Total War: WARHAMMER III

Total War: WARHAMMER III

Slower Expansion and Settlement Supply Lines (Slow Start Version)
65 Comments
Cerb  [author] 11 Jul @ 11:22pm 
In regards to trading settlements, it is also a very powerful way of getting easy diplomatic advantages, and often a large amount of money from the AI. In an attempt to balance this, I opted to make the person giving away the settlement keep the debuffs, as part of the deal essentially, to make it a less overpowered option for AI manipulation as in the base game :)
Cerb  [author] 11 Jul @ 11:22pm 
I believe we just have different goals in mind, supplying a settlement 18 turns of movement away from your closest settlement or some other long distance is supposed to be very difficult. You should rarely get factionwide penalties this unless youre powering quite quickly, or are taking very spread out territories that dont have adequate supply lines, which is what this mod intentionally attempts to make difficult, as it is an incredibly powerful strategy for easy expansion in the base game, and promotes wide gameplay as the more efficient option.

The penalties are tied to specifically the settlement you occupy, and one region that acts as the supplier, you only get factionwide penalties if you have no settlements capable of supply, and are essentially running out of supplies factionwide to build the new settlement.
zane0 11 Jul @ 9:26pm 
I've been wondering if it's possible to place the penalties and effects from this mod to be tied to the settlement/region you occupy rather than a faction wide effect.

Asking since I normally play by sending armies out on long distance expeditions tend to occupy enemy territory that can be across the ocean from my closest settlement. I normally occupy those regions as a staging area before moving on and eventually trading the settlements to local allies.

