Total War: WARHAMMER III

Total War: WARHAMMER III

Cataph's Southern Realms (TEB)
Oooops 28 Jan, 2024 @ 10:52pm
Quite a few questions/musings regarding this mod I enjoy a lot.
Reason I'm doing this is I see you spending time updating this mod recently.
None of these are meant as complaints of your work that I enjoy so much.
For context, I tried a 77 turn TOW game with this mod on before you had made many if any updates.

I hope this is decently formatted and sorted for easy replies/comments. (Sorry about the many uses of (), I've heard it's an ADHD thing).

  1. I just recently discovered that I was missing out on the ogres from the mercenary line "barracks" due to lacking DLC. Are there any other I'm missing?
  2. Sartosan Pirates, is that something I'm suddenly lacking DLC for (I have Pirate coast and the Empire one that enable similar unit for the empire)? Or were they taken out? Or were they just something that was in the SFO compatibility mod? Because I really enjoyed having them.
  3. I'm struggling a few times to see which "red line" buffs what units. I get pike/lance/halberd/crossbow etc, but "hand weapon" confuses me a little.
    Would "dummy" techs/skills/plutocracy somewhere for each group buffing them 0 something be helpful here?
    Or maybe a line in the unit card?
  4. (TOW) I really like what you did with the iron resources. But I have currently only found 1 iron in TEB proper, and that is luckily and fittingly Gnaw Pit/Ferroz Hills (next to Bilbali) which is level 5, so you can enjoy the full building there.
    You could also argue the level 3/minor one in Ironspike/Eastern Irrana (N of Miragliano).
    I kinda miss the one from "Vanilla" Magritta, because it seems fitting for me for it to be churning out experienced and cheap heavy cav (with its Pasture in the same province).
  5. (TOW) On the topic of Magritta, would it be fitting to size it up to 10 like Miragliano? At least for any TEB's occupying it.
  6. Would it make sense to integrate the canals of Miragliano into its Harbor line?
    Adding it as a 4k cost T4 upgrade with roughly half the benefits, and adding the full benefits and remaining 4k cost to T5.
    Miragliano is a sprawling city, and imho it would be cool for it to have room for (nearly) all the things!
    Maybe even give it the T5 farm thing where it spreads growth (already at T4?).
  7. (TOW) Will we see:
  8. (TOW) Marco Colombo in ie Remas?
  9. (TOW) El Cadavo in Trantio?
  10. (TOW) My Favorite Leonardo Catrazza as an alternative in Miragliano?
  11. (TOW) Lucrezzia in either of Bilbali, Tobaro, Pavona or whoever gets to do "something" first (like L.Lupo)
  12. (TOW) Gashnag (?) back in action?
  13. I think it could be interesting to see a variant of the Empires state troopers, but for mercenaries, and being able to get more than 1 in "storage".
    Maybe even using the same system, so each important city can get its own expensive version of their national units.
    This could also allow for confederated lords to have at least some of their buffed units in their army over time.
  14. Was there at some point a building to make mountains more viable/useful for TEB? Could something like it come back?
    I enjoyed kicking the Dwarves (and others) out of those mountains between Tilea and the Border Princes for clean borders. Though, again, maybe that was the SFO integration.
  15. I really enjoy building rich cities. Please continue allowing that, even if it means the best troops get even more expensive.
  16. Any chance for the smith building to get a T4? Just to make it an option for main settlement. I like decisions, and also like having provinces that I make different decisions for.
  17. More Bears and Griffons please! If it's possible, maybe make it refresh if you have trade or alliance with relevant factions (Kislev/Empire, right?)
  18. Maybe make "Deepwatch" fully replace the "Protection" line with the full benefits of T4, like I believe "The Acropolis" was for City walls earlier? It bothers me very slightly that you can have both.
  19. Are there any landmarks for the poor border princes in the making?


These are just things that pertains to my enjoyment and/or understanding of the mod. And Tilea/Miragliano/Fantasy Milan (hehe) is my default when starting a game: To the point that I didn't bother to get WH3 until I saw you had made this.

