Total War: WARHAMMER III

Total War: WARHAMMER III

Dynamic Garrisons
183 Comments
Scorppion 23 Jul @ 7:39am 
does this mod apply to modded factions like marienburg or TEB? great mod btw :)
ahcwestend 13 Jul @ 6:16am 
Ah fantastic, thanks. No issues so far (turn 65)
SpiralRazor 12 Jul @ 12:10pm 
Blazing Suns building gets 2 Blazing Suns Knights and 2 swordsmen...Knights Panther gets 2 Empire Knights.
Iron  [author] 10 Jul @ 8:40pm 
@SpiralRazor Accoring to the source material, pistoliers are knights-in-training and swordsmen serve the knights. There also must be a cost balance and I cannot just pile on expensive knights.
SpiralRazor 8 Jul @ 3:40am 
Swordsman and Pistoliers for Black Rose Chapter House??

Whats the justification?
Rheinblick 18 Jun @ 6:18am 
Hi Iron,
I have a query regarding your mod in conjunction with Cataph's Southern Realms (TEB). When your mod is active, the Southern Realms factions do not have any garrisons in their settlements and are therefore often overrun quite quickly.
Does your mod not work with Cataph's Southern Realms (TEB)?
Iron  [author] 12 May @ 9:25pm 
@Viperarum I have seen other players post about this issue, but it is not something I have been able to replicate. I suggest trying this mod without other mods to see if it is a conflict.
Viperarum 8 May @ 9:12am 
im testing the mod right now and i cant figure out if its intentional or if some other mod interferes with this but Vampire Counts almost have no garrison other than a Wight King at all
I tried to mix some other garrison mods in like "Greater Garrisons" but nothing changes
Seems pretty weird to me that VC have only 1 hero as garrison and no other troops at all
This issue can be seen for player controlled VC and for ai controlled VC
Iron  [author] 20 Apr @ 5:39pm 
@Antagonistes, This is as intended. You need to defend your cities unless you build a strong garrison. The game should not had you and impregnable fortress at the start of the game in my opinion because I do not see how anything would ever threaten you if it did.

@Target Yes, currently economic structures do not have garrisons below tier 3 and only a flimsy addition above that.
Antagonistes 10 Apr @ 1:59pm 
Khemri's garrison on turn 1 :
- 1 Tomb Prince (with 1/4th of his HP)
- 2 Skeleton Archers
- 2 Skeleton Chariots (with 1/4th of their HP)
- 1 Ushabti

Basically, the Vampire Counts faction you start at war with can just walk up to Khemri and capture it like it's nothing. They have a Terrorgheist in their starting army, meaning this tattered garrison stands no chance against them.
Arcghi 7 Apr @ 4:03am 
Agree!!
Best garrison mod of the workshop!!!
Target Practice 6 Apr @ 1:38pm 
Some chaos dwarf buildings in outposts and factories lack any garrison troops until their third tier. Is this intentional?
ஜ۩SA۩KU۩RA۩ஜ 4 Apr @ 8:55pm 
i can't wait to play again with it. Best garrison mod of the workshop. I tried others, but noone like this
Dairak Logrus 2 Apr @ 7:49am 
np thx bro!
AmekiKyou 2 Apr @ 6:48am 
When using this together with Southern Realm mod, the SR faction will not get any garrisons, unfortunately (Even the main building will not generate garrisons)
Iron  [author] 31 Mar @ 5:51pm 
Update will be later this week :(
c0hKaine 30 Mar @ 6:50pm 
was not able to launch the game with the current version (6.1)
Telethanx 30 Mar @ 1:10pm 
@divinepurity thank you! Had the same issues but just set them to temple_2 and it resolved the issue for now
Falx 30 Mar @ 7:21am 
@divinepurity Thanks, it worked. I also had to change 886762 and 886763 in iron_dg3_data__ as they also caused a crash, but everything works fine now.
게이밍 페페 29 Mar @ 11:56pm 
I love this mod so much. Please update it.
NINA rojozangre 29 Mar @ 10:29pm 
Update PLZ
Dairak Logrus 29 Mar @ 4:50am 
game crash after patch ca clowns (
divinepurity 28 Mar @ 9:17pm 
For those interested, and to save the author a little time for an update: It's the lines referencing the Kislev temple building causing an issue. I used the packfile manager to replace those building references, on lines 1296026877 in the building_level_armed_citizenry_junctions_tables/ iron_dg3_empty_data__ and lines 1683849 and 1683850 in the building_level_armed_citizenry_junctions_tables/ iron_dg3_data__ to another building ( I just used a Kislev main town level one). I went through it kind of quick but I think those were the only lines/references. If not just keep changing the lines the error report brings up to a different building until it works, but I think it was just those. After changing those it works fine. Should hold you over until an update, which should be an easy fix for the creator.
The Red One 28 Mar @ 11:00am 
I also get the following error on startup:

---------------------------
Crash report
---------------------------
The following mods cause a crash to the Database: dynamic_garrisons.pack

The first invalid database record is 886762 in table building_level_armed_citizenry_junctions_tables
and pack file dynamic_garrisons.pack

The application will terminate now.
---------------------------
OK
---------------------------
Target Practice 27 Mar @ 1:54pm 
Still crashes on splash after 6.1.1 hotfix, error message reads:

