Total War: WARHAMMER III

Total War: WARHAMMER III

[Beta] Skavendom - Undercity, Food, Skaven Corruption Overhaul
38 Comments
Cal  [author] 12 Jul @ 2:37am 
@Lone, I see, tbh, building the shattered tower is a choice. Skavenblight is the capital city, It's logical to me that you can't reduce it's population after reaching that much developement.

@Ooh-la-la, It's GAGA!!, thanks for the suggestion. I did not touch it yet, because I never used it in campaign before. 12 turn is pretty long indeed, and kinda ruin the fun of it. Im going to think on something to do with it.

@KrusherJr, These descriptions you mention are on the "work slide" section. This mean they are the changes I would like to implement in the next big update. The actual mod effects are shown above in the presentation, under "Undercities: Building Changes".
KrusherJr 5 Jul @ 3:52pm 
Your informational presentation suggests that the "undercity mining" options either automatically destroy themselves (the mine) or expand the empire in a distant location (the strip mine), but this is not supported by the in-game tooltips. Was this a planned thing that never made it to fruition, or do I have a mod conflict to chase down?
Ooh-la-la, It's GAGA!! 3 Jul @ 9:44am 
Can you pls make "doomsday device" instant?
I always loved this raze option, it's so satisfying to watch tier 5 dawi capital city go full Oppenheimer, but im not gonna wait there for 12 friking turns waiting for that to happen, it's much easier to just go and raze it by using a regular army.
Lone 26 Jun @ 1:14pm 
hey, ikit has the unique building 'the shattered tower' that gives +6 to skaven corruption in all adjacent provinces. this makes it so the one where you decrease corruption to get food cant be done at all. turn 48 and i have provinces with +47 corruption that -40 cant compete with. you might need to nerf the building and have it so it only effects neighboring provinces not owned by you, or something similar.
Cal  [author] 4 Jun @ 11:41pm 
@hamletsdead There's no such thing.
The only difference from vanilla is that in this mod, Skaven can establish undercities beneath ruined settlements. However, they still can't build undercities under their own settlements.

If you raze a city, undercities belonging to other Skaven factions remain—just like the Changeling's cults.
hamletsdead 4 Jun @ 11:18am 
@Cal, quick question: when playing any other faction (e.g., Chaos Lord) does razing a Skaven city destroy the undercity as well, or is there a separate dynamic for that?
Cal  [author] 20 May @ 4:44am 
@Cujo Thank you for your constructive feedback. I will keep your idea in mind.
The reason I chose those values is the following:

I wished to make undercity planning more engaging by replacing food dumping upgrades with undercity conversion. But I also wished that it stay strong enough to make the effort (that is, planning ahead) worthwhile compared to the vanilla food dumping. As you said in your example, I find turn 30 pretty okay for that, knowing that vanilla Skaven get a T5 city in half the time with food dumping upgrades.

Plus, compared to having a city level up from 1 to 5 the regular way, using the undercity conversion methods is surely faster and growth-independent. But, it comes with a price: it prevents you from building any military buildings, nor having a garrison. It also produces less money than a tier 2–3 settlement.

Tell me what you think in the Suggestions thread if you want to further discuss your experience, as your feedback is always welcomed.
Cujo 18 May @ 11:41pm 
I really like this mod. It's very loreful and I love a more permanent undercity that feels like a part of the empire instead of just an afterthought you use sometimes to bomb a city.

However, the settlement tier up is absurdly broken. Having uncapped growth requirements for the T5 building is crazy. It feels like every time I play, I raze the second province, go fight aranessa for a while, then come back for a few turns to instantly get massive income and a completely unlocked roster of units by like turn 30.

I think increasing build times would be more balanced, or just limiting main settlements to T3 until colonized...then you still get a good boost in growth and can set up minor settlements.
Seethe 26 Apr @ 7:05pm 
This mod is great. It feels much more immersive to expand using the undercity, rather than just dumping food in a settlement, lol
Inerael 17 Apr @ 2:53am 
I will look at this discord for sure ! I understand better now why i didn't workjed and where to find resources "costs" x)
Thanks to you I learned many things ! :)
Thanks you verry much for all your help, you are verry kind, not anybody takes of their time to explain things to others !
Cal  [author] 16 Apr @ 3:49pm 
What you call resource names are in reality resources costs. Their names and values are predefined in the resource_costs_pooled_resource_junctions_tables, so you cannot just write it down like this.

