Total War: WARHAMMER III

Total War: WARHAMMER III

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Cookies Chaos Cults
   
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Jun 5, 2022 @ 6:33am
Sep 5, 2023 @ 6:42am
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Cookies Chaos Cults

Description
Updated for 4.0. I haven't been able to fully test with the changeling as I am not buying the dlc - if you run into any issues please let me know and I will try and fix them.

A mod to make chaos cults more interesting and useful. Generally effects have been made more powerful for each type of cult so that intentionally creating and expanding around cults becomes a more viable play-style. Provides a mix of cults, some passive long term bonuses or income and some cults designed to help when attacking a region. This should make cults useful whether the appear in allied or enemy settlements.


New effects for cultist heroes:
Grants Khorne, Tzeentch and Nurgle cultists the ability to spread cults (replaces their assault walls ability). Massive thanks to Khilrallion for his work in a mod that grants this ability. I relied heavily on his work when implementing this in my mod. If you want just that effect without the cult building changes check out his mod.


New effects for all cults:
+3 corruption of the god's type in the cults province, to help cults stay secure once established and pave way for your forces.
+3 corruption of the god's type in adjacent provinces, this helps cults spread more organically and allows for greater number by the late game.


New Tzeentch cults:
Library, 20 grimoires per turn, and additional 20 if WoM is high.
Scriptorium, 150 income per turn, and additional 150 if WoM is high.
Sanctum, grants the gate of tzeentch ability (pink horror summon) to local lords, and the greater gate of tzeentch ability (Lord of Change summon) if WoM is high. Cost reduced from 2500 to 1000
Ritual Chamber, grants 5 WoM reserve cap to all armies, and an additional 5 WoM reserve cap if WoM is high.


New Nurgle cults:
Shelter, gives 30 infections, and additional 30 if growth is higher than 200.
Hospice, 150 income per turn, and additional 150 if growth is higher than 200.
Sewer, grants the gate of nurgle ability (plaguebearer summon) to local lords, and the greater gate of nurgle ability (great unclean one summon) if growth is higher than 200. Cost reduced from 2500 to 1000
Morgue, grants 3% replenishment rate to all armies.


New Slaanesh cults:
Den, reduces seduce units cost by 25% in the local province, grants 5 devotees per turn, seductive influence +3 per turn for settlement owner.
Parlour, Temporary diplomatic bonus with settlement owner, seductive influence +4 per turn for settlement owner, additional seductive influence +4 per turn for settlement owner if settlement income is above 300.
Atelier, +1 hero capacity for cultists and summons a cultist if capacity is available, seductive influence +2 per turn for settlement owner, additional seductive influence +2 per turn for settlement owner if control is above 50 or below -50.
Salon, grants the gate of slaanesh ability (daemonette summon) to local lords, and the greater gate of slaanesh ability (keeper of secrets summon) if public order is less than -50.


New Khorne cults:
Hideout, generates 50 skulls per turn, and additional 50 if a general is present in the settlement.
Fighting pit, grants the gate of khorne ability (bloodletter summon) to local lords, and the greater gate of khorne ability (bloodthirster summon) if enemy general is present.
Arena, grants a 15% bonus to melee attack, speed and charge bonus for local armies.
Summoning pit, destroys the cult and teleports the faction leader and their army to the settlement.


This is the first mod I have made, if you have any feedback or notice any issues with the mod please do leave a comment or message me.
Mod wishlist (things I would like to add eventually, no promises they'll be added soon):
Upgradable cults that get more powerful the more you invest in them.
MCT compatibility with adjustable passive spread mechanics.
More cult building options.
28 Comments
YuhBoiGuzma Sep 5, 2023 @ 7:29am 
Epic. Thanks man!
Magic Cookie 54  [author] Sep 5, 2023 @ 1:58am 
No longer causes the changeling's trickster cultists to create normal cults
YuhBoiGuzma Sep 4, 2023 @ 7:46pm 
Yeah this breaks trickster cultistst for Changeling. Creates regular cults instead of trickster ones. Changeling makes hi cults just fine, its just the trickster cultists heros. I don't know if you can fix, just a warning for those who are going to play Changeling with this mod.
Darth Kraven May 31, 2023 @ 6:34pm 
Do this need updarte?
Acephelos May 11, 2023 @ 2:56pm 
@Magic Cookie 54 - If you're interested I can help you implement the MCT stuff and code that alters the spawn settings and such. Or you can just pull it from my mod. Your mod helped inspire my mod so feel free to pull from it.
Magic Cookie 54  [author] May 5, 2023 @ 5:56am 
Don't know about compatibility without looking into how that mod is actually affecting the game files but I would suspect if you loaded my mod after their mod you would keep their changes to spawn rate, detection etc. but would have the building effects of my mod. I think if you loaded mine first and then theirs then their mod would overwrite changes I have made
EzUNreal May 5, 2023 @ 5:21am 
Magic Cookie 54  [author] May 5, 2023 @ 2:34am 
Update has rolled out fine this time round, did a quick check and working fine now. Thanks for raising this!
Magic Cookie 54  [author] May 5, 2023 @ 2:12am 
Seems steams auto-filter decided to block the update when 3.0 dropped but didn't tell me. Currently trying to apply the update again. Will keep an eye on it to make sure it goes through this time
GreyHound May 4, 2023 @ 2:29am 
Another issue, same root cause: the mod removes Chaos Dwarf building names because they're absent in the .locs.