Total War: WARHAMMER III

Total War: WARHAMMER III

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BBAM - Better Ogre Buildings (Beta)
   
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Sep 12, 2022 @ 10:36pm
Sep 19, 2022 @ 7:55am
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BBAM - Better Ogre Buildings (Beta)

Description
Are your ogres hungry? Do they find themselves starving for gameplay due to the economy clearly tuned for the Realms of Chaos campaign, but quite anemic in Immortal Empires? Well then take a bite outta this mod!

Buffalo's Bad-Asp Mods - Better Ogre Buildings (Beta) aims to fatten up the scraggly Ogre Kingdoms economy that has a tendency to struggle in Immortal Empires.

Version 0.2 of the beta includes following changes:

-Less raw gold income (still slightly more than vanilla)
-Less raw gold income modifiers (as above)
-More contract income modifiers
-More income from trade tariff modifiers
-Additional modifiers for sacking, looting, and post battle loot
-Additional modifiers for meat from battles
-Tier 5 camps (main building) add +1 to camp capacity, so there is no longer such a low hard-limit on camps, but they do require development and cannot just be spammed.

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Beta warning - This is definitely a playable, albeit work-in-progress mod. You may experience unexpected effects or over/under tuned effects that are not intended to function as such. Even so, some things may be functioning as intended, but may not play ideally. I am relying on you (the playerbase) to give me feedback on how the mod plays and feels. The goal is to have the mod make the ogres be able to play more aggressively, without having to sit on their settlements like a vulnerable nest because they have so much invested in them (that they aren't making back in a reasonable time frame). Ultimately, it should be more fun.

Future plans:
-Adjust the buildings based on player feedback
-Add some more unique effects to buildings so the choices feel more weighty
-And more!

Thank you for checking my mod out, please rate it and leave your feedback!
18 Comments
Rib Roast Apr 23, 2023 @ 11:39pm 
update?
Heartbreak One Oct 18, 2022 @ 8:29am 
Remember to axe +1 camp off the T5 camp main building now since it's a tech now after 2.2.
Candyman Oct 9, 2022 @ 5:30pm 
gon try this out in my new campaign.
looks good
MorglumNecksnapper Oct 6, 2022 @ 3:51am 
Great mod! Crucial when playing as a minor faction.
Heartbreak One Oct 3, 2022 @ 12:19pm 
Less about money and more about flavourful factionwide buffs it gives which is real nice.
Wish someone would fix it since, while I can into .lua, I have no time to actually debug every single trouble it might cause out there.
Buffalo444  [author] Oct 3, 2022 @ 11:30am 
@ZeroOne, no it does not, but they do perform better as their economy is better.

@Heartbreak One, I know the mod you are talking about, and this mod does address that aspect. There are modifiers in both the camp and settlement economy buildings that increase contract payouts as you expand. Mid-late game you can expect very valuable contracts to be offered that give you extra objectives and rewards to pursue.
Heartbreak One Oct 3, 2022 @ 10:06am 
That's a nice one.
If only someone could also fix that abandonware Better Ogre Contracts mod but alas.
ZeroOne Oct 2, 2022 @ 12:36am 
@Buffalo444:
Does your mod buff Ogre AI? So they perform better?
Buffalo444  [author] Sep 19, 2022 @ 8:07am 
Beta Version 0.2 is now available.
Albino Zebra Sep 15, 2022 @ 12:13am 
All sounds good! I think raiding/sacking would greatly improve the gameplay loop. Maybe even adding a mechanic where you get additional meat for sacking for the extra incentive.

Really excited to see how this mod evolves!