Total War: WARHAMMER III

Total War: WARHAMMER III

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Control your own Criminal Underbelly
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Tags: mod
File Size
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21.796 KB
Sep 3, 2022 @ 6:52am
Mar 28 @ 1:03pm
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Control your own Criminal Underbelly

Description
This mod gives the skaven the ability when occupying a settlement that has one of your undercities now it doesn't disappear. Also, now when someone razes a settlement with an undercity beneath it now the undercity remains.

The same for the vampire coast and their pirate coves, and the diferent cults for the diferent chaos factions.

Notes:
Discoverability won't do anything in the undercities that you have settlements above so i recommend not building them, you will sometimes receive a notification that an undercity was discovered but that does nothing because you can't destroy your undercity.
Your settlements can't be target with the hero that gives you the laboratory, but you can conquer the settlement after constructing the undercity.

Warnings:
What happens if you call a vermentide beneath a settlement you own? The army spawns your settlement isn't destroyed and the undercity is destroyed.
What happens with a doomsday device ? I don't know. If you want to test that out and tell me I will be grateful.
The mineshafts (the building that has 10% chance to randomly create an undercity) can't spawn undercities under your settlement, iffy in the comments tested it.
How does the AI react to this ? IDK.
What happens when ...? Idk tell me if you test it out.

Is compatible with everything. It is save game compatible.

Any questions or suggestions I will answer in the comments.
51 Comments
Draktanar Jan 2 @ 2:34pm 
it seem to work with cults, i'm running a game with N'kari and i have conquered town with cults without loosing them. I looked at the files modified by the mod, and i thin kit should work for pirate cove, undercities and cults, could be worth mentioning in the description :)
All is Dust  [author] Dec 30, 2024 @ 3:24am 
You will have to test it but since that wasn't the original goal of the mod probably not.
Draktanar Dec 29, 2024 @ 2:14pm 
also interested in knowing if it work with cults and such
Majyek Aug 25, 2024 @ 2:20am 
I wonder if it works with vampire covens mod.
Belial Aug 14, 2024 @ 5:08pm 
Okey, never used context viewer before but it is really intuitive and I can confirm that even re-enabling the toggle button and using it, no cults remains (there is no buildable slot)
It seems to me, it really gets destroyed by the end turn
Belial Aug 14, 2024 @ 4:54pm 
Well, right now I did what I said, so we can exclude that it is some other mod or the type of building.
I'll try to click on other menu, while in the context viewer I'm not sure how the cults are visualized but I can try also that.
All is Dust  [author] Aug 14, 2024 @ 4:35pm 
@Belial It is possible that the cult is just hidden visually if it is try to click something else like a different region/province and then reclick on your settlement or use the context viewer which enable in the settings to try and find it
Belial Aug 14, 2024 @ 4:27pm 
Me neither but the building wasn't anything related to the blow up and spawn of an army typical of underbuildings.
I'll retry right now, using only these two mods, without building anything and building something else.
All is Dust  [author] Aug 14, 2024 @ 4:20pm 
@Belial Hey yes that mod is compatible with this one. I don't see why a cult you build would be destroyed unless you build one of those buildings that do something and destroy your cult.
Belial Aug 14, 2024 @ 1:30pm 
Could this mod be compatible with this: https://steamcommunity.com/sharedfiles/filedetails/?id=2906399542 ?

Trying both at the same time resulted in a pre-established cult under my city only on the turn of conquest and then destroyed at the end turn.