Total War: WARHAMMER III

Total War: WARHAMMER III

71 ratings
Continent Clearer
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Tags: mod
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367.103 KB
14 Jan, 2024 @ 7:08pm
17 Jun @ 6:43pm
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Continent Clearer

Description
Allows you to clear out all factions, settlements, and armies in particular areas of the map, and prevents anyone from resettling those areas. This can significantly reduce turn times, or just get rid of parts of the map you don't want. The regions to be cleared are selected in the MCT settings for the mod prior to starting a campaign.

This works on the standard Immortal Empires campaign, as well as the Immortal Empires Expanded and The Old World campaigns by ChaosRobie. It will not work in Realms of Chaos or any other modded campaign maps. A new campaign is needed for the mod to take effect, it won't do anything for existing saves.

Compatible with multiplayer campaigns, provided all players have the mod installed and activated. Only the hosting player needs to set the regions to clear in their MCT settings.

Depending on your faction and the regions you chose to clear, victory objectives may become incredibly easy or impossible. Endgame crises may also become weird, if you have them active it's best to restrict it to those in regions that still exist.

It is generally recommended not to delete the area that any player is starting in, as this will cause the game to get stuck on the Defeat screen.

Sometimes Beastmen or Rogue Armies spawn in the cleared areas and just chill there forever. It's fine, they like it there.

This mod requires MCT to function. It will not do anything without MCT active.

It should be compatible with most other mods, except those that add new provinces to the campaign map. Depending on which mods you are using, Continent Clearer may run before, during, or at the end of the first turn. You can manually adjust when it runs from the MCT settings if you encounter problems with mod compatibility.
52 Comments
Basilisk 30 May @ 3:01pm 
I was doing it from the campaign.
Now by doing it from the main menu it's fixed.

Thanks for the (very) fast answer.
Rixaxun  [author] 30 May @ 2:11pm 
@Basilisk Are you trying to access the mod settings from the main menu, or within a campaign?

If you're in a campaign, the settings are intended to be locked, since the mod only runs once at the start of a new campaign it locks the settings once it's done.

If you're seeing it in the main menu though, that's a bug I'll have to look into.
Basilisk 30 May @ 12:10pm 
Mod does not work for me.
In the mod manager I do see the mod appear, but all checkbox are uncheckable.

There are 3 icons next to it, with the last one being a lock "this control is locked".
Rixaxun  [author] 24 Apr @ 11:29pm 
I think I've located the source of the bug. If you put the setting back to "Automatic" by clicking the Reset To Default button (the blue circle), does it work correctly after that?
Mr. Voidness 24 Apr @ 9:04pm 
Sorry for the lack of clarity:
1) Nothing at all was removed

2) and 3):
I switched back to standard - works well. Original problem was with automatic (default setting).
Works on "end of turn" without additional mods.

Also, when I tested first time on automatic, on one test, I skipped initial battles and it worked. On the following three tests, I autobattled, and it failed to remove (tested with other mods, but I don;t use much, mainly SFO and QoL stuff).

My laptop is kinda crap, so might be related.
Rixaxun  [author] 24 Apr @ 2:25pm 
Thanks for the bug report. I'll look into this and see if I can figure it out. If you can provide some more information, it may help to track it down.

1) When you say it fails to remove at the end of the turn, do you mean that it removed things earlier in the turn, or that it removed nothing at all?

2) If you change the setting to "End of Turn", does it work correctly?

3) If you run the game with only 3 mods, MCT, RDLL, and this one, does it work correctly?
Mr. Voidness 24 Apr @ 9:31am 
Thanks for the mod!
Enountered a bug (?) after last update. While using recruit LL mod and your mod and it being set on automatic it failed to remove regions at the end of turn
Rixaxun  [author] 24 Apr @ 1:55am 
@赛博路人 I've figured out how to do this now, the new update allows the mod to run at the end of the first turn, so you can get all the LLs from deleted areas. It should automatically switch to running at end of turn if you have Recruit Defeated Legendary Lords active, but you can also manually switch it from the MCT settings.
Vékell the Shape-Shifting 18 Mar @ 3:09am 
Very useful mod, thank you.
嘿嘿嘿嘿~哧溜~ 17 Jan @ 10:01am 
You saved my game, I want Jesus to stand up and give you a seat.