Total War: WARHAMMER III

Total War: WARHAMMER III

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Better Chaos Cults
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overhaul
Tags: mod
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634.567 KB
Dec 24, 2022 @ 5:58pm
Jul 13 @ 9:01am
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Better Chaos Cults

Description


Pending Update
This mod is currently being reworked for update 5.2, as such I would not recommend using it right now.

What it Do
I felt vanilla Chaos Cult mechanics were underwhelming, so I decided to improve them. Originally this was only targeted at cult buildings but, as I continued development, I came to the conclusion that I'd have to overhaul more than just the buildings. The mod improves cult buildings, allows cults to be purged (removed), and allows non-Slaaneshi cultists to establish cults, though they're much less effective at it.

Cult Spawn Logic
At the time of writing, vanilla cults have a 25% chance of spawning in an AI region with greater than 75 corruption, per turn, with a 15 turn cooldown (vanilla mechanic). This mod improves that to a 30% chance, a 10 turn cooldown, and cults can spawn in player owned settlements. These numbers are configurable via MCT.

Most cult buildings now have a 5% chance (or greater) to expand the cult to a nearby region, as long as the adjacent region has a similar corruption value of 75 or greater. This felt like an organic and realistic way for cults to spread.

Cultists Establish Cults
Khorne, Nurgle, and Tzeentch cultist agents can now establish cults after reaching level 5. Cults will be purged if the necessary corruption in the province reaches 0. Initially cultists will sacrifice themselves to establish a cult, after reaching level 10 they are able to establish cults without sacrificing themselves. This was my way of letting those factions spread cults in a targeted manner while also ensuring Slaanesh remains the master of spreading cults.

Cult Buildings
The mod buffs all cult buildings as outlined in the screenshots. I tried to make them a better thematic fit as well, but I'm open to suggestions. Here's my thought process for each dark god:

Khorne
Most of Khorne's buildings revolve around anarchy and spreading it, so these felt really good to me.

Nurgle
Nurgle is a slow but inevitable power, as such his buildings ebb and flow with life itself and the populace. His cults are the most difficult to get rid of once the infection sets in.

Slaanesh
Slaanesh cults tend to benefit to the host faction by lavishing them with excess, with the intent to vassalize them later. Slaanesh cults also only passively expand to factions that can be seduced through the Seductive Influence mechanic, though you can place them wherever you like for the most part. These cults can only be removed if revealed through the Protection building chain, and provide a very small amount of local corruption.

Tzeentch
Tzeentch's buildings provide different factionwide buffs based on the strength of the Winds of Magic in the province, and change the Winds at random periodically. When enough of the cults are aligned, powerful advantages can be gained, for a time.

Compatibility
New Khorne, Nurgle, Slaanesh, and Tzeentch factions should be compatible with this mod, however they will may be unable to establish cults with their cultists. I also might need to manually include new Tzeentch factions as they come up.

This mod may or may not conflict with other mods that change cult buildings and their costs. I don't recommend using this mod with other mods that allow cultists to establish cults, as there may be conflicts, but you're free to risk it obviously. It would also probably throw off the balance, but that's just my opinion.

Let me know if you find any bugs or have suggestions, feedback is appreciated.
Popular Discussions View All (1)
13
Sep 7, 2023 @ 6:25am
Discussion
BlackSoul
241 Comments
Acephelos  [author] Sep 21 @ 12:12pm 
<3 Give it time, the mod will come around eventually. I work on it a bit here and there.
Ooh-la-la, It's GAGA!! Sep 20 @ 7:49pm 
We need you now more then ever!
Sly Sep 12 @ 11:57am 
Just read the below comments. I'm keen to see what you do with cults :D
DawianTool Sep 2 @ 12:48pm 
@Acephelos No problem! No need to apologize) Even the mods you have already created are beautiful and earn awards. Well, CA... they can only peek and break)
Acephelos  [author] Sep 2 @ 12:21pm 
@DawianTool - Yup, sorry. I just can't introduce another mod into the mix right now, I already currently lack the time and energy for the ones I have released. With CA making significant changes to the game in regular updates, the upcoming DLC, and trying to maintain my own IRL stuff, I may find myself busy updating my current mods over and over again for the rest of the year.

It's still on my To Do list though, no worries.
DawianTool Sep 2 @ 12:17pm 
@Acephelos Hello, Master of all cults! After the release of 5.2, as far as I understand, the vampire cults segment is delayed? I wish you all the best and easy work ) :w_jam:
Sire Aymeri Sep 1 @ 11:59am 
Thanks
Acephelos  [author] Sep 1 @ 7:16am 
@Sire Aymeri - In update 5.2 cults no longer spawn randomly over time, the only way to get cults is to make them yourself via cultists. At the moment I'm still planning on a skill for cultists and creating cults, for balance reason, but my cults will still spread passively to a degree too.

I'm also thinking about giving the play 1-2 random cults to start with in the early game.
Sire Aymeri Sep 1 @ 6:06am 
Could it be possible to add the cult master traits as an alternative mod? I am in a 50+ campaign and I have yet to ancounter a single cult (note, I am heavely modded, so, who knows)
Sire Aymeri Aug 23 @ 8:20am 
Hey, I just wanted to say that your mod pre patch was the only way i enjoyed interacting with cults. I will gladly play with an updated version of it when the time comes