Total War: WARHAMMER III

Total War: WARHAMMER III

Military Building Economy
14 Comments
Incata  [author] 12 Sep, 2024 @ 10:40am 
@*#2 Feeder* There are 2 buildings in the mod that generate resources with chaos, the altars and their garrisons, even so when I can I will review this and if I see fit I will add it or create another mod.
*#2 Feeder* 11 Sep, 2024 @ 9:31pm 
Would you make it as a separate mod?
Incata  [author] 11 Sep, 2024 @ 1:02pm 
@*#2 Feeder* Because those buildings are not really used for recruiting, but it could easily be added.
*#2 Feeder* 10 Sep, 2024 @ 9:06pm 
Why don't warriors of chaos military buildings have income?
Incata  [author] 25 Mar, 2024 @ 10:46am 
@Taste of Capitalism It is not modified so that the effects that increase the income of the buildings do not affect it to a greater extent and I prefer that they be differentiated than stacked.
Taste of Capitalism 25 Mar, 2024 @ 9:24am 
I'll add more report, this mod add 'wh_main_effect_economy_gdp_subsistance' effect to 'wh3_dlc24_ksl_woods_' buildings but these building line already have 'wh_main_effect_economy_gdp_culture' in vanila from 75 to 125, so for example in tier 5 income description show +300(mod) and +125(vanila). If this was intetional than I want to recommand changing mod effect 'wh_main_effect_economy_gdp_' from subsistance to culture so that income effect show combined.
Incata  [author] 24 Mar, 2024 @ 6:48am 
@Taste of Capitalism Everything is fine, I have added a comment in the description of the mod so that this doubt does not arise again, but it can be summarized in "all the buildings that were used to recruit units now generate resources regardless of whether they already did so or not, this can cause that a building has 2 sources of production"
Incata  [author] 22 Feb, 2024 @ 11:37pm 
@Taste of Capitalism I'll try to review it when I update it.
Taste of Capitalism 22 Feb, 2024 @ 1:26pm 
Kislev wood building have double income
Incata  [author] 30 Sep, 2023 @ 4:59am 
@Saikyoku Although you can use both together, actually when I made them I was thinking more about using one or the other.

1) No, some buildings can give a double income if they already had it before, although they are not the same type of income, the income is to compensate for the fact that the recruitment of that building is no longer useful since it is in the main building of the settlement.

2) It could be, perhaps, a review of its mechanics in the future.

3) You can reverse the question, aren't there factions with a larger number of different military buildings and/or upgrade levels that might have a disadvantage in being able to recruit all their available units? It must be taken into account that now these constructions will represent an economic increase, for the most part nothing more.
Saikyoku 29 Sep, 2023 @ 11:59pm 
Hello, I like the idea, I put the mod which allows you to recruit all the units with the capital, also the one which adds the garrison for each military building and also this one to increase the economy, since now it will be more difficult to expand your territory with the upgrade garrisson but I have a few questions:

1) Bretonnia has a double income on farms which allows it to recruit peasants, doesn't that pose a problem?

2) The chaos dwarfs maybe too strong as they had to rely a lot on their resource mechanics no ?

3) I don't have all the buildings in mind, but aren't there factions with a greater quantity of different military buildings and/or upgrade levels that might have an advantage?
Nelthar 29 Sep, 2023 @ 10:41pm 
oh thank you
Incata  [author] 29 Sep, 2023 @ 1:15pm 
@siege-agent-mute correct :lunar2019wavingpig:
Nelthar 29 Sep, 2023 @ 12:28pm 
am i understanding it right tier 1 is 100 tier 2 is 200 and so on