Total War: WARHAMMER III

Total War: WARHAMMER III

164 ratings
Torch Your Climate - Building changes climates
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1.123 MB
28 Apr, 2024 @ 8:59am
17 Jun @ 5:40am
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Torch Your Climate - Building changes climates

Description
Weather is now a challenge to overcome, not merely adapted to.

The "Torch Building" ignites the weather, changing the climate.


--
Feature

-Protection Building(torch) : change the climate of settled regions.

1) This feature is exclusive to the player.
2) Available from Settlement Tier 2.
3) Just One building could effect applies to all region in province of player faction.
4) Chart :
(updated)

Protection Building Level 1 (Requires Settlement Tier 2)
- Changes Uninhabitable Climate (Red) to Unsuitable Climate (Yellow).

Protection Building Level 2 (Requires Settlement Tier 3)
- Changes Uninhabitable Climate (Red) to Surmounted Climate (Green).

Protection Building Level 3 (Requires Settlement Tier 4)
- Changes Uninhabitable Climate (Red) to Surmounted Climate (Green).
- Construction time bonus for Settlement buildings.

Weather effects revert back to their original state if the settlement is lost or all buildings are destroyed.
If the settlement is quickly reclaimed and the Protection Building is intact, the weather effects will be preserved.


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Factions

-All factions available, except already suitable for every climates.


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Strategy

-Achieving the first level from (Yellow) to (Green) is relatively easy.
However, attaining Settlement Tiers 3 and 4 in Uninhabitable Climate (Red) regions proves to be quite challenging.
In that case, consider upgrading the Protection Building from regions with "Suitable Climate" or "Surmounted Climate" first.

-Even if the building is constructed in a Suitable Climate region, it provides construction time reduction and cost reduction buffs to neighboring regions.
Thus, gradually conquering surrounding regions starting from suitable climates provides significant assistance and benefits, and this bonus even overlaps!

-If the settlement is taken, the painstakingly cultivated climate effects will vanish in an instant.
Therefore, strategic consideration is crucial in deciding where to construct Torch buildings within a province.

Now, the Torch building will no longer be useless but rather essential!


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Attention

-Do not remove the mod during the campaign.
-The script is recorded in the save file.


--
Compatibility

-Works on player-owned regions, this mod is theoretically compatible with all Warhammer 3 campaigns.
-"Realm of Chaos" also well compatible.
-Works well with both the "Old World Campaign" and "Old World Campaign Classic" mods
-Incompatible with other climate change mods.
-Incompatible with some added region in IEE mod.


--
Known Issues

In certain region added in IEE mod,
Climate changing does not work as mod repeat to systematically refresh Climate effects.


--
- Control Your Climate - Control changes climates
50 Comments
The Touhou Player 5 Jul @ 12:38am 
Mod is great, I just wish it worked with the TW Millennium Warfare mod.
GizzardWizard 26 May @ 5:16pm 
doesn't work for lizardmen
Caiuz 7 Apr @ 8:33am 
An Idea I had for an alternative mod was to give slaver races a diktat/labour action thing that raises habitability temporarily. For Lizardmen it could be bound to Geomantic Web and Wood Elf Forest Health.
Backmechuisa  [author] 10 Mar @ 10:16am 
@
Thank you for reporting the issue.
I have fixed it so that weather effects now update correctly when buildings are demolished or when the ownership of a settlement changes.
This mod was originally designed for single-player only, but during the process of making it compatible with multiplayer, many errors occurred.
If you encounter any other issues, please feel free to report them anytime.
N-O-T 10 Mar @ 8:49am 
@Backmechuisa Thx for the fast response/fix.

Now it updates but firstly after taking another settlement (any).
If you destroy the Torch building it will first update on taking new settlement, same for building it.

IDK it only for me or anyone else, tested with AI skip turn mod and commands mod, so I guess those mods are not conflicting with it.
Backmechuisa  [author] 9 Mar @ 11:37pm 
@N-O-T
Thank you for reporting. A issue has been fixed.
N-O-T 9 Mar @ 11:15am 
Hey, I really like this mod!
I’m not sure if this is just happening to me, but the climate info on hover doesn’t seem to update. The climate icon changes to green, but when I hover over it, I still see all the climate debuffs (red/yellow), even though they’re not applied (the bad effects).
MightNight 31 Jan @ 6:48am 
Totally makes sense, however you aren't replacing the initial modifiers of the vanilla building. This means not only you get the benefits of the climate, but you also get the vanilla effects stacked on top of it. I think your original setup would be more than fair when it comes to it.
Backmechuisa  [author] 30 Jan @ 10:15pm 
@MightNight
At first, It had exactly the same setup as you mentioned.
However, it was completely unbalanced from a logical standpoint.
Most importantly, remember that at the inhabitable climate level, every buildings take twice as many turns to construct.

At the current game balance, most campaigns can reach the ending within 100 turns.
In an Red climate level, the time it takes for a Tier 1 settlement to reach Tier 2 and then construct a Protection building is ridiculously long.
It was practically the same as not having this mod installed at all.
MightNight 30 Jan @ 9:30pm 
Wouldn't this make more sense progression wise?

Protection Building Level 1 (Requires Settlement Tier 2)
- Changes Unsuitable Climate (Yellow) to Surmounted Climate (Green).

Protection Building Level 2 (Requires Settlement Tier 3)
- Changes Unsuitable Climate (Yellow) to Surmounted Climate (Green).
- Changes Uninhabitable Climate (Red) to Unsuitable Climate (Yellow).

Protection Building Level 3 (Requires Settlement Tier 4)
- Changes Unsuitable Climate (Yellow) to Surmounted Climate (Green).
- Changes Uninhabitable Climate (Red) to Surmounted Climate (Green).