Total War: WARHAMMER III

Total War: WARHAMMER III

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Naval Networks - Global Sea Lanes 6.2! - Now with Multiplayer & IEE/TOW support!
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Tags: mod
File Size
Posted
Updated
97.854 MB
28 Apr, 2023 @ 4:24am
10 Jul @ 5:21pm
6 Change Notes ( view )

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Naval Networks - Global Sea Lanes 6.2! - Now with Multiplayer & IEE/TOW support!

Description
This mod allows you to take any army or hero and embark them between significant port cities that you control -- for a cost. As your empire grows, naval sea lanes will allow you to transport entire armies, as well as newly trained heroes, directly to the front lines!

The cost of this travel increases with army size and turn number, but if you control the major port of the local sea region, the cost is significantly reduced for trips both into and out of that sea.

Additionally, factions skilled in subterfuge can discreetly enter and exit enemy ports, by paying the correct bribes and silencing the correct overseers. To this effect, Vampire Coast, Skaven, and cult-making Daemon factions can use their undercities as ports! The cost for this embarkment is dramatically increased, however.

To embark from a port, it will need to be tier 3, and either owned by you, owned by a defensive/military ally, or have a cove/cult/undercity. There are discounts for owning the major port, as well as travel within the local sea, as opposed to across the world. You cannot embark once in the sea. To keep this balanced only upgraded ports can be embarked from.

I've made attempts to keep this mod somewhat balanced, giving the player a significant time-saving buff while taking a good chunk of money in the mid-game. Hope you enjoy!


Now works fully in multiplayer! However, only the owner of the major port gains its benefits. Share them strategically!

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I am a solo game developer with a second published game coming to Steam, check it out if you like my work!

https://linktr.ee/theplanardanse

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FAQ:
Not all ports can provide travel, only major settlement ports and some minor ports to create an even spread without congestion. The map will show all ports that can be used whether enabled or disabled.
*Update-proof, as it is entirely script-based.*
Can be added to a savegame and removed freely.
Works for IE, IEE and TOW, with just one mod! I will not add RoC support.
Should work with aRSE, the button is offset slightly when aRSE is loaded. Untested besides that.

TOW notes:
Vampire Coast controls the Pale Sea because thats interesting and gives them a global presence.
The "underground" port in the Estalian inlet is the Network port because its underground and that's more interesting.
The Nurgle realm is given a port despite not having a port building because it is a) interesting that you can "sail into hell" from the sea, and b) because Nurgle would probably birth ships instead of building them anyway...

Happy Sailing!
161 Comments
ljoshalata 12 Jul @ 4:05pm 
Wow impresive update!
Thuynder  [author] 10 Jul @ 5:24pm 
Always did.
Just added TOW and MP support tho.
5seong 6 Jul @ 8:26am 
still work?
Solaire 29 May @ 12:45am 
Convoys of the New World
Thuynder  [author] 28 May @ 12:27pm 
what mod is that?
jammerd 28 May @ 6:31am 
This seems to conflict with the Convoy mods now? Didn't use to in 6.1.3 now it crashes after battles in 6.1.4?
SSRB - Papermoon 27 Mar @ 6:27am 
does this mod need an update? heard the newest game update bricked a ton of mods just because of uppercase
thefightintitan 16 Mar @ 12:38pm 
How exactly do you use this? For example, if I own a city with a level 3 port, do I stand next to the city, or in the city?

Then do I just click the fast travel button and click where I want to go?
KDSGCC 23 Feb @ 11:23pm 
sometimes some ports disappear from the teleport map
Ronin75 31 Jan @ 7:39am 
never mind, I didn't notice an extra button to open the naval map next to the character. I though It would be on the main map, the one you scroll out on.