food dumping upgrades.

Plus, compared to having a city level up from 1 to 5 the regular way, using the undercity conversion methods is surely faster and growth-independent. But, it comes with a price: it prevents you from building any military buildings, nor having a garrison. It also produces less money than a tier 2–3 settlement.

Tell me what you think in the Suggestions thread if you want to further discuss your experience, as your feedback is always welcomed.
Cujo 18 May @ 11:41pm 
I really like this mod. It's very loreful and I love a more permanent undercity that feels like a part of the empire instead of just an afterthought you use sometimes to bomb a city.

However, the settlement tier up is absurdly broken. Having uncapped growth requirements for the T5 building is crazy. It feels like every time I play, I raze the second province, go fight aranessa for a while, then come back for a few turns to instantly get massive income and a completely unlocked roster of units by like turn 30.

I think increasing build times would be more balanced, or just limiting main settlements to T3 until colonized...then you still get a good boost in growth and can set up minor settlements.
Seethe 26 Apr @ 7:05pm 
This mod is great. It feels much more immersive to expand using the undercity, rather than just dumping food in a settlement, lol
Inerael 17 Apr @ 2:53am 
I will look at this discord for sure ! I understand better now why i didn't workjed and where to find resources "costs" x)
Thanks to you I learned many things ! :)
Thanks you verry much for all your help, you are verry kind, not anybody takes of their time to explain things to others !