Your mod still penalizes me even if I take a region and immediately trade it away, which gets really annoying to deal with for territory I don't plan to keep.
Cerb  [author] 8 May @ 2:21pm 
Nice one mate, glad youre enjoying it :)
MichaelGFI 8 May @ 12:39pm 
@Cerb Having lots of fun with these mods. Used this one as half of a Nightmare campaign: https://www.youtube.com/watch?v=tmDCBZc05Ro
Cerb  [author] 5 Apr @ 3:41pm 
Uploaded new version, based on distance rather than adjacent provinces, no more stacking debuffs instead they will be spread out so they are easier to keep track of, but may stack higher effects. More negatives only affect supplying region. Compatible with old save games (old debuffs will still be in place, and will disappear over time, and will not reappear)
Cerb  [author] 2 Apr @ 3:34pm 
However, you are supposed to think about whether you have the resources to take a new settlement before you take it, and slow down/defend when you cannot. It's on you to balance the negatives, you don't always need to be aggressive and paint the map :)
Cerb  [author] 2 Apr @ 3:33pm 
I'll be doing a full rework soon which should fix that issue and make it a lot simpler and easier to understand :)
Balor 2 Apr @ 7:28am 
Turn 60 and I have two stacks of exhausted supply lines one for 24 turns and one for 35. One major downside is that you can't trade to allies and remove some of the supply lines problems. This may tank my game as I have all control researched, commandments and correct buildings I'm looking at all my provinces rebelling but one thanks to a landmark. I have a few of your other mods so it is also likely them working together. Two suggestions here one is that you cap the exhausted supply lines at one stack if possible and long with capping the total number of turns. Losing or trading settlements reduces the penalties even if that can be cheesed in some way there should be balance between conquest and gains and removing it from my control.
Cerb  [author] 18 Feb @ 1:24pm 
Yep works for ai enemies too
Vincent Red 18 Feb @ 1:00pm 
Hey, very cool mod :) Quick question, does this work for the enemies also?
007 Agent 16 Feb @ 12:54pm 
Glad to hear! <3
Cerb  [author] 16 Feb @ 12:19pm 
Appreciated Michael, glad you're enjoying it :)
Cerb  [author] 16 Feb @ 12:17pm 
Yep works :)
007 Agent 16 Feb @ 11:34am 
@Cerb Is this mod works with SFO?
MichaelGFI 16 Feb @ 7:12am 
@Cerb I showcased your excellent in a video: https://www.youtube.com/watch?v=mnDIsvsM5TI . Thank you for your work.
Cerb  [author] 12 Jul, 2024 @ 9:28pm 
Yep, you are very limited in what you can do via scripting, so thankfully it works like that because i dont know how i'd change it :D
Alan 12 Jul, 2024 @ 7:02pm 
It's definitely better this way. You already get 5 turn -8 control factionwide for confederating, an even bigger second 5 turn control penalty on top of that would make confederating almost impossible. Thematically it also makes sense. A confederated province already has intact supply lines, so it doesn't need new ones.
Cerb  [author] 12 Jul, 2024 @ 6:20pm 
Perfect, thankyou for testing :) i generally disable/dont do confeds in my games, so havent had a chance yet
Alan 12 Jul, 2024 @ 5:51pm 
Finally getting around to confirming the answer to the confederation question from yesterday, it does NOT appear to trigger the penalty, whether or not the territory gained is adjacent.
Cerb  [author] 12 Jul, 2024 @ 3:22pm 
yep :)
Alan 12 Jul, 2024 @ 3:22pm 
OK, so it's not a positive statement (IE there ARE two non-adjacent provinces) it's a negative statement (IE there ISN'T an adjacent province). That makes sense.
Cerb  [author] 12 Jul, 2024 @ 3:19pm 
'Adjacent provinces', not regions
Alan 12 Jul, 2024 @ 3:17pm 
I respect that the intent of this version of the mod is to apply in the starting province. I'll just note that the description says that the faction debuff is specifically for when there are regions that are non-adjacent, but is applying to regions which are adjacent during the first few turns. While your reasoning makes sense, it might be worth adding a sentence clarifying that it also applies to your first province in this version.
Cerb  [author] 12 Jul, 2024 @ 3:11pm 
The way i see it, when youve only got a small amount of settlements to provide supplies, its going to be more taxing on this who are providing :)
Alan 12 Jul, 2024 @ 3:06pm 
Fair enough. I thought the faction debuff was only supposed to apply to additional provinces, so I expected to only see the region debuff on turn one. If it's intended, no problem.
Cerb  [author] 12 Jul, 2024 @ 3:02pm 
Just fyi, this version was made specifically so you get your first province very slowly, to provide a much different earlygame rather than the normal 'rush your first province on autopilot' that happens most of the time :).
Cerb  [author] 12 Jul, 2024 @ 2:50pm 
This is the slow version, if you dont want it to apply until youve finished your first province, use the normal version.
Alan 12 Jul, 2024 @ 9:11am 
Reasonable solution for this mod would be to allow the region debuff to apply on turn 1, but the faction debuff to only apply after the first province is taken.
Alan 12 Jul, 2024 @ 9:05am 
Actually, I think this is less a bug than an...unfortunate design choice. By definition, most factions will start without owning a full province. What this means is that this mod pretty much guarantees a devastating growth and public order debuff for the first 5-10 turns, during which you'll have negative (below zero) growth and constant rebellions.

