Total War: WARHAMMER III

Total War: WARHAMMER III

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Dark Elf Overhaul - Druchii Building & Slave Overhaul
   
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File Size
Posted
Updated
487.027 KB
Sep 16, 2022 @ 4:22am
Mar 9, 2024 @ 1:27pm
26 Change Notes ( view )

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Dark Elf Overhaul - Druchii Building & Slave Overhaul

In 1 collection by Aatrocy
Dark Elf Overhaul
7 items
Description


Druchii Building & Slave Overhaul
is a overhaul mod that completely changes how you manage and interact with the dark elf slave and building system

Custom icons are made by [HN] for the SFO Mods


RECOMMENDED MOD TO PLAY WITH
Needed to get the doubled base slave capture
Druchii Stance


FEATURE
• Increased slave population capacity
• Increased slave consumption by buildings
• Synergetic building effects that FORCES you to build strategically and specialized provinces (military, slave
consumption, slave production, etc.)
• Added four new buildings to further incentive strategic building planning
• New building and landmark effects that reward high slave population and/or other conditions fullfilled
• Bonus Effect based on total slave population


NEW BUILDING

MILITARY
Tower of Dark Ritual (Military support building):
• Gives black ark growth, garrison hero, revenue and region wide replenishment
• Conditional: increased slave capture and post battle loot

INFRASTRUCTURE
Slave Slums, Slave District (slave production infrastructure building)
• Gives slave capacity, slave/turn
• Conditional: slave/turn, growth

Only one of the two per major province
Auction Blocks/Auction House ( (slave production infrastructure building)
• Gives bonus diplomacy with dark elves, slaves/turn, slaves capacity, increased slaves capture
• Conditional: region wide replenishment and increased captured slaves
Execution Blocks/Dark Plaza
• Gives bonus diplomacy with dark elves, increased slave revenue, consumed slave/turn
• Conditional:increased slave revenue , region wide increased melee dmg and ap missile dmg


LIST OF CHANGES

SETTLEMENT
• Added slave capacity and slaves gained/turn to settlement building
• for Minor Settlement[4] requires Tier 4 Settlement Submod

LANDMARK
• Black Guard Headquarters: Added new conditional effects at 10.000 slaves population
• Fiery Pits of Sacrifice: Added new conditional effects at 10.000 slaves population
• Hag Graef Mines: Added slave capacity of 750, 1.000, 1.250, 1.500 at tier 1,2,3,4
• The Black Tower of Malekith: Added 80 slaves per turn; Added new conditional effects at 10.000 slaves population
• Slave Trader's Palace: 1.000 slave capacity, 100 slaves per turn; Added new conditional effectss at 10.000 slaves
population
• Hellebron's Palace: Added new conditional effectss at 10.000 slaves population
• Altar of Ultimate Darkness: Added new conditional effectss at 10.000 slaves population
• Dark Convent of Sorcery: Added new conditional effectss at 10.000 slaves population
• Lairs of Clar Garond: Added new conditional effectss at 10.000 slaves population
• Quintex: Added new conditional effectss

MILITARY
• Added revenue based on tier level: 10, 20, 30, 40, 50
• Added slave cost based on tier level: -1, -2, -3, -4, -5
• Added new conditional effects at 500, 1.000, 2.000, 3.500, 5.000 slaves population

DEFENCE
• Added conditional effect for walls and the other one

INFRASTRUCTURE
• Revamped public, income, slave production and slave consumption
• Revamped conditional effect based on slave population (500, 1.000, ..., 5.000), public order etc.
• Added new conditional effects for ALL infrastructure building


UPDATES
Changes can be found in Change Notes

SUBMOD:

https://steamcommunity.com/profiles/76561198097676782/myworkshopfiles/?appid=1142710 for Tier 5 Infrastructure
Popular Discussions View All (2)
5
Oct 26, 2022 @ 12:55pm
Idea suggestion
Aatrocy
0
Sep 16, 2022 @ 12:12pm
Balance Suggestion
Aatrocy
87 Comments
Samir May 4 @ 10:29am 
I appreciate the work but It is so unbalanced its not fun anymore. Very cool ideas but you need to tweak numbers atleast by half.
D λ R K L O R D Apr 8 @ 12:59pm 
when you update please nerf the military buildings . effects like campaign movement range stacks like hell and it kinda bugs the game
Aatrocy  [author] Apr 2 @ 7:00am 
I'll try to update when i find time, but can't promise too much
since this mod is more extensive than my other ones
D λ R K L O R D Apr 1 @ 7:01am 
please update this man , this is only mod that overhauls Dark Elf factions
The Dark Ranger Feb 24 @ 1:48pm 
Oh, also if I reached max slaves I could go into slave debt or slave flood as I am calling it.
Aatrocy  [author] Feb 24 @ 1:26pm 
Dayum,
now that s some serious bug.
Most likely overflow, could check in the future on that
The Dark Ranger Feb 24 @ 12:34pm 
I gave up on using this because it kept bugging out and I eventually got a bug where the ENTIRE enemy army could be captured as slaves. If I reached negative slaves at any point I would end up on the next turn with several million slaves which obviously broke the game's economics or somehow, several million NEGATIVE slaves, how I was in slave debt I have no idea.
Aatrocy  [author] Feb 24 @ 12:27pm 
Intended.
Do let me know if something breaks though.
Might try and mod DEF again when we finally get a DLC (next one i hope)
Antero Feb 24 @ 6:54am 
When I use this mod the values on the various slave population requirements range from 5000 - 25000. This is not intended, is it?
The Dark Ranger Jan 18 @ 7:01pm 
Im misstaken, ssorry, no, I had the slums and disstrict that can be built in minor ssettlmentss, can I have multiples and both? Otherwisse reaching 0 slaves will break your game if that wasn't the problem.