Total War: WARHAMMER III

Total War: WARHAMMER III

39 ratings
Recruit Rework
2
3
   
Award
Favorite
Favorited
Unfavorite
Tags: mod
File Size
Posted
Updated
600.677 KB
29 Jun @ 3:48am
3 Aug @ 4:49am
17 Change Notes ( view )

Subscribe to download
Recruit Rework

In 2 collections by BlackJackGear
Mod List Multiplayer
65 items
Fully Custom Garrison - Recommended Mods
8 items
Description
Overview
This mod overhauls the recruitment and replenishment system for the player.
Instead of allowing unlimited recruitment as soon as a unit becomes available, this mod introduces a custom unit pool mechanic for each of the player's provinces and hordes.

All the mod features are player only, they do NOT affect the ai.


Features
Custom Unit Pools
Each province and horde has its own unit pool, based on the units available for recruitment.
The number of units you can recruit is limited by this pool, and the pool replenishes over time based on unit tier and the number of buildings it can be recruited from.
The pool maximum and replenishment amount are adjustable via mct.

Retrain Mechanic
All units except single entities (lords, heroes, monsters...) have default replenishment disabled, instead they have to be “retrained” to restore their health.
Retraining consumes points from the unit pool(s) available to the army, based on the health the unit is missing.
By default this is done automatically, but can be disabled to allow manual retraining.

RoRs and other...
Units that are not recruitable via buildings like RoRs, mercenaries and allied units can not be retrained and are intended as "consumables".
They can be used for as long as they last, but will have to be replaced or newly recruited at some point as the only way to replenish them is after battle replenishment.

Game Start
Since the mod increases the difficulty, some adjustments are made on game start and during the game.
All settlements that are faction and province capitals or in a single region province are upgraded to tier IV.
The player gains two random buildings and their buildings are upgraded by one level, this gives a better unit pool variety to start out.
Each unit in the starting pool has a chance to be recruitable at game start.
Players also get additional local recruitment slots and recruitment cost reduction to compensate for losing global recruitment.
All these can be adjusted via mct.

Garrisons
Under the new replenishment system garrison units would not replenish their health, to solve this issue they regain a flat 20% every turn by default.
If automatic retraining is enabled garrisons will also be retrained.
The garrison replenishment is adjustable via mct.
If you have my Fully Custom Garrisons mod enabled, only default garrison units will replenish this way, all custom units have to be retrained!

Mod Support
Compatible with all mods adding new units.
Should be compatible with most things that don't mess with recruitment and replenishment too much.
If there is a conflict with another mods feature, check my mct settings if you can disable it.
Let me know here if you find something that does not work.

MCT Adjustable
A wide range of MCT options are available to adjust unit pools, retraining, replenishment and more.
See the mct guide here for more info.

Multiplayer Support
To play this mod in multiplayer, you need Multiplayer Sync , this utility mod makes it fully multiplayer compatible.


Images
The beautiful settlement skins are from OvN Lost World go get it!
The southlands units are from Cataph's Southern Realms (TEB)
The albion units are from OvN Lost Factions: Albion
The araby units are from OvN Lost Factions: Araby
Campaign lighting and effects Campaign Weather Overhaul
Campaign map improvements Dynamic World
Camera Mod Screenshot Campaign Camera

If you don't want me to display screenshots with your work in them, I will remove them!


Thanks
Many thanks to the people over at Da Modding Den for the tools and help they provide!
Without them none of this would have been possible!
Popular Discussions View All (3)
9
13 Jul @ 8:43am
Mod Compatibility
BlackJackGear
9
13 Jul @ 3:20pm
Bugs
BlackJackGear
0
29 Jun @ 3:49am
MCT Options Guide
BlackJackGear
43 Comments
BlackJackGear  [author] 24 Jul @ 2:10pm 
@DudeGuyMan ill take a look

@Grim no changes to that, the mod is not really intended for factions without standard recruitment
Grim 24 Jul @ 7:19am 
Hi, awesome mod! Is there any change to nurgle faction or vampire raise dead? Seems to be OP with this mod
DudeGuyMan 24 Jul @ 2:56am 
Seems like Malakai can't recruit from the spirit of grungni. Checked with only this mod active and waited until turn 5 just for good measure.
DudeGuyMan 20 Jul @ 4:57am 
Sorry false alarm. Tried to replicate it and seems to be working as intended. If I stumble upon it again I'll let you know how and when.
BlackJackGear  [author] 20 Jul @ 4:24am 
@God of Warhammer then its not working, you can check mct for see/adjust gain per turn settings

@DudeGuyMan that sounds super weird, you just move a unit to a different army and it gets back full hp?
DudeGuyMan 20 Jul @ 4:11am 
It seems that if you move damaged units to another army they fully replenish.
God of Warhammer 18 Jul @ 3:51pm 
how long does it take for the unit pool to replenish I just started a new campaign and I'm 10 turns in but I can't recruit new units
BlackJackGear  [author] 13 Jul @ 8:51am 
@Mr. Tarzan I should do that, would make a lot of sense
Mr. Tarzan 13 Jul @ 8:28am 
Does disbanding troops replenish the manpower cost?
BlackJackGear  [author] 13 Jul @ 5:29am 
@Flow
1. No idea
2. No changes yet, if I start adjusting vanilla stuff it will be a separate mod since it is terrible for compatibility