Total War: WARHAMMER III

Total War: WARHAMMER III

Level 5 Capital (or any level)
101 Comments
Centurion 14 Jul @ 2:09am 
this mod does not raise the minor settlement cap, unless you have another mod allow minor settlements to go past tier 3, minor settlements remain capped at tier 3
najizhimo 28 Jun @ 3:41am 
Could you make an option for minor settlement wont exceed tier3 ?
renetschultz 20 Feb @ 1:24am 
Can this be edited somehow to only apply to the player?
BAGHolder  [author] 16 Jan @ 5:33am 
@Hail-Seaser

Many mods set their city level, which may override the starting level in this mod.

Simply raze it & re-occupy => they will be at level 5, or whatever occupying level you set in MCT.
Hail-Seaser 15 Jan @ 4:17pm 
I'm having trouble making this mod work for me, doesn't seem to matter who I start as the capital is always tier 2. AI capitals start higher sometimes but is inconsistent. I'm using radious part 1-4 with the radious community bug-fix patch, as well as their tier 4 minor settlements mod. Are these compatible? I've messed around with the settings with the mod configuration tool and had no luck. Thanks for your work on this mod
BAGHolder  [author] 23 Aug, 2024 @ 6:25pm 
@Adolf Escobar

I don't have such issue with the mod.

One possibility: some settlement is specifically designed to be 4/6 slots for some race, while being 10 slots for other race. I think that is the most likely cause.

Maybe try occupy other capitals & see how it goes.
Adolf Escobar 23 Aug, 2024 @ 5:14am 
Hello everyone, I have a huge problem. As soon as I capture a provincial capital, it turns into a settlement. So instead of 10 building slots, there are only four. I have this mod, the MCT, and Radious 1-4. Can anyone help me with this, pls?
BAGHolder  [author] 16 Aug, 2024 @ 7:13am 
@Jolc3r

I did click the ruin & no crash happens.

Nevertheless I add your lines accordingly & tested everything is still working.
Hopefully that solves this issue for those who encounter it!
Thanks much for testing & solution!
Jolc3r 16 Aug, 2024 @ 6:43am 
I think this can be fixed by replacing line 34 with this:

if not region:is_abandoned() then
cm:callback(function() TLA_upgrade_region(region, capital_level_2,capital_main) end, 0.1)
end

That fixed it on my end.
Jolc3r 16 Aug, 2024 @ 6:14am 
I also just tried to disable the cheat mods and load the quicksave (just mct and this mod), still occurs.

Tried to disable enforcing tier on occupation and starting a new game and no crash occurs. Curiously, loading the first quicksave and turning off the option in the same turn as the raze and click will still crash. Seems to be an issue with mct not applying the option on the same turn (or the listener not disabling? not sure).
Jolc3r 16 Aug, 2024 @ 5:59am 
I just tested this without any mods (only console commands, lua, and mct). Using Orion, razing Skavenblight and clicking on the settlement is 100% repro. Used commands "am" to restore movement and walked him all the way to skavenblight with a bunch of bladesingers (au wh2_dlc16_wef_inf_bladesingers_0 10) in the army to raze with autoresolve.

Maybe it only happens with certain factions, but it does happen.
Jolc3r 16 Aug, 2024 @ 5:39am 
Thats not the issue, the issue is that clicking on the razed structure (the ruins) causes the crash. Resettling has nothing to do with it.
BAGHolder  [author] 16 Aug, 2024 @ 4:39am 
no such issue on my end, likely issues from other mods.

Simple test: start as Kislev, raze it, and resettle it on turn 2. It is back to lv 5 and no crash at all.
Jolc3r 16 Aug, 2024 @ 1:42am 
Think I might know what the issue is? The script uses a listener for CharacterPerformsSettlementOccupationDecision, which simply looks at when someone gets a decision to occupy, loot, or raze. Seems like the underlying upgrade region function should also check whether the region was razed or not. That might be what is causing the issue, but I am not 100% sure as I have not tested it.
Jolc3r 16 Aug, 2024 @ 1:29am 
Specifically, it seems to happen when enforcing the tiers on occupying settlements. I reloaded a save right before Orion razed Carcassonne. When the option is turned on, I would crash on clicking the ruin. With it off, it would not crash.
Jolc3r 16 Aug, 2024 @ 12:24am 
Seconding Augustus issue, somehow razing settlemens will cause a crash when clicking on the ruins.
Augustus 14 Aug, 2024 @ 7:29pm 
Crashing when clicking a ruin settlement or if you raze one settlement in your province, when you click your own city, it crashes
외노자 13 Jul, 2024 @ 10:32pm 
Thank you for your amazing work! I'm having much fun enjoying your mod. With all due my respect, I guess this mod causes some kind of bugs when you click on the settlement - 'Varenka Hills'. I turned all mods off except for this one and tried again, but the same problem happened. Can you check this out please? Thank you!
BAGHolder  [author] 2 Jul, 2024 @ 3:02am 
@The Burger King Sex Dungeon

I know this bug from another mod but cannot remember which one..
anyway I played Malakai a few days ago & it was working fine.
Bolbi Stroganofsky 1 Jul, 2024 @ 9:01pm 
Not sure if it's this mod, or what, I've tested every single other settlement mod I have. But when I play Malakai, and he takes over a settlement, it just shows a generic Wood Elf settlement outpost and I cant upgrade the settlement, only abandon it
BAGHolder  [author] 5 May, 2024 @ 4:34am 
@Jock @Azurewrath

What other mods you have. I am playing IEE & it shows 335 factions. And I manage to end turn 1 no problem. It is possible there are some weird interactions among mods' script...but I haven't encounter any with this mod.

