Total War: WARHAMMER III

Total War: WARHAMMER III

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Faster Build Times - Even Faster - Player Only
   
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Tags: mod
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38.553 KB
Aug 24, 2022 @ 8:35am
Sep 8, 2022 @ 2:43pm
7 Change Notes ( view )

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Faster Build Times - Even Faster - Player Only

Description
Buildings now take 66% less time to build for Player only.
- Saved game compatible. (will not affect buildings already in construction)
- All mods compatible.
- Will work even if outdated.
- Works in multiplayer.

The turns required to build any building are now :
2 turns (base) -> 1 turns (mod)
3 turns (base) -> 1 turns (mod)
4 turns (base) -> 1 turns (mod)
5 turns (base) -> 2 turns (mod)
6 turns (base) -> 2 turns (mod)
etc

The way it works is by giving a 66% bonus in construction time through the difficulty settings for all difficulties

Known issues :
- For Nurgle and the cyclic buildings, only the initial construction time is faster, the number of turns for each cycle is not affected.
- Outpost construction time is not affected.
- When converting a building within the same tier, the construction time is not affected. (For instance when converting a gate to a bastion with Chaos factions.)
- Sometimes the building construction menu will display the base turns for buildings not yet constructed, as if the mod wasn't working. This is only a visual bug, it does work. Upgrading the settlement will make the correct times display.


Have fun, remember to do stretches and drink water o/


Other versions :
- - - - - - - - - - - - - - - - -
base game > 33% > 66%
.. 2 turns ... > . 1 .. > . 1
.. 3 turns ... > . 2 .. > . 1
.. 4 turns ... > . 3 .. > . 1
.. 5 turns ... > . 3 .. > . 2
.. 6 turns ... > . 4 .. > . 2
33% version
33% player only version
66% version
> 66% player only version
- - - - - - - - - - - - - - - - -

My other mods :
- Extra movement for Heroes and March Stance
- Magic Overhaul: Useful Buffs
34 Comments
Drusk  [author] Feb 23 @ 12:43pm 
Thanks, i will look into cult buildings but last time i checked there was no available modifier for their construction time.
They could be modded to a fixed number of turns, but that is not the philosophy of the mod.
Krakenous Feb 23 @ 5:29am 
This doesn't cause a crash...stop false reporting.

@Drusk, could you maybe consider adding cult buildings too? I'd do it myself but I'm not sure what the key for "cult" buildings are, for example The Deceivers
good old fox Nov 6, 2024 @ 10:03pm 
this mod need a update it create error
xDRAGONx102 Aug 25, 2024 @ 3:19am 
please update
Rickguy Jun 14, 2024 @ 6:21am 
please update, game is crashing since update, so might be this one causing maybe
Krakenous Sep 24, 2023 @ 11:06am 
Nice one.
Drusk  [author] Sep 24, 2023 @ 7:30am 
Yep, still works !
Krakenous Sep 24, 2023 @ 6:21am 
Been away for a while so apologies, do these still work in 4.0+ patches? I would assume so as it only changes the construction time multiplier.
rjadmsgorhf Jan 23, 2023 @ 5:53am 
@Drusk

Thank you for your kind reply.

Anyway, these minor bugs are no problem to enjoy the mod, so I don't think there's any rush to fix them.
Drusk  [author] Jan 23, 2023 @ 5:16am 
weird..
To explain, my mod uses the game's construction time multiplier, as well as a construction time multiplier specific to horde buildings (ships, ogre camps, ..).
I doubt there is any multiplier specific to the outpost buildings, at best there might be a flat modifier, similar to Nurgle's cyclic buildings.

I may verify my theory in the future, but it seems too little of an issue for me to bother right now.

As for why it doesn't apply to converting a building.. i don't know, some things in how this game is made are just weird. My guess is the whole structure it's built on is so old the devs have to use so many workarounds it's all a big mess lol.

In any case, thank you very much for reporting and investigating the issue !
I will add a note in the mod description.