"The first invalid database record is 886762 in table building_level_armed_citizentry_junctions_tables and pack file dynamic_garrisons.pack"
CCLindalen 25 Mar @ 9:56pm 
CTD on splash intro with patch 6.1
emperorjony 8 Mar @ 7:55pm 
Possible bug/oversight, but the level 5 advanced military building for giants in festus campaign (possibly other WoC too) does not provide garrison or at least the description does not list any. The tier below it does provide garrison of 2 giants.
sarumanthecursed 5 Mar @ 2:55pm 
I have Garrison’s from all my buildings, main settlement chain doesn’t give as much anymore because every building does
Golfballtaucher 5 Mar @ 2:50pm 
Did the vampire count get no garrison? is this bug? :)
Iron  [author] 20 Feb @ 9:15am 
@Target Definitely, added it.
@saruman I agree and will look into giving it a unique garrison
Target Practice 18 Feb @ 7:27pm 
Njevski's Citadel in Castle Alexandronov provides no garrison, although it probably should based on the description.
sarumanthecursed 16 Feb @ 2:43pm 
i feel like the cult of pleasure building for morathi should give varying demon of slaneesh garrisons instead of the generic cult of khain's witch elf garisons.

especially since you have 3 tiers each providing differing demon recruitment
Iron  [author] 14 Feb @ 3:17pm 
They are assigned a priority value and it kicks out the lowest priority units. So I put that a bloodthirster is 1000 and nurglings are 200 and nurglings will get kicked out of the garrison first when over the 20 unit limit.
Target Practice 14 Feb @ 3:07pm 
Since you mentioned the garrison size being capped at 20, out of interest, how does the game determine which garrison units to actually spawn when more than 20 are available? Is it based on tier?
Iron  [author] 14 Feb @ 1:54pm 
@Target thanks, should be fixed. @bennet does not increase past 20
Target Practice 13 Feb @ 8:28pm 
The Kislev Silent Grove building provides a lesser garrison than its predecessor (Eerie Woods provides both a hag witch and akshina ambushers. The Silent Grove only provides a hag witch).
bennet 3 Feb @ 1:31pm 
does this mod Increased the max garrison size or is 20 still the max ?
JarlBallin 31 Jan @ 10:49am 
Glad I could help!
ThaddiusX 29 Jan @ 12:16am 
Thank you for this, I am so glad to hear it was a bug and not intentional! I was playing Vampire Counts and Wood Elves and there was just no units from anywhere. Hope it is all fixed, but should I encounter a faction with issues I will let you know. Again thank you. :-)
Iron  [author] 28 Jan @ 3:11pm 
And the Butchers in Ogre 'major' settlements now have access to their magic as well
Iron  [author] 28 Jan @ 3:09pm 
@Jarl @Thaddius Thanks for the bug reports. It took me too long to figure out why the allied outpost garrisons were gone for the older factions, but they should be back now.
ThaddiusX 27 Jan @ 12:06am 
Why remove one of the fun things with ally outposts that was actually great? Have that couple of extra units to play with from another faction. :-/ Does anyone know what table is affected? I'm trying to look through it and see if I can revert this.
JarlBallin 26 Jan @ 2:54pm 
Adding on to @rossdaley's comment about missing garrison from outposts, it is this mod. Some factions lose them. Tested with no mods, and just this. From the ones I tested, Empire, HElves, Dwarves lose them with mod on. Cathay and Ogres don't
Iron  [author] 17 Jan @ 9:57am 
@Echo I agree that the statement you quote is only in response to comments about extreme examples where no military or defense buildings exist. military buildings quickly make very powerful garrisons and I am currently happy with the results because I prefer to see the AI factions be more stable and trade territory less often. I also enjoy fighting against these more impressive garrisons. A mid-game army is good standard I agree with, and well developed major city should require more than one army to take down, ideally. The Bretonnian Chapel has an exceptional garrison to make sure it is still special as in the vanilla design, but I'll look to see if maybe it only needs one unit of Grail Knights to be above average.
Echo 28 Dec, 2024 @ 4:15am 
What you state in the mod description: "Overall, cities will be more vulnerable unless you purposefully concentrate defense and basic military buildings in a city." is absolutely false for some factions. Even if you only build economic buildings, you still end up with a larger garrison than in vanilla. For example, Empire resource buildings give out 2 crossbowmen each and the settlement building still gives out plenty of troops.
Echo 28 Dec, 2024 @ 4:13am 
Beyond some obvious bugs, your mod makes garrisons way too strong. Look at the dwarf minor settlement in my screenshots, no landmarks, nothing special. It's a mid-game army practically.

There's absolutely no reason why that T3 gunpowder building should give 2 irondrakes and 2 thunderers. There's absolutely no reason that the T3 chapel building should give 2 grail knights and a damsel. And there's plenty of other cases like that, excessive.

In my opinion, even though no one asked for it, most if not all of those garrisons should be cut in half and weakened. That's unless I misunderstood the mod's reason for existence, which is diversity in terms of garrison compositions. If the actual reason is to make garrisons far, far stronger, then ignore my feedback.
Echo 28 Dec, 2024 @ 3:58am 
@Iron, I can't speak about your balancing criteria, only about the end result. And that is a complete disparity in terms of how factions are balanced. I've uploaded a bunch of screenshots to highlight some disparities (had a lot more but decided there to stop there) and made them public.

Feel free to browse and take a look. If you think that's what goes for balance then I have no further comment to add.
Iron  [author] 27 Dec, 2024 @ 9:26am 
@Echo, All garrisons are balanced on unit cost and close to equal. If there is a certain combination or trend that you consider unbalanced, I'd love to check it out.
Echo 27 Dec, 2024 @ 3:22am 
I love the idea, but unfortunately, I had to unsubscribe due to how unbalanced garrisons are between factions. Some get strong garrisons while some get weak ones, thus making the campaigns predictably skewed towards the former.
The vanilla may not be perfect, but it's certainly more balanced.