Total War: WARHAMMER III

Total War: WARHAMMER III

Warpstone Unleashed: 2.1
 This topic has been pinned, so it's probably important
Static  [developer] 12 Apr, 2023 @ 11:27am
Upgrades, Abilities, Buildings, and Research Suggestions
Put any ideas you have for a potential unit upgrade, unit or character ability, building, or research option which would work well with Warpstone Unleased!

Allot of good ideas were proposed on the original Warpstone Unleashed discussion that have been included in Warpstone Unleashed: 2.

The main ideas I'm looking for are things which feel like they could've been included in the base game or its DLCs. A good upgrade should give you a reason to use a unit you otherwise never would in a campaign, as well as buffing or changing your favourite units.

Upgrades could include nice stat boosts which improve the performance of your main units, but could also be a drastic overhaul of the units behaviour or weapon.
Last edited by Static; 12 Apr, 2023 @ 11:28am
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Showing 1-2 of 2 comments
Rib Roast 26 Apr, 2023 @ 1:19am 
I'd suggest diving even deeper into the Industry side of warp fuel uses, and using trade resources to effect economy. I'm not sure how hard it would be to mod something like this, but use the food meter to also effect industry (low food, lower industry production), or if that is too difficult, just having modifiers based on Order/corruption levels (above X corruption = lower gold output, above X order = higher gold output).

For building examples:

-Warp fuel rig (only built in province capitals) = +X Warp fuel, -X food, -X income from all non-industry (local province), +X corruption, -X Warp fuel for adjacent provinces [to avoid building in all provinces]
(+X warp fuel if above X order/-X if below __ food level)

-Warp fuel factory = +X income, -1% upkeep & recruitment cost for weapons teams (all armies), -X Warp fuel, -X income to all non-industry buildings (local province), +X corruption,
(+X income if above X order/-X if below __ food level)

-Warp fuel research facility = +X research speed, -X construction time local province, -X warp fuel, -X income from non-industry buildings (local province), +X corruption, +X income from industry (local region).
(+X research if above X order/-X if below __ food level)

-Iron/Gold/Marble/Salt [resources involving mines] resource buildings = +X% income to Warp Industry (Local province), +X% Warp fuel from all buildings (local province).
Static  [developer] 26 Apr, 2023 @ 1:23am 
Originally posted by Rib Roast:
I'd suggest diving even deeper into the Industry side of warp fuel uses, and using trade resources to effect economy. I'm not sure how hard it would be to mod something like this, but use the food meter to also effect industry (low food, lower industry production), or if that is too difficult, just having modifiers based on Order/corruption levels (above X corruption = lower gold output, above X order = higher gold output).

For building examples:

-Warp fuel rig (only built in province capitals) = +X Warp fuel, -X food, -X income from all non-industry (local province), +X corruption, -X Warp fuel for adjacent provinces [to avoid building in all provinces]
(+X warp fuel if above X order/-X if below __ food level)

-Warp fuel factory = +X income, -1% upkeep & recruitment cost for weapons teams (all armies), -X Warp fuel, -X income to all non-industry buildings (local province), +X corruption,
(+X income if above X order/-X if below __ food level)

-Warp fuel research facility = +X research speed, -X construction time local province, -X warp fuel, -X income from non-industry buildings (local province), +X corruption, +X income from industry (local region).
(+X research if above X order/-X if below __ food level)

-Iron/Gold/Marble/Salt [resources involving mines] resource buildings = +X% income to Warp Industry (Local province), +X% Warp fuel from all buildings (local province).

I like some of these ideas allot, the Warp Fuel-Rig could be a cool option to choose instead of a Port wherever a settlement is next to water.

I'll see if I can find ways to integrate them in the next patch!
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