Total War: WARHAMMER III

Total War: WARHAMMER III

Fully Custom Garrison - 6.x Update
 This topic has been pinned, so it's probably important
BlackJackGear  [developer] 7 Apr @ 1:32pm
MCT Options Guide
Information about all the MCT options the mod provides.
Find MCT here

General
General settings.
Settlement Recruitment
Toggles the ability to recruit units directly in settlements.
If enabled, an additional button will appear in the bottom list of settlement management buttons, to the right of the garrison button.
The number of recruitment slots is dependent on the level of the settlements main building.
For the recruitment cost and unit rank, effects are taken into account as much as possible, if there is a general in the settlement, their effects are applied as well.
Valid only for human players since the ai uses a different system.

Only Recruitable
Toggles the unit selection pool when generating garrisons.
The standard pool allows all units a faction has available and selects based on a random weight system.
If this option is enabled the garrison generation pool consists only of units that are recruitable factionwide .
If a faction has no recruitable units it will fallback to the standard system.
Valid for player and ai.

XP gain per turn
Enables XP gain for garrison units.
Garrison units will earn the selected amount of XP every turn.
Valid for player and ai.

Debug Mode
Toggles debug mode.
This prints a bunch of stuff into the game's script log.
Don't enable it unless you want worse performance.

Unit Generation Limits
Limits for both player and ai garrison generation.
Garrison Unit Caps
Limit how many of the same unit can be present in a garrison.
Uses a units multiplayer cap limit as the basis.
This takes standard units from buildings into account, but can`t prevent them from going over the cap.
Valid for player and ai.

Per Turn Limit
Limit how many units can be generated in a settlement garrison per turn.
Valid for player and ai.

Tier 1-5 Unit Limit
Limit the number up to which new garrison units are generated in tier 1-5 settlements.
Only checked at unit generation, will not shrink existing garrisons if reduced afterwards.
This has no effect on standard garrison units from buildings or manually added units, those can exceed the limit at will.
Valid for player and ai.

Garrison Upkeep
BETA - Garrison upkeep
Toggles the upkeep feature for garrisons.
If enabled, settlements will have a number of free garrison slots based on the buildings in the settlement.
Units exceeding the number of free slots will cost upkeep, for more information see the upkeep feature guide (which does not yet exist...)
The default heroes and garrison units not added by my mod are always free.
Valid only for the player.

Free Upkeep Slots - Settlement Building
Number of free upkeep slots provided by main settlement buildings.
Valid only for the player.

Garrison - AI
Controls ai garrison strength and build speed.
Generate garrison
Toggles ai garrison building.
If disabled ai will not generate new units in their garrisons but still gets the standard hero.

Upgrade garrison
Toggles ai garrison upgrading.
If enabled each ai garrison will attempt to replace their lowest value unit each turn.

Base build point budget
Controls the number of build points the ai gets as a base.
Build points control the amount of units the ai can build per turn.
Every unit is worth their tier in build points, and the ai will generate new garrison units until it exceeds or equals its build point budget, that means that with 1 build point it could build up to a tier 5 unit and be 4 points over its budget.
That means that with 6 build points it could build 6 tier 1 units or 2 tier 5 ones or even 5 tier 1 and with the last point 1 tier 5 unit.

Base strength bonus
Controls the tier of generated garrison units.
After getting a random number to determine the tier this modifier is always added as a flat bonus.
The random number consists of 3d6 added together and the brackets for tiers look like this:
  1. 0 - 12
  2. 13 - 15
  3. 16 - 18
  4. 19 - 21
  5. > 21
If there are no valid units in a tier it will fallback to the next lower one, until it reaches tier 1, after that there is no fallback and no unit will be generated.
The tier selection happens before unit types weights are taken into account.

Major settlement build point bonus
Build point bonus if its a major settlement, see build points above.

Major settlement strength bonus
Unit tier bonus if its a major settlement, see unit strength above.
In the first turn, right after game start, this bonus is applied twice to a faction's main capital region.

New game build point bonus
Build point bonus for the first turn, right after game start.

New game strength bonus
Unit tier bonus for the first turn, right after game start.

Scaling
Toggles garrison strength and build point scaling.
Scaling increases the garrison strength and build points bonus as the game goes on, for more detail see below.

Scaling build point bonus
Every X turns passed in the campaign, will increase the build points bonus by 1.
So if set to 10, at turn 25 the build points bonus will be increased by 2.

Scaling strength bonus
Every X turns passed in the campaign, will increase the garrison strength bonus by 1.
So if set to 10, at turn 25 the garrison strength bonus will be increased by 2.

Unit Distribution - AI
Controls unit type distribution in generated garrisons for ai.
Unit Type
Controls the weight of a unit type relative to the other types.
Changing a value from 1 to 2 makes that type twice as likely to be selected.
Setting it to 0 will never generate that type.

Hero - NO EFFECT
Heroes are yet supported for standard in garrisons setting this value will not have any effect.

Generic
This is the fallback in case a unit has a type not included in the mct settings.

Fallback
This is the fallback in case there is an error in determining a units type.

Garrison - Player
Same as for ai, but for player garrison generation, see ai entries above.

Generate garrison
Enables the same garrison generation as ai has but for the player, relevant limits and options apply.

Generate garrison Game Start
Same as above options but only in the first turn, to give the player some units in their starting settlements.

Unit Distribution - Player
Same as for ai, but for player garrison generation, see ai entries above.
Last edited by BlackJackGear; 16 Apr @ 1:40pm