Total War: WARHAMMER III

Total War: WARHAMMER III

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Nakai the Landowner
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overhaul
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144.680 KB
21 Mar, 2024 @ 8:13am
13 Jun, 2024 @ 7:57am
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Nakai the Landowner

Description
Summary
This mod lets Nakai the Wanderer own land instead of his vanilla vassal faction, Defenders of the Great Plan (aka. DotGP). Removing DotGP from the equation gets rid of a lot of jank otherwise present in Nakai's campaign, especially with regard to co-op campaigns.

Basically, this mod allows you to bypass the DotGP faction and instead gives the settlements to Nakai's faction. The settlements still keep their special temple buildings and cannot be built up like a normal Lizardmen faction, so you don't actually need to "manage" the cities. If you want to manage normal Lizardmen cities as Nakai, I suggest checking out the following mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2873199852

Quality Of Life
Giving Nakai the land solves a few quality of life issues, including:

- Nakai can now negotiate Military Access - no more pissing off your allies by potentially needing to trespass to help them out.

- Nakai can now buy, sell and abandon settlements. Especially useful in co-op campaigns (e.g. Wood Elves and their Heathlands mechanic), since in vanilla you literally could not do anything to "undo" a captured territory that was held by DotGP. For example when it turns out your co-op partner really need that territory.

- The Nakai player will now know when an enemy attacks one of their settlements (and even be allowed to manually play the battle). In vanilla it was very easy for enemy invasions to go unnoticed when DotGP held the settlements, especially once your empire grew large or spread to additional continents.

- Nakai's allies (including co-op players) are now allowed to build outposts in Nakai's settlements. This allows them to recruit from his unit pool, provided that they first upgrade the outpost to level 2 to give them access to Nakai's global recruitment pool (since his local regions do not produce units).

Balance
This mod aims to keep balance equal to vanilla, but there are a few noteworthy balance shifts:

- Nakai now needs to lose all his settlements before he loses the campaign (like the other settled factions). Previously it was enough that all his armies died, which made Nakai especially prone to losing the campaign in the first few turns when he only has one army.

- Your settlement garrison units now benefit from Nakai's research and temple buffs (including the army abilities that the temples grant).

- Your fully upgraded (income commandment + all research + Celestial Beneficence temple buff) building income is slightly lower compared to vanilla's fully upgraded vassal income. The reason for this is that the additive income buff from the commandment interacts weaker on your fully upgraded economy compared to the vanilla DotGP economy. However, in exchange you get access to Trade Agreements, and can benefit from other commandments.

- The non-replenishing but upkeep-free army spawned by the Rite of Rebirth may be a bit too useful when controlled by a human player compared to when the DotGP AI controlled them.

- Lords can now be recruited from both settlements and armies, compared to vanilla where they could only be recruited from armies.

Known Issues
- Most tooltips (e.g. for Rites) are left untouched and thus often refers to DotGP. Don't trust these tooltips - in all cases known to me I've transferred the actual effect to Nakai even if the tooltip doesn't reflect it.

- Issues may arise when combining this mod with other mods that add pure horde factions that should not be able to settle, allowing them to settle.

Revision History (mod versions)
2024-04-15: v1.6.1 - Fixed an issue (also present in vanilla) that jumbled temples (i.e. randomized temple colors) in all settlements after a confederation.

2024-04-14: v1.6.0 - Fixed an issue that prevented Nakai from manually building/rebuilding temples if they for some reason went missing, e.g. destroyed by an enemy or accidentally razed by the player. This also means Nakai can now meaningfully buy settlements, which previously was pointless since the bought settlement would not include a temple (and none could be built).

2024-04-13: v1.5.0 - Reverted the compatibility change from v1.4.0. Neglecting to override the vanilla confederation script resulted in some bugs during confederations including disappearing outposts and trade agreements (since Nakai technically didn't own any regions for a brief time during confederations).

2024-04-13: v1.4.1 - Fixed an issue that caused all Nakai garrisons to disappear (and need to heal back over time) when confederating a faction.

2024-04-05: v1.4.0 - Improved compatibility with official patches. Previously I completely overwrote the base game's "special handling script" for factions with special confederation behaviors, meaning I would need to update my script if the vanilla script was updated in a patch. Now I merely let the vanilla script run as usual, and then transfer the settlements to Nakai afterwards through a script of my own. This change is reverted since v1.5.0.

2024-04-02: v1.3.0 - Fixed an issue that became apparent during longer campaigns, where relations with enemy factions could improve dramatically due to "Military actions against Defenders of the Great Plan" (I guess since Nakai technically wipes out DotGP every time he captures a settlement). DotGP are now excluded from diplomacy.

2024-03-24: v1.2.0 - Added a script to avoid superfluous "Faction Emerges" and "Faction Destroyed" events that capturing a settlement otherwise would cause.

2024-03-22: v1.1.0 - Added a script to make the mod compatible with vanilla save files. At the start of Nakai's next turn, any settlements owned by DotGP should be transferred to Nakai.

2024-03-21: v1.0.0 - Initial mod release.

Final Words
Please message me with any issues you encounter or if the mod description is unclear. I make no promises as to what issues I will find the time and energy to fix, but I will try to at least read them through.

To any other modders out there - feel free to use this mod in any way you want e.g. include as prerequisite, include as part of your own mods, make your own version of it, build upon it etc.