I fully understand if any or all of this is unfeasable, too much work, wrong, unbalanced or anything else. If anything, I hope this helps you Cataph or, in the case of answers, my fellow users.

Mercenaries go stab-stab loot.

Edit: Added context at the top, and tried to be better with formatting.
Last edited by Oooops; 28 Jan, 2024 @ 11:02pm
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Showing 1-5 of 5 comments
Cataph  [developer] 14 Feb, 2024 @ 5:16am 
1. no, I don't think so. maybe dwarf rangers with Gausser.
2. taken out when I reworked the roster for wh3
3. hand weapon is basically anything is not using any of the other mentioned weapon groups, making a list would defeat the purpose of it not showing a gigantic preview of units
4. TOW resources are very wip and depend on the author
5. not really
6. originally considered but nah
7+ eventually
13. you already have more RORs than any other faction (with maybe Daniel)
14. in wh2, the jungle one was redundant and the mountain one would have been the only terraform to survive, was cut
16. I already get flak for all those t4+ buildings :D
18. bit of a limbo at the moment, I'd have to make a completely different version and didn't have time.
19. not quite, BP really don't have much going on of importance, unless you count Monte Castello.
Oooops 16 Feb, 2024 @ 6:05pm 
Thanks for good answers :)

2. *Sad noises*
13. Fair, I just like being able to throw money at problems when sortof in character ;)
16. Where should I send a flak vest?
Oooops 17 Mar, 2024 @ 12:19pm 
Instead of cluttering up the front page, I'll add some additional thoughts here:
These all are about TOW.

Excellent update (15/03/2024: Gashnag, Acropolis, Monte Castello), the new landmark in Monte Castello seems very thematic after I was sent down a small wikipedia rabbithole. And I'm looking forward to a new run now that Lupo is back on the menu.

1. I do fear however that it won't be used much beyond novelty as its value to a realm as whole will be quickly superseeded by other things.

Maybe add something like:
2. a global buff to myrmidian forces (Mona Lissa)
3. a global recruitment time buff for armies in local region/province (mercenaries from the whole of Tilea guarding it) if that's possible.
4. Allowing recruitment of mercenary captains, and +1 capacity also seems like a valid option for the same reasons as #3

#3 would add some value as a staging ground for new armies.

I should point out that I still like it in its current iteration, and may use it as an excuse not to go further in that direction.

5. Would it make sense for Monte Castello to start at lvl 2 with the landmark prebuilt, just to give the AI some chance when the Pirates/Ogres come knocking? According to lore, that's its function after all.
5.1: Same could perhaps be said about Lucchini. Both tend to be swallowed fairly quickly by the Pirates if they don't fumble hard, from the games I've tried so far anyways.

6. Beyond that, I noticed that Gashnag doesn't have his "Map entry" set when choosing Lord before game start. Not that important, but nice polish if/when you can get around to it so I thought I'd add it to your list in case it wasn't on it already. :)

7. From a Miragliano standpoint, it could help with Southern Realms nations having a slightly larger aversion to vampires (like 20), so your initial enemy doesn't make NAP's and Trade agreements with all their other neighbors. This view might be slightly skewed by me generally playing on VH and Legendary. Other areas might similar issues though. Not sure if that's related to this mod or TOW though.
Last edited by Oooops; 17 Mar, 2024 @ 5:25pm
撿骨頭 23 Mar, 2024 @ 9:41pm 
That's nice, but 8 lords is a bit cumbersome.
Would you consider converting two of them into legendary heroes?

I knew it would replace some of the original forces, but I didn't expect that all of them would be taken away.
Could you at least have the Border Prince return to Myrmidens with his banner?
Is there a way you can edit the units to show which culture they are from in the unit/character browser menu? Any advice for getting alliances to get all the units? If all of Estalia for example is wiped out I'm obviously not going to be able to get their units so i should play as them but then Tilia has the same problem for example.

Point is who should I play as to get the most unique units through alliances? Which factions as the AI are least likely to be wiped out?
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