Total War: WARHAMMER III

Total War: WARHAMMER III

Undercity Empires
34 Comments
Curatorr 7 Jun @ 1:47am 
Ignore my previous post. Mod compatibility issue.
Curatorr 6 Jun @ 10:19am 
The under cities underneath my own settlements disappear after I go into combat and come back to the world map. Why would this be occurring? Any way to fix it?
Nexus 26 Mar @ 12:49pm 
ok thx so the undercities from your mod expanded also with a chance ?
raejin.omg  [author] 25 Mar @ 4:01pm 
@Nexus, yep still works - haven't tested it with Hertz undercities, give it a crack and let us know?

@♥♥♥♥♥♥, unfortunately no, landmarks involve editing startpos which would make this far less compatible with other mods I'm afraid. If there's a fancy Skaven landmark that might be a reason to fully occupy it instead.
Kniggar 25 Mar @ 4:03am 
Does this mod enable you to build landmarks found in the settlement your building under?
Nexus 16 Mar @ 8:23pm 
still working ? compatible with hertz undercities ?
iCameHereForTheMusic 23 Jan @ 10:15am 
The mafia building line and the raiding camp. They steal 20% of the city's income, and give it to you instead. The tooltip is confusing to look at, but the numbers are correct.

ie reduces the total income of the settlement above by 20%, and gives you 25% of their (now reduced) income. 0.8 * 1.25 = 1 . Split between both of you, the total is the same. Pointless to build under yourself lol. Probably better to use excavators under your long-term "allies" for the trade bonus.
raejin.omg  [author] 2 Nov, 2024 @ 11:00pm 
Yep @Ejire, that building is designed to be built under an enemy settlement, so you're both gaining income and making them lose income. It's not beneficial to build it under your own settlement (unless you plan on selling it to someone else).
Ejire 30 Oct, 2024 @ 9:39am 
Or you use it only in enemy settlement and remove it when you capture it.
Ejire 30 Oct, 2024 @ 9:36am 
Well from what i've seen of the ratkin mafia, it's not worth it. It uses food, uses a slot and for me it logically doesn't give any money at all because.

If you remove 50% of the money a building gives then gives it 100% more money... Does it even do anything ?

What does it do ?

1. 50% of 150 = 75 --> 75 +100% of 75 = 75 + 75 = 150 ?
--> it doesn't give anything just use a slot and food to upkeep

Or is it :
2. 50% of 150 = 75 --> 75 + 100% of 150 = 75 + 150 = 225 ?
--> it gives +50% income basically but is it really worth it to build this instead of creating a building decreasing building cost, increase research rate or even the food building ? Especially since one of them gives 100 income and the other 400 ? It might be worth it in settlement with a huge port like Bordeleaux, Marienburg, Lothern or one with a gold mine.
raejin.omg  [author] 17 Oct, 2024 @ 11:56pm 
@bladeofxp, good question, I hadn't checked that. You're right, the order of operations currently does penalise the parent settlement's income first before calculating your slice, which wasn't my intent. Changing the actual order is a bit beyond my ken as a modder, so I've increased the income gain effect proportionately to offset the amount lost (e.g. 20->25%, 50->100%). It does mean the predicted income on the tooltip before you build it is wildly overstated, but at least it's more in line with what was intended.

