Total War: WARHAMMER III

Total War: WARHAMMER III

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Campaign Anti-Snowball Balancer (Chaos vs Order vs 'Wild' balancer)
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24 Apr @ 7:34pm
25 May @ 3:42pm
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Campaign Anti-Snowball Balancer (Chaos vs Order vs 'Wild' balancer)

In 4 collections by Cerb
Cerb's Realism and Difficulty Collection Vanilla
63 items
SFO Hardcore Mode
76 items
SFO realism and depth collection
72 items
Playtest New Mods To Be Balanced
116 items
Description
This mod attempts to dynamically balance a campaign so that one 'team', i.e. chaos, order or wild factions, don’t get too far ahead and end up forming a tide of a specific faction/alliance that takes over the entire map. Usually when this happens the endgame often turns into a slog, fighting without friendly allies, fighting against the same couple of enemy factions forever, which becomes quite monotonous at least for myself. The teams are grouped together loosely, they wont be forced to ally one another for example, but all will receive buffs.



The 'teams':
Order factions: Empire, Bretonnians, High elves, Dwarfs, Lizardmen, Cathay, Kislev.

Chaos factions: Warriors of chaos, Tzeentch, Khorne, Nurgle, Slaanesh, Beastmen, Chaos dwarfs, Daemons of chaos, Norsca

Wild factions: Vampire coast, Vampire counts, Skaven, Orks, Ogres, Wood elves, Dark elves, Tomb kings.


How it works
Every 10 turns, all major factions are analysed for their settlement and military strengths, which are then totalled up between the three main teams. These scores are then compared against one another, and buffs varying from basic effects to upgraded settlements and additional free armies, and their enemies are given effects to handicap them slightly. Players do not receive any of these boosts (including settlement upgrades/army spawns) or debuffs, nor do any settlements get upgraded or armies get spawned near the player, so as to make it a smoother experience more in the background and less jarring.

If one team is under half of the average of the other two factions, it receives minor factionwide buffs to help it attempt to balance, and its enemies receive minor negative debuffs - public order, replenishment, building cost/construction time reductions, recruit ranks/cost reductions, ambush success/defence chances, buffs also include army cap for beastmen/tomb kings, growth and research rate speed increases.

If a team is under one eighth of the other teams combined power, the same buffs/debuffs are given out, but additionally all settlements for the faction that are out of line of sight of a human player are increased by one level.

Lastly, if a team is under one sixteenth of the other factions power rating, they receive the previous levels buffs/debuffs and settlement levels, but also receive a single army with a strength level relative to the turn counter (i.e. longer into the game they’ll get a better quality army). Additionally, when a team is in the lowest power bracket, the mod will also attempt to resurrect any dead factions from this team, in random places around the world that are a significant distance from the player - it will attempt to settle them in an abandoned settlement first - simulating the faction migrating to a new region to find a new home, or a low public order settlement if a ruined settlement cannot be found - essentially simulating a rebellion bringing the faction back to life.

Additionally, if a faction is more than double the power of the other two teams combined, they will have a chance to spawn a major rebellion in their territory. This will only ever happen if a faction has more than 31 settlements currently, and will be a percentage chance based on settlement count minus thirty (i.e. 50 settlements will be a 20% chance). The spawning faction will be a dead faction from the winning team, who will spawn in the lowest public order settlement in the larger factions territory, with low relations to other members of that team. They will gain a number of settlements between 3 and 8, depending on how many settlements the larger faction has and how well the roll result turns out, and a number of armies equal to half (rounding up) of the settlements given. This will never happen to a player, just as with all other buffs/debuffs/armies/upgrades given.

Compatible with all mods, slightly less effective with additional factions in the hands of the AI, but fairly minor.
51 Comments
Cerb  [author] 13 Aug @ 11:08pm 
It will resurrect the faction as normal, but the legendary lord will stay confederated.
Hecleas 13 Aug @ 10:26pm 
How the mod handles the resurrection aspect of a faction that has been confederated (with the mod recruiting the lords of the defeated faction from another faction of the same culture)
Cerb  [author] 31 Jul @ 2:48pm 
Yes please send me as much info as you can and ill look into it :)
FailSafe 31 Jul @ 1:52pm 
hey Cerb, I think Booya's problem is still taking affect, I'm getting some quite hefty diplo negatives with random factions, like stirland getting annoyed with me as franz for treaties with kislev...but they have no war or other issues with kislev themselves?

This also seems to be happening with a few other factions, I can try and get examples if you like?

I can't think of any other mod offhand that would have this affect, and I noticed the issue in your comments so I thought I'd flag it :)
Cerb  [author] 25 Jun @ 3:15pm 
Cheers mate
Dante 13 Jun @ 11:53am 
you are a smart cookie
Cerb  [author] 3 Jun @ 6:09pm 
It does, but bear in mind most of the bigger buffs happen at a significant distance from player activity, to keep it quite hidden. With more players, the area will be decreased that can be affected so it will be slightly less effective.
Louie04k 2 Jun @ 6:11am 
does this work in MP?
Cerb  [author] 25 May @ 3:44pm 
Alright had a look, bandaid fixed it for now, will get a real fix up and running soon, its pretty minor realistically (any negative you have is outdone by the buff youd have gotten), but i think i can do it a better way and have diplomacy increases only within the actual 'team' and not all factions (lazy way to do it)
Cerb  [author] 23 May @ 3:01pm 
Thanks, ill check it out :)