While I am continue playing testing, you can always disable the mod anytime without affecting saves.
Jock 5 May, 2024 @ 4:20am 
i am getting the same thing took me best part of a hour to figure it out it crashes exactly on 147 each time
BAGHolder  [author] 4 May, 2024 @ 11:49am 
@Azurewrath

You sure this is the one? It is a script mod & should never caused such freeze.
Azurewrath 4 May, 2024 @ 10:56am 
This causes my game to crash. It is very odd. It shows that there are 395 factions when I end my turn...weird. Then when it gets to 147 it freezes and crashes.
BAGHolder  [author] 28 Feb, 2024 @ 8:26am 
thanks to @evilflamie, I updated the mod so MCT setting can be changed mid-campaign.

Apparently it does not affect co-op, as only host MCT setting matters.
BAGHolder  [author] 27 Feb, 2024 @ 5:34pm 
@soulmindproductions

yes it works fine on my end. If you want tier 3, just set 3/3 before campaign starts & everything is good (except those set by other mods, but that is only on campaign start anyway)

Personally I like 5/4 or 5/5, cannot bear with the same slow early game after starting game the 1000th time, and also helped me testing late-game balance.
sigmars_disciple 27 Feb, 2024 @ 5:14pm 
Just my 10 cents. It's your mod, but where I see this mod (from the perspective of a veteran mod player) as invaluable is to speed up those boring, repetitive campaign starts quite a bit. It's typically the campaign phase every players knows the best, the rounds players have played the most, again and again...

And a more logical, more appealing name for this mod, instead of "Tier 5 capitals" would be smth like "Enforce Minimum Building Tier Levels for Settlements (MCT enabled)" <3 Anyway, I'll try to find out whether the bug is fixed. I see what you're ssaying about Sigmar's Heirs or Marienburg overwriting stuff, but when tier 1-3 settlements become tier 5, whether occupied on turn 2 by AI factions or on turn 4 by me, with settings to enforce a min level 3, something's off, no?....
sigmars_disciple 27 Feb, 2024 @ 5:01pm 
With the default setting set to tier 5, any balance between factions/races in the game can go out of the window very fast, usually that's sped up the more mods are being used (tweaks in mods are usually more and better, not focusing on less is more).... And starting tier 5 there is nothing more to progress to. I thought that this setting was mostly there for modders who want to test things....
sigmars_disciple 27 Feb, 2024 @ 5:00pm 
Hey @BAGHolder, thanks for the update. This all sounds cool, but what about the bug that constantly gives me MAX (tier 4 or 5, depending on my mod setup) minor settlements in my campaigns from turn 1 onwards? Also, I'd consider tier 3 by far the better default value. I really have no idea why you favor tier 5 instead?

With the default setting set to tier 3 and re-enforce this level = yes as default settings, this is a mod that every mod player should give a try at some point and it could become a staple in their mod list if it functions reliably... A fun way to speed up the campaign start and absolutely fine usually from a balance POV.
BAGHolder  [author] 27 Feb, 2024 @ 5:06am 
updated the mod to include several requests. Now this is probably the most exhaustive such mod on workshop xD.

1. Separated starting level & occupation level to two different settings, default 5 and 4.
2. Add another toggle for this mod to only work for province capital (but who wants that?!)

Also, the MCT setting needs to be changed before campaign start, this is on-purpose to ensure fairness & co-op compatibility (honestly I never tested co-op, but I guess there could be problem when one player changes the setting mid-campaign).
BAGHolder  [author] 27 Feb, 2024 @ 5:05am 
@soulmindproductions

Some mods like sigma heir and marienburg set their capital level in mod, so the starting level in this mod is being override for a few cities.
sigmars_disciple 26 Feb, 2024 @ 8:41pm 
Then I have to remember to turn the mod off via MCT (in campaign, I deselect "if this mod is activated". If I don't stop the mod, then on the next turn there will be the first tier 5 minor settlements owned by factions (if they captured a minor).... which really messes with balance quite a bit and is pretty much the opposite of my given settings :)

BTW: I strongly belive that the default value (and name of the mod) should be Tier 3, not Tier 5 <3

My setup includes: Mixer, Tier 4 or Tier 5 For All, Man The Ramparts & Resourceful Purpose (all by RagnaroK), Mixu's LL, Strat's LC, Xou's Sigmar's Heirs, Marienburg and popular custom faction mods. All mods seem to work perfectly together. No script breaks or end-of-turn crashes.

