Total War: WARHAMMER III

Total War: WARHAMMER III

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Hucon - Human Countries' Comprehensive Building Overhaul
   
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255.431 KB
23 Jul, 2024 @ 6:59am
3 Jun @ 3:50am
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Hucon - Human Countries' Comprehensive Building Overhaul

In 1 collection by Reitschuster
Reitschuster's Quality of Life Mods
3 items
Description
A continuation of my earlier works, Empcon and Brecon, united in one for convenience.


So what does it do?
Long story short, it pretty much equalizes the economies of Empire, Southern Realm factions and Bretonnia, streamlines them and also adds a bunch new and old buildings to both factions.

Made to be used with my other mod, New Building Slots but you're free to use it without it or with another building slot mod if that's what you prefer.

Long list of changes (partially outdated, don't consider it exhaustive):
Empire:
1. Farms now give money just like Bretonnian farms, plus add +1 recruitment slot per level.
2.Restored the Armory chain which also gives Empire +2 global unit armor, along with some money as it gets sold to civilians as well, with a new level 3 building also giving +3 global unit armor.
3. Industry buildings now give 500 at level 2 and 1000 at level 3.
4. A brand new economic chain allows you to raise your profit by up to +1500 profit along with powerful boons, but it is very expensive and takes a long time to build. It represents success in your empire as you become powerful.
5. Two brand new defense chains for major and minor settlements that allow you to bolster your defenses and increase replenishment.
6. Port income increased.
7. Roads' campaign movement bonus now has an all-province effect, it stacks and now there is a point in building roads everywhere to make movement within your empire easier. Also means beastmen, chaos armies and other invaders will have a hard time running away from you for 10+ turns straight.
8. River port chain allows you to further increase income
9. Apothecary chain to boost growth
10. Training Center to boost global martial skills, also increases melee defense of the local units.
11. Restored the Empire smithy chain, but with changes to its effects. It is now a semi-economic building.
12. Restored the Academy building and gave the Southern Realms access to it.
13. Empire now has access to the Storage & Milling chains that Bretonnia has.
Bretonnia:
1. Remove support building requirements for Bretonnian economic buildings (farming, industry), allowing you to build economic buildings to the highest level without the additional building requirement. However, supportive buildings still require the first main chain building to be built prior to construction.
2. Remove associated penalties (so you can have have both farming and industry in one region).
3. The value of all industry buildings has been increased to make them actually worth building (clothier gives 500, tailos gives 1000).
4. Add a new economic chain for Bretonnia called services to further bolster your economy
5. Add two new defensive chains for Bretonnia
6. Add roads for Bretonnia and give them province-wide effect (meaning that they should stack up now, and give you a sizable bonus)
7. Removed campaign movement bonus from Bretonnian extra industry buildings, increased their other attached values.
8. Increased port income.
9. Added river ports
10. Added training center (factionwide +1 melee attack and defense for all units)
11. Has access to the roads chain from Erebonia
12. Has access to the restored Academy building.
13. Farms give replenishment
14. New economic building chain called "Marketplace" has been made for both Empire and Bretonnia.
15. New economic building chain called "Taxes" has been made for both Empire and Bretonnia.


The next country I'm planning on working is Cathay, but I don't know when that will be.

Compatibility:
Not compatible with any major overhauls
Not compatible with either Empcon/Brecon
Not savegame compatible
Should be compatible with resource overhauls & landmark mods
Compatible with map mods (Immortal Empires Extended, Old World)

Mod crashes: Basic troubleshooting:
1. Run the mod without anything else
2. If it still crashes, write a comment. It will be addressed as soon as possible.

Submods:
Hucon Imperial Armoury
Garrison Submod
Russian translation
104 Comments
Reitschuster  [author] 9 Jul @ 12:26pm 
@LotLP,
the lite version of the mod will probably not have them alongside the lowered building incomes, but I kinda have to deal with my health-issues before I can work on the mod right now. But if I do, I'll get back to it.
LotLP 9 Jul @ 9:07am 
Kind of wish farms didn't give extra recruitment slots - getting more of those on a basic building is pretty intense. Not that I don't enjoy recruit 15 steam tanks in one turn, it's just a bit much to have farms be so incredibly good in the early game. (only upsides over tier 1 industry). Other than that, love the work you put in with the mod! Really enjoyed my campaign with this mod - though my income started looking a little dwarf-esque with the amount of universities I had.
Reitschuster  [author] 1 Jul @ 11:34am 
@Koba_Aka_Stalin ,
You can even make it public since it's a compatibility mod
I allow both submods and compability mods
Koba_Aka_Stalin 1 Jul @ 11:31am 
@Reitschuster The basic mod is your job, so it's better to ask. I'm just changing 1 line.)))Thanks...
Reitschuster  [author] 1 Jul @ 11:24am 
@Koba_Aka_Stalin,
that would basically make it a compatibility mod. You don't need my permission to make these ever.
Koba_Aka_Stalin 1 Jul @ 11:22am 
@Reitschuster Hello again! May I ask your permission to slightly change the "Human Countries' Comprehensive Building Overhaul" mod? I often play for Reikland and use other mods as well. One of the mods, after last update, changes name and ID of the garrison, which means that I cannot build a cantonment. I made a small submod that changes the requirement of cantonment (only for Empire) - instead of Garrison Level 2, you need to build Minor Settlement Level 3. I already test it few times – it is ok. If you don't mind, I'll post submod. If you say no to that idea, I'll just use it for my own, without publishing it. Of course, I'll write that you're an author of the submode....
Reitschuster  [author] 8 Jun @ 9:55am 
@Koba_Aka_Stalin, in the first place, that was basically why I made the mod. I like playing tall and I didn't like how buildings were basically a boring part of the game. I wanted to make campaign a little more entertaining.
Koba_Aka_Stalin 8 Jun @ 1:34am 
@Reitschuster Thanks!))Your mod is an ideal solution for those who like to play for the Empire, but do not like to expand beyond the Empire - you have good buildings for economic growth, it helps to have income in the endgame to maintain a large number of armies. And there are also strong military buildings to strengthen the defense of the border regions, rather than expand in an attempt to protect the inner regions. It's cool!))
Reitschuster  [author] 8 Jun @ 1:07am 
@Koba_Aka_Stalin,

Hello. Very good job and I've added it to the mod description. A Russian translation is even something I could have even done myself, but I lacked the time to do so. Hopefully I will have more time to dedicate to HUCON upgrades soon. I really appreciate what you did, really.