@LegendofEstalia, the above fix might solve your issue as well - Ratkin Mafia was definitely underperforming before. Let me know how it feels now.
LegendofEstalia 14 Oct, 2024 @ 12:27pm 
Can you please change Ratkin Mafia building chain? Its kindda dumb that you only make a little more money than the other income building. It doesnt feel all that useful tbh,
bladeofxp 24 Sep, 2024 @ 3:14pm 
Hiya, love the changes, but I have one question: does reducing the income that settlements make affect the income that you steal from them? Is there an order of operations, here, such that we steal money before reducing their income, or are we cutting our own income in half in the process?
raejin.omg  [author] 25 Jun, 2024 @ 3:32pm 
@shurix, I haven't been able to replicate any crashes, what were you doing when it crashed? Also I just pushed an update for 5.1, so if there were any shenanigans in 5.0.4 I didn't notice it should be resolved now. Give it a try now?
shurix 16 Jun, 2024 @ 9:28pm 
Mod crashes my game, it was the only mod activated:steamsad:
raejin.omg  [author] 28 May, 2024 @ 3:33am 
@Naustghoul, the methods for creating Undercities remain unchanged, so there's no way to create an Undercity under a settlement you already control. This mod only makes it so if you acquire a settlement with a pre-existing Undercity, you don't blow it up in the process. They're still designed to be at their most beneficial when leeching off other factions though, so I didn't think this was much of a problem - you'd only really want an Undercity under your own settlement if you were planning on pawning it off to another faction for cash or sweet trade deals.

@Wolf, total conversions are a bit out of scope for me to test, sorry :( never used Radious before so wouldn't know where to start. Give it a crack and let us know here if you find out.
Naustghoul 24 May, 2024 @ 6:13am 
I must be missing some key element here... How do I build the bloody undercity in a city I already own?

p.s. love the idea and yer face for making this.
Inerael 10 May, 2024 @ 9:56am 
Amazing mod ! thanks you ! :)
Wolf 7 May, 2024 @ 9:15pm 
Does this work well with Radious?
raejin.omg  [author] 28 Apr, 2024 @ 9:21pm 
They work together, yes, but it's a bit janky with existing saves. Better to start a new campaign before turning that one on.
Waves 28 Apr, 2024 @ 8:00am 
Bardin 25 Apr, 2024 @ 8:50am 
Hurray!
raejin.omg  [author] 22 Apr, 2024 @ 4:40pm 
Had a chance to check and yep this works fine with Skaven Settlements: Under-Cities Survive Razing. There's a lot of overlap between the two mods so using both doesn't affect much, but it means on top of everything in Undercity Empires you'll also get the dilemma asking if you want to auto-colonise a razed settlement after a couple of turns, and you'll keep your Undercity underneath when you do.
Malykriss 14 Apr, 2024 @ 1:43am 
@Pious Skeleton I think they’re asking for compatibility, because another feature of that mod is that you get a dilemma to take over a ruin as long as you have an under city below it.
Pious Skeleton 13 Apr, 2024 @ 11:02pm 
I'd be curious if it works or could be made to work with the other Skaven Settlement mods however
Pious Skeleton 13 Apr, 2024 @ 11:02pm 
@BloodW0lf it does the same thing so that mod is redundant
Human72 13 Apr, 2024 @ 10:57pm 
alrighty then at least the AI will make use of this and maybe in due time get better with it. but that would require a better ai mod or so to do that.
Malykriss 13 Apr, 2024 @ 11:55am 
Holy maccaroni, this is something I've wanted since the SoC dlc was released! Amazing work :)
Bardin 12 Apr, 2024 @ 9:26pm 
Great question, I would like to know too!
raejin.omg  [author] 8 Apr, 2024 @ 4:07pm 
Both, though the player can obviously take more strategic advantage of Undercities. The AI will still plonk them down haphazardly the way they always have
NeoKorp 8 Apr, 2024 @ 3:52pm 
Ai only?
Player only?
Or both?
raejin.omg  [author] 8 Apr, 2024 @ 3:05pm 
It's doable for sure, but you'd need to redesign most of the buildings since there's no army or hero recruitment in the base Undercity buildings, plus you'd miss out on all the fun Skaven landmarks around the map. Also the Trickster is kind of... way too easy, in my opinion? If you don't need to defend anything at all the game feels a lot less engaging, I find. I think this is a good balance but YMMV!
Porkenstein 7 Apr, 2024 @ 9:59pm 
Have you tried making all skaven operate like the trickster cult - where they *only* have undercities?