I had the same when I used Building Slots Extended instead (1 main, 3 submods).... Let me know if you need more information. Thx <3
sigmars_disciple 26 Feb, 2024 @ 8:35pm 
Hi @BAGHolder,
I love this mod - my usecase #1 is that I love to give every faction tier 3 settlements at game start. But, even after the update you pushed, the tier 3 conversion doesn't work correctly for me.

Minor settlements regularly get upgraded to level 5 (I would like to turn off tier 5 entirely in the options if I could instead). The only way I can use the mod correctly is to set it up in the main menu before launching the campaign (active = yes, settlement level = 3, enforcement ier? yes) and then be happy that at least most province capitals seem to be level 3.
Modded factions like Marienburg usually get a level lower, usually level 2.
acedefective13 9 Feb, 2024 @ 10:10pm 
Hi, can you please make it so that only capitals are affected and not minor settlements as well?
Augustus 29 Jan, 2024 @ 4:42am 
This conflicst with the champions of undeath
BAGHolder  [author] 9 Jan, 2024 @ 1:31pm 
@FilipGeorg95

It works for all settlements from any mod.

However, some mods may set certain settlements at lower level in their scripts. Raze and re-occupy will set them to max level.
FilipGeorg95 9 Jan, 2024 @ 5:56am 
any chance to include OVN races as well ?
Nika Starwife 21 Oct, 2023 @ 2:40pm 
Will do!
BAGHolder  [author] 21 Oct, 2023 @ 2:38pm 
@Nikasoos

Well sounds like a conflict with some building / start-pos mods. By default, this mod just took the current settlement level, and upgrade it to max level, that is all.

So sounds like there is some other mod that changed the main settlement chain upon occupying.

I haven't played the game for a while, but last I played with expanded IE, tier 4 settlement, Mixu, more slots, everything works fine.

If you want to debug, disable all other mods, try occupy a city & see if this works as intended.
Nika Starwife 21 Oct, 2023 @ 2:29pm 
I'm finding other instances of this as well. I'm playing with a start pos randomizer and Averhim has taken the Gates of Zharr. If I hover over the main settlement chain, it just says "Factory" and it has a total of 4 build slots(including the settlement building).

But if I go over to Cathay where Stirland is, it's just a regular minor settlement placed at Tier 4 with a total of 5 build slots.
Nika Starwife 21 Oct, 2023 @ 2:24pm 
There seems to be an issue with the mod that converts minor settlements and treats it like your capital?

I'm not sure how to fully describe, so, as an example: I've taken Fort Oberstyre and realised that the settlement only had 4 building slots(I have Tier 4 minor settlement mod enabled.) When I hover over the main settlement chain, it doesn't give me a description but it just says "Outpost." When I look at the upgrade, it shows that it's Altdorf(im playing as Franz.)

Furthermore, whenever a rebellion rises up in the settlement and the rebels take over, it breaks the entire province and causes a CTD whenever I click on the settlement. I'm happy to provide screenshots just not sure where to send it.

Unsure if this is a mod conflict or something with this mod, but it's very interesting.
Quisslich 17 Sep, 2023 @ 2:13am 
I guess you're right. It was conflicting with other mods. In the meantime I'm playing with Radious Mod, which also deals with starting settings in its scripts. For most capitals of playing factions capital level is set to 2. Changing load order doesn't have any effect.
Nevermind, when occupying settlements your mod works as expected and that was the main reason I described your mod :) keep up good work :steamthumbsup:
BAGHolder  [author] 13 Sep, 2023 @ 4:20am 
@Quisslich

It works. I guess there is some mod manually setting Couronne level on game start. Try demolish & re-occupy, it shall be lv 5.
Quisslich 13 Sep, 2023 @ 4:01am 
love this mod.
unfortunately it doesn't work for Couronne faction. For other Bretonian factions it works fine. Any idea what is special to Couronne?
tobbejobb 29 Aug, 2023 @ 6:59am 
It seem this mod does not work for skarbrand, rather it does not work for the atomatic ruin settling mechanic khorne has other wise it works fine.
Jolc3r 15 Aug, 2023 @ 2:22pm 
Awesome thanks!
BAGHolder  [author] 15 Aug, 2023 @ 5:58am 
@Jolc3r

Thanks for the feedback. Updated coast & nakai, and added ! to filename so it precedes other mods.
Jolc3r 15 Aug, 2023 @ 12:05am 
Never mind forget what I said, there is no growth requirement already so not needed. Thing for Coast still stands though, same for Nakai.
Jolc3r 14 Aug, 2023 @ 11:50pm 
Also seems like Coast was not included in the cost thing either.
Jolc3r 14 Aug, 2023 @ 11:50pm 
Looks like it was a priority issue, I added a "!" to the data files and that seemed to go through. Would it be possible to add a growth bonus to hordes only? They could use it since it would otherwise take them quite a while to get up to T5.