Total War: WARHAMMER III

Total War: WARHAMMER III

70 ratings
JR's Building Slot Tweaks
2
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
320.901 KB
Sep 13, 2022 @ 4:27pm
May 25, 2023 @ 9:57pm
4 Change Notes ( view )

Subscribe to download
JR's Building Slot Tweaks

Description
Grants earlier building slots, increases the size of Karak-8-Peaks, and other building slot tweaks!

Why should I use this mod?

Besides making the player's life a little bit easier by giving them earlier building slots in smaller major cities, this can also help the AI.

They can struggle with low tier cities, whether building too much military (and not enough growth/money), or build too much economy and only build crapstacks. And they struggle to get beyond tier 3, which effectively locks out half their building slots!

This mod doesn't touch the AI, but it will help it grow more effectively.

Note: While this mod will work on save games, cities won't actually change their slots until they increase or decrease in tier. I recommend starting a new game with this mod.

Changes

Standard Major Settlement capitals that have 8 building slots now have earlier building slots, allowing both players and AI more building variety at tiers 1 to 3. Includes all factions.

Old:
  • Tier 1: +1 Slot
  • Tier 2: +2 Slots
  • Tier 3: +3 Slots
  • Tier 4: +5 Slots
  • Tier 5: +7 Slots
New:
  • Tier 1: +2 Slots
  • Tier 2: +3 Slots
  • Tier 3: +5 Slots
  • Tier 4: +6 Slots
  • Tier 5: +7 Slots


All factions with 10 Building Slot Major Settlements have standardized building slot unlocks, as some were different.
  • Tier 1: +2 Slots
  • Tier 2: +4 Slots
  • Tier 3: +6 Slots
  • Tier 4: +8 Slots
  • Tier 5: +9 Slots


Other Tweaks:
  • Gaean Vale: When controlled by Wood Elves it will have their standard 12 building slots, like other Wood Elf magical forests.
  • Sartosa: Upgraded from 8 slot settlement to 10 slot settlement.
  • Fixed a minor issue with AI Savage Orc factions, where they wouldn't have their full building slots for specific settlements (if they actually manage to take them).
  • Fixed minor cosmetic UI issue with Wood Elf main settlement chain unlocks, displaying the wrong number of unlocked building slots for tier 3/4/5.


Mod Support:


Credits:
36 Comments
Stale Memes Jun 1, 2023 @ 1:30pm 
Also: Where does the "standard 12 building slots" even come from? Unless CA retroactively changed something, Magical Forest settlements in Warhammer II all have ten slots. I'd just booted up the game to have a look about this. HOWEVER, I did see a screenshot online of an OCCUPIED Magical Forest settlement by a different faction that had twelve slots, but only allowed five or six to be used at most. Could there be a mix-up here? Additionally, the slot number didn't increase for Durthu's Waterfall Palace when I upgraded it from tier 1 to tier 2. Does the increase only kick in at a higher tier?

Had to break these up because Steam reprimanded me for writing essays again.
Stale Memes Jun 1, 2023 @ 1:29pm 
I have a question, if you don't mind! Several questions, in fact.
One of the things this mod supposedly changes is turning Gaean Vale into a 12-slot settlement when taken over by Wood Elves. I wouldn't know, I never got that far. How does that work, interface-wise? Does it stay part of the province, or does it become a single settlement all of a sudden? For Alarielle, it is a whole province after all.
lordmalorne May 26, 2023 @ 3:25pm 
Thanks for this, it really sucks getting smaller slots in some cities!
Stale Memes Apr 28, 2023 @ 9:14am 
I know next to nothing about modding, so that explanation is very much appreciated. I already reported this problem as a bug before 2.4, so perhaps they'll get around to fixing it with 3.1 at last. CA's communication skills still remain atrocious. Thank you for trying, though!
JerreyRough  [author] Apr 28, 2023 @ 8:06am 
@Stale Memes: Looks like it's a startpos issue. I already "changed" it in the mod; however, the Startpos is linking the "normal" provincial capital to Massif Orcal, rather than the special 10-slot version. For reference, things like Karak-Eight-Peaks will link a special provincial capital (which allows for different building slot amounts).

Something like Mixu's Mixer is needed, but I see they didn't change that either. I made a request for Mixu to change it with their mod on their discord channel.

So, until either CA fixes their mistake (I see elsewhere in the files it's supposed to be 10 slots), or it's fixed in a startpos mod (like Mixer), there's nothing further that I can do.
Stale Memes Apr 28, 2023 @ 1:08am 
Thank you!
JerreyRough  [author] Apr 27, 2023 @ 2:10pm 
Yeah, that makes sense. I can do that when I'm home.
Stale Memes Apr 27, 2023 @ 4:32am 
Could you also bring back Massif Orcal as a 10-slot settlement, please? Used to be one in the second game but was shrunk down to an 8-slot one in the third game. Most likely another oversight from CA. It's what's putting me off from playing a Grom campaign.
GOW LIKE A BOSS Apr 18, 2023 @ 7:20am 
Thank you for update!
Processing Apr 18, 2023 @ 3:00am 
Thank you homie!