If I understand well, you are making a mod to re-enable paying food to upgrade city. But I have to warn you that if you are using it with Skavendom, it won't work.
This is because Skavendom's LUA script governs settlements' level after acquiring one as Skaven. Which tend to conflict with the paying food to upgrade city feature.

To fix this, you will need knowledge in LUA to edit my script, so that it can take that case into account.
If you really want to do this, I invite you to join Da Modding Den discord server and learn scripting in LUA.
Inerael 15 Apr @ 2:31pm 
thanks you verry much for you answer ! I find it, thanks you ! Just wondering, one last question : how did you find the name of the resource (for exemple "yuan bo stone" ? I try to put somthing like "Skaven_food" ; but it crash. And when i try to remove the entire Table, everything seems normal in game, but when i pay the food to put a new colony level 3 (for exemple), nothing happen (i gain a colony lvl 1), its verry strange
Cal  [author] 15 Apr @ 11:12am 
Im glad you enjoyed it,

In the case of Skavendom, I haven't seen anything like a enable/disable switch, so I used a dirty trick to disable it:
In campaign_group_occupation_purchasable_primary_slot_levels_tables, look for the campaign group: wh2_main_feature_skaven. For each level, you can set the Resource Cost.
To prevent skaven players from using it, I just swapped the food costs with Yuan Bo's stone ressources. Because Skavens doesn't have any way of acquiring stones, they therefore cannot upgrade their settlements using this mechanic.

Note: If you ever want to change the food cost of each settlements upgrades, go to the resource_cost_pooled_resource_junctions_tables and look for wh2_main_resource_cost_skv_occupy_primary_slot

All the best for your mod !
Inerael 15 Apr @ 2:17am 
Amazing mod thanks you so much ! Yes yes !
Just wondering, i'm learning to mods a bit (just for myself), could you tell me where is the setting to enable/disable "Paying food to upgrade city" in the pack files please ?
Anyway, thanks you <3
Cal  [author] 1 Apr @ 8:00pm 
New updates, check the Changes Notes.

Hi @Otter Disaster,
Thank you for your feedback, I overlooked Skaven x Skaven scenarios on my code. it's fixed.
From now on, you will get Hellpit level 5 in that scenario.
Otter Disaster 29 Mar @ 3:05pm 
I noticed a small issue, maybe... When confederating, I get a level 1 settlement (Hell Pit) when it was level 5 before confederation.

Maybe it has to do with your revamped occupation mechanic. I have a big mod list though... did this happen to anyone else ?
Cal  [author] 26 Mar @ 5:39am 
That must be the case ^^"
According to Cataph from the modding den discord server:

"⚠️ MAKE SURE YOUR PACK CONTENTS - as in, the table names or lua file names and everything like that - DO NOT CONTAIN CAPS. That'll straight up crash the game from now on. Great, innit.
Check if you have potentially offending stuff by putting [A-Z] in your RPFM table filter and enabling case sensitive (AB) button.
⚠️PNG icons are not fine either in general, so yeah. Only a few seem immune (skins/ and unit cards). :lelf: But anyway, lowercase that stuff.
mod.pack filename is fine with uppercase, fortunately, and the variantmeshes folder.

In other words, so far I think db/, text/, scripts/ and ui/ folder content needs to be lowercased."

He updated this message a few times now, so it could change again. Take a look at new_update-6 text channel on the discord, they also share tools to simplify changes for larger mods.

