Total War: WARHAMMER III

Total War: WARHAMMER III

240 ratings
Expanded Buildings Overhaul
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Tags: mod
File Size
Posted
Updated
616.206 KB
Oct 15, 2024 @ 1:02pm
Sep 2 @ 6:39am
22 Change Notes ( view )

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Expanded Buildings Overhaul

In 7 collections by ChopChop
The Dwarfs: Immortal Empires Expanded | IEE 6.0
247 items
The Empire: Immortal Empires Expanded | IEE 6.2+
235 items
The Bretonnia: Immortal Empires Expanded | IEE 6.0
212 items
ChopChop's Workshop: All Released Mods
67 items
The Wood Elves - Immortal Empires Expanded | IEE 6.2+
237 items
Core: Buildings, Garrisons & Landmarks | Immortal Empires Expanded
35 items
KISLEV
219 items
Description

This mod is not save game friendly and requires a new campaign.


This is a Building Overhaul made to support my mod collections reducing mod-bloat by integrating mods and containing various simple tweaks. All changes are done to enhance the building aspect of the game, allow the use all landmarks in the mods and add more survivability to the AI giving them more tools to stay alive longer in the campaigns and the player a bigger variety of opponents to battle on the map. It also emphasize utilization of military and defensive alliances, as using the expansion you also have enough tools to grow strong without the need of conquering half of the map. Enjoy!


  1. Buildings Slots Extended
    • Major - 18 slots
    • Minor - 6 slots
    • Gates/Fort/Bastion - 6 Slots
    • Compatible with Ragnarok's Tier 4 & Tier 5 Minor City mods - LINK
    • Supported factions & more info HERE
  2. Added new building category "Province Capital" for semi-landmark buildings
    • New buildings categories sort order in the "Buildings Tab"
  3. MIlitary & Defensive Alliance
    • Allied recruitment:
      • Max allied units per army 4 -> 8
      • Favour per turn 2 -> 5
      • Max favour 100 -> 200
      • Allies will not break the alliance when not joining the wars
    • Allied outposts:
      • Construction time: 1 turn each tier
      • Construction cost: 1000 each tier
  4. City defence rework
    • Reduced attrition for Empire, Cathay & Ulthuan forts
    • Siege defender buff
      • Units defending siege get effect "Defend the lands!"
        +5 melee defence / +7 leadership
      • Units on walls get effect "Defend the walls!"
        +5 melee defence / +12 leadership
  5. Removed / merged duplicated landmarks in mods
      coming soon



If you cannot see the whole settlement panel, use the mod 3 Rows of Building Slots:


Less slots in capitals submod by Jopanis:


Instant Building Compilation
https://steamcommunity.com/sharedfiles/filedetails/?id=3265184953

TRANSLATIONS:
한국어 번역 모드 - Korean by min985

Thank you!


[streamelements.com][patreon.com][discord.gg]
205 Comments
ChopChop  [author] 6 hours ago 
maybe you need to resub. sometimes the mods are getting bugged with steam updates. i cannot confirm this as i have all mods saved to data folder since im playing active campaign and i saved the mods couple of days ago and all is working for me. try deleting the mod from pc + unsub + close all steam and mod manager. make sure you dont have the mod on your pc and you dont subscribe to it on steam. then subscribe again and check if it actually downloaded in steam app or on hard drive. sometimes have to subscribe 2 times :WH3_horror_Blegh: as i said i have the mod enabled and it works for me all good
Yumi 6 hours ago 
Could it be because that mod recently got updated?
Yumi 7 hours ago 
at first i was using resourceful compilation but it was causing crash, so i tested with individual mod and found that Arourygeddon was causing crash. It crashed right on launch, i can't even reach the intro movies, tested with 2 mods only.
ChopChop  [author] 7 hours ago 
Hi, i am using resourceful compilation from Ragnarok that contains Arourygeddon and i dont know what is the issue you get. What is the incompatibility?
Yumi 7 hours ago 
hi i need some help, your mod is Compatible with Ragnarok's Tier 4 & Tier 5 Minor City mods but not compatible with Ragnarok's Armourgeddon
ChopChop  [author] Aug 14 @ 8:34am 
I have updated description with info that this mod requires a new campaign. Only solution to that is using PJ Console Command mod, selecting the city and typing command "primary X" with X being the current number of settlement tier (if your city is bugged at tier 3 - type "primary 3") :steamthumbsup:
ChopChop  [author] Aug 14 @ 7:54am 
Send screenshot please as i dont know how to help with this info :steamsad: I do not put intentionally bugs and errors in my mods if this is the case :WH3_greasus_rofl:
Seager02 Aug 14 @ 7:48am 
Hey there, is it intentional that the ogre kingdom settlements get the higher slots but no way to unlock them?
I have my settlements on highest level but still have locked slots.
ChopChop  [author] Aug 11 @ 9:24am 
There's more links in description of mod i gave you the link, you might want to give a look yourself friend, as i currently am not interested in pursuing this alley of modding. You might be able to edit them for yourself and save to data for personal use, but if you manage to make them work i will be very happy to also use them :) good luck
ChopChop  [author] Aug 11 @ 9:21am 
Hello CheesyRamen, i hope you are doing well buddy. Since the Unusual locations have been added to the game i have been using only mods by 👁, that are all now unlisted as i would imagine because they havent been updated for long time and might also not work. Here is the link but as i said mods are unlisted so the author most likely doesnt want to be bothered with comments about update 2 Extra Gardens Of Morr Slots https://steamcommunity.com/workshop/filedetails/?id=3405632194
I know that since CA Sofia took over - they made a lot of changes with twui.xmls so there might be a problem with 3 rows of building slots mod as it relies on datacoring the twui.xml. I also been away for 4 months and dont know whats the mod situation with undercity slots