This seems less of a "slow" start and more of a crippling debuff. Personally, I think it should not apply to your first province. Taking that province early isn't wide gameplay.
Alan 12 Jul, 2024 @ 8:58am 
There appears to be a bug where the factionwide negative is triggering even if you take an adjacent province. I'm seeing this happen on turn 1 when taking my second region directly adjacent to my capital.
Cerb  [author] 11 Jul, 2024 @ 11:36pm 
Let me know if it does and ill see what i can do :)
Alan 11 Jul, 2024 @ 9:31pm 
Yeah, my next game is going to be coop with my partner playing as Karl Franz, if confederation counts then elector count gameplay would be pretty rough.
Cerb  [author] 11 Jul, 2024 @ 3:59pm 
not actually sure, not sure if a confed counts as gaining the territory, if it does then it could be pretty rough!
Alan 11 Jul, 2024 @ 12:24am 
What does this do if you confederate with a faction that isn't adjacent?
Alan 11 Jul, 2024 @ 12:20am 
OK, I meant slow them down, not fully stop them. Poor wording. Good to know.
Cerb  [author] 10 Jul, 2024 @ 8:17pm 
nah they hold their own quite well, i havent encountered any regions rebelling for the AI, though it does slow them down a little
Alan 10 Jul, 2024 @ 2:43pm 
This is probably more of an AI question than about the actual mechanics of this mod, but would it actually stop AI from expanding, or would it simply penalize them for it? IE, are they smart enough to slow down, or will they just have lots of rebellions but continue expanding and the map will be full of rebel regions?
Cerb  [author] 10 Jul, 2024 @ 2:27pm 
yes
Alan 10 Jul, 2024 @ 2:18pm 
Does this work on AI factions also?
Cerb  [author] 15 Jun, 2024 @ 1:31pm 
Thanks mate, appreciate it :)
cattlekiller 15 Jun, 2024 @ 5:33am 
Just to follow up, after almost 300 turns doing 4 different campaigns It has worked flawlessly.
The rebellions in my Eltharian campaign(turn 90) are a major pain to deal with, I really cant just paint the map like before. It is forcing me to play a more diplomatic way. Well Done sir!
Cerb  [author] 3 Jun, 2024 @ 1:56pm 
Perfect, thankyou so much for the feedback :)
cattlekiller 3 Jun, 2024 @ 1:52pm 
Great work! So far went through about 8 turns in, no issues.
I'm noticing some rebels popping up, I'm getting into the meat of my campaign.
Cerb  [author] 2 Jun, 2024 @ 8:44pm 
-200 public order for everyone isnt fun :D
Cerb  [author] 2 Jun, 2024 @ 8:44pm 
pretty sure its good, forgot to remove my testing modifers before reuploading, fixed :p
Cerb  [author] 2 Jun, 2024 @ 8:06pm 
I think i got it
cattlekiller 2 Jun, 2024 @ 6:02pm 
2 of 2

The callstack of the script which established the failed listener is:
stack traceback:
[string "script\_lib\lib_core.lua"]:1908: in function 'add_listener'
[string "script\campaign\mod\cerb_expansion_prevention.lua"]:135: in main chunk
[C]: in function 'pcall'
[string "script\_lib\lib_core.lua"]:714: in function 'load_mod_script'
[string "script\_lib\lib_core.lua"]:647: in function 'load_mods'
[string "script\_lib\lib_mod_loader.lua"]:85: in function 'callback'
[string "script\_lib\lib_core.lua"]:1930: in function <[string "script\_lib\lib_core.lua"]:1930>
[C]: in function 'xpcall'
[string "script\_lib\lib_core.lua"]:1930: in function 'event_protected_callback'
[string "script\_lib\lib_core.lua"]:1991: in function 'event_callback'
[string "script\_lib\lib_core.lua"]:2051: in function <[string "script\_lib\lib_core.lua"]:2051>
cattlekiller 2 Jun, 2024 @ 6:02pm 
Man worked fine for 2 turns then I got a bunch of these errors. I'm assuming for most factions.
1 of 2

SCRIPT ERROR, timestamp <720.7s>
ERROR - SCRIPT HAS FAILED - event callback was called after receiving event [FactionAboutToEndTurn] but the script failed with this error message:
[string "script\campaign\mod\cerb_expansion_prevention.lua"]:145: attempt to index local 'garrison_commander' (a nil value)

The callstack of the failed script is:

stack traceback:
[string "script\campaign\mod\cerb_expansion_prevention.lua"]:145: in function 'callback'
[string "script\_lib\lib_core.lua"]:1930: in function <[string "script\_lib\lib_core.lua"]:1930>
[C]: in function 'xpcall'
[string "script\_lib\lib_core.lua"]:1930: in function 'event_protected_callback'
[string "script\_lib\lib_core.lua"]:1991: in function 'event_callback'
[string "script\_lib\lib_core.lua"]:2051: in function <[string "script\_lib\lib_core.lua"]:2051>
cattlekiller 2 Jun, 2024 @ 5:01pm 
Awesome Ill try tonight!