That said, let's keep this thread about Skavendom shall we ?
lechkingofdead 26 Mar @ 1:14am 
i praobly should clean the list some but. eh it just OF ALL the times they update ites the bloody morning after i reinstalled like this is maybe 2 oe 3 times now i have had this happen. and it really pisses me off.but the fact they somehow made THAT bug exist of all things makes me question wtf they do with the code every update like are they just constantly rewriting some old sections from ground up to cause a simple capital letter crash the game. but is this on all files or just main file as if so i can jarry rig the handful of mods i want to use to work. as it helps have learned and find it easyer to see (unlike the flashbang of a default CA gives) the mod manager by the one fellow (already forgot but generally first one on the workshop i found. just had to scroll some. also got the odd manuel mod
Cal  [author] 25 Mar @ 11:11pm 
@lechkingofdead 6.1 release just broke a lot of mods on the workshop. The thing is that any mod containing caps on their file names crash the game on start from now on.

I fixed the issue on mine, by renaming all my files accordingly.
It might take a while for all modder to update their files, and it might never happen for abandonned mods.

I suggest you start by cleaning up your mod list and keep only mods that specify having done the changes, or test adding your mods one by one.
lechkingofdead 25 Mar @ 9:19pm 
and now im already wanting to uninstall because the update happened. aint gonna lie. this game loves to make me hate it existing for no reasion then to kill my intrest no matter how much a mod makes me want too
i have spend 6 HOURS GOD DAM FIXING THE GAME rollbacking the game to play that edition thing everyone update screwed THAT like im in fucking mod hell
going 7 hours. im done for the night. im just gonna go get food shower, then piss off from games as a whole for the night. i really want to play with this mod but god has decided to not just piss in my bowl but on me directly.
Cal  [author] 25 Mar @ 8:51pm 
Updated for 6.1
lechkingofdead 24 Mar @ 10:21pm 
0_0 just finished reading this entirly, but i was maybe a 1/4 of the way though and started REINSTALLING THE GAME! fuck hell this has my intrest
Otter Disaster 24 Mar @ 8:20pm 
Astounding work, thank you so much ! It's a blast to have a fresh way to play skaven, with mods like this one and Skaven Clans, our favourite ratties are truly spoiled !!

Balancing might prove difficult though, but after a short 20ish turns test it seems to me you have a good baseline so far. It sure makes the gameplay much more dynamic ! I'll see how I manage as I expand more... Thanks again for the treat mate :)
Cal  [author] 21 Mar @ 7:33am 
Fixed, thanks again @JoHein
I actually practiced using scope effects for the first time with the previous update, so it didn’t fully click until then.
I just double-checked all the scopes on effect_bundles to be sure, it should be solid now.

Fair point. I usually play very short campaigns, so I didn't take the large empire scenario in mind.
I will try a longer campaign next time to see how I feel about it.

With Skaven corruption influencing the food gauge, that influence skaven corruption back through levels, I believe that it can become quite unpredictable in some scenarios. I'm considering exploring different types of relationships between the two in the future.

Timezone here is GMT+11, so you will get fresh updates in the mornings (;
JoHein 21 Mar @ 4:14am 
Good changes, transperancy is a lot better!

Corruption/food interaction still reminds me of old cathay yingyang pendulum. In a standard 4 slot province you get 20 buildings that translate to at least 24 corruption. Only way to reduce corruption is the commandment, which has an inherant delay, and some negligible things like lord blue line. It's a semi-fun minigame for one province but I could image it getting very annoying with larger empires. At this point I don't have any suggestions, just wanted to bring it up.

Another possible oversight:
"effect_bundles_to_effects_junctions_tables": your overall food status corruption effects apply to regions, provinces or armies depending on status. That can not be intended, right?

Cheers for the fast changes (that time zone though :D), keep it up!
Cal  [author] 20 Mar @ 10:20pm 
New update! Changes are listed in the Change Notes tab at the very top of the mod page.

@JoHein thank you for your feedback. In this update I did not change the formula of 5 foods per owned settlement at 100 skaven corruption (see changes notes for detail).
BUT I changed the edict "Feed on the weak" so that any province have a tool to significantly reduce it's skaven corruption, until you have the propper food production to sustain it.
I also added some new rows in the food UI detail so that you can clearly see all food consumptions and productions.

I hope that you give it another try with the new changes!
JoHein 20 Mar @ 10:48am 
Deleted previous posts to avoid triple post.
I found the food calculation to be off, did some testing and I may have found the culprit - but I'm far from being a table-mancer myself.

