Total War: WARHAMMER III

Total War: WARHAMMER III

SFO: Grimhammer III
Judge Cudge 16 Sep, 2024 @ 3:04pm
Zero Economy Changes Version
I have tried high elves, dark elves, and vampire counts.

They all suck.

No, I am not spamming elites. I'm struggling to reach normal amounts of weenies.

Played Alarielle, fought the npc man and took the second town after slotting my hero in. Decided to wait a turn to recruit as much as possible because the second location to take is a gate and all garrisons are buffed in the mod. NPC shows up with two fullish stacks at the gate and raped my 18 stack. GG.

Tried dark elves, picked ocean man mcsquidface cause he's the comfiest.
Fell in love with the fact that he himself is at all moments considered to be a Black ark.
Fell out of love when I noticed that money building aren't just halved, they're fourthed.
Managed to almost compensate because of the 25 gp per building per tier stuff on the essentially 2 black arks I had.

This was still worse and not actually 'engaging' just different for differences sake.
Slaves to this day are unpolished, increasing dependence on them without an entire overhaul of the mechanic is a bad idea. One that can be vaguely compensated for with boat gold/slaves, but still bad.
He was still worse than ever, and it was still no more fun than usual to make money.

Next game I went Heinrich Kemmler to see if his new exclusive tech was good.
Most of it was light handed garbo, and surprise surprise his money buildings were also nerfed into the ground for no reason. Just flat quit out and disabled the mod at that point.

The economy changes all cripple specifically the early game of each ruined civ to a comical extent. And none of the changes are more compelling than what comes out of the box.

I feel like the dev really liked Chaos dwarves more engaging economy, and just decided to thematically lean into and exaggerate all the economic novelty of every race. But instead of just offering unique boons and 'more fun' as advertised, they ruined the front end economy of half of the civ's campaigns in a hamfisted attempt at balance.

I like Chaos dwarves too, but nerfing every other civ's early game money and then just hoping that your 'neato conditional midgame+' money sources will compensate is a mistake. Nearly none of these other mechanics are toothsome enough to be fun, or balanced and consistent enough to fully lean on. Kicking out every civs legs and hoping they can use this jank to hang on despite this either heavily weakens or fully ruins every civ unfortunately given this unwarranted treatment.

Please make a 'Zero Economy Change' version of the mod.
A lot of these ideas are great, none of the ones that touch money are.
Last edited by Judge Cudge; 16 Sep, 2024 @ 9:14pm
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Venris  [developer] 17 Sep, 2024 @ 6:13am 
Its like removing half of the mod. Which would take weeks to do.

Each faction in the mod have different income source. Dark Elves for example have it from battles, raiding and Black Arks.

Also, I recommend using SFO Mod Menu and More Armies option. It makes economy closer to vanilla.
Last edited by Venris; 17 Sep, 2024 @ 7:42am
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