"effect_bundles_to_effects_junctions_tables" has a food effect bound to corruption. I see the idea behind that but:

a) this corruption effect is not counted in the food production/consumption info

b) -5 (on max corruption) "province_to_region_own_unseen" sounds to me as if that effect would be applied to each REGION - which would explain my food being off by exactly -20 in a stable situation (old world skavenblight, 4 region province)

Just hoping to come across as constructive here, I like the generell idea of the but didn't get far with testing since the described issue bricked my playthrough - out of food on turn 10 lol.
Cal  [author] 19 Mar @ 8:09pm 
New update is out, featuring:
- A bug fix for what @27novuseyu pointed out: It should not happen again, thanks !
- I Changed various script elements to make the undercity conversion mechanic multiplayer-friendly. So Skavendom should be multiplayer ready from now on.

Therefore, I invite anyone that can try Skavendom in a multiplayer campaign to do so, and report if they get any crash or bug caused by Skavendom. (I cannot test it by myself)

Note: I always write my changes notes (at the top of the mod page in the Change Notes tab) to share with you what changed after each updates.
Cal  [author] 19 Mar @ 6:49am 
@27novuseyu, that is not intentional. I will fix it as soon as I have made my script multiplayer friendly. Please ignore it in the meantime.
27novuseyu 18 Mar @ 4:15am 
One time i used raze/expand under-empire on a place that already had an under empire. this made it get 2 additional build slots that are half-covered by ui. is this intentional or no?
Cal  [author] 17 Mar @ 6:49pm 
@Roque the Rogue, changing the templates will only affect Skaven undercities building combinations for IA faction. My mod doesn't enhance undercity income production that much, but give various situational buffs instead.

On the other hand, a skaven province having 100% skaven corruption gives +50%income to all skaven settlements buildings in Skavendom. That can positively affect IA economy, and thus help them to field more armies.

But skaven IA always field fat armies with a majority of expandable units like skavenslaves and clanrats. So for your Teclis campaign, I recommend you to bring mages with some strong vortex/winds, and recruit armored infantry, to counter the mass of skaven.
Inerael 17 Mar @ 10:39am 
More rats, yes yes !
Roque the Rogue 17 Mar @ 8:26am 
@Cal, I wonder how, once you've made the necessary changes to template, that will alter how AI skaven plays, because the Skaven Settlements do make undercities more common for AI, with your changes theres less restrictions
maybe how skaven games should have been since the start

Maybe I'm not very good at understanding the balances for the AI yet, i'm told CA does give them a lot of cheating, but playing as Teclis and seeing two full stacks of rats doesnt seem right at early game, playing on normal, could one of the landmark mods, or the skaven unit mods I have enabled giving them some benefit
ballxxx123 17 Mar @ 8:17am 
wow this make so much sense
Cal  [author] 17 Mar @ 12:12am 
@Roque the Rogue, I checked "Skaven Settlements: AI Use Under-Cities", "Skaven Settlements: Expand the Under-Empire" and "Skaven Settlements: Under-Cities Survive Razing". All of them seems compatible at first glance.

The only issue that I see is with "Skaven Settlements: Expand the Under-Empire". Acephelos made templates undercities for IAs to follow, but due to the fact that I changed all building effects and discoverability values in Skavendom, theses templates will not be as "effective" as they are in vanilla.
In his great generosity tho, Acephelos made a LUA API so that anyone can edit these templates to their liking: just what I needed.

My priority is balancing the mod for player enjoyement first. But when I will be satisfied with the result, I will be happy to follow his guide to update the templates, and thus enabling the IA's to be as effective in campaign with skavendom !
Krinitz 16 Mar @ 9:34pm 
Love the ideas here; excited to try it out
Roque the Rogue 16 Mar @ 10:51am 
Is this mod compatible with other undercity mods that makes changes such as increasing AIs ability to use undercities? automatic expansion of undercities?
mods suchs as the skaven settlement series

https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2918137037 (Skaven Settlements: AI Use Under-Cities)

Just reporting that, worried about balance, I will be testing those two soon regardless of compatibility.
marauderB 15 Mar @ 12:08pm 
Thanks - looks promising!