Total War: WARHAMMER III

Total War: WARHAMMER III

38 ratings
Campaign Configuration User Guide
By CJ3200
This is the user guide for my Campaign Configuration Mod. I'll be working on updating this to include tips, tricks, fun stuff, and helpful hints about how to use the mod. Work in progress right now.
   
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Introduction
Welcome to the Campaign Configuration User Guide. This something I've had on my mind for a while, but ya know - life, modding, and actually playing the game sometimes get in the way. This is currently a work in progress. Feel free to ping me if you want to contribute.

The most important thing to do when using this mod is enable the settings you want by checking the various enable boxes.

These boxes exist for three reasons:
1. To make the code more modular and make it easier for me to add new settings.
2. To hopefully reduce the amount of performance my mod takes up, because the scripts don't run if the box isn't checked.
3. It's way easier to turn on/off certain settings if you don't want to use them anymore, rather than having to reset everything to zero.

The second helpful thing that applies to all sections is to hover over the options if you want to know what values are accepted. In most cases I've put the range of input values in the tooltip.


Finally, all sections have a drop down that allows you to choose which AI cultures the settings will apply to. This is one of my favorite improvements over the WH2 version of this mod. The opportunities for customization are nearly endless now. You can apply each individual section settings to all AI factions, or only the cultures you choose. But, if you leave the drop down on All AI Factions, it won't matter what boxes you have selected below.


Those are my top things to know that apply to all sections. Keep on reading for section specific information.

This mod would not have been possible without the work of the dedicated modders at Da Modding Den. Join us on Discord here: https://discord.gg/d5vSDpt. I'd especially like to thank:
  • Groove Wizard for developing MCT and for all the help with my own scripting along the way.
  • Frodo for maintaining RPFM.
  • NordenBear for the artwork.
  • CA for making a great game and sometimes even dropping by the modding den to help out
  • Other modding den moderators, modders, and users who help me troubleshoot, listen to my rants, and generally provide morale support.

I mod because I enjoy it, and I'll continue to do so until I don't enjoy it. My other passion is hiking and outdoor activities. Rather than a Patreon or anything like that, consider donating to the Wasatch Mountain Lodge[www.wasatchmountainlodge.org] or becoming a member of the Wasatch Mountain Club[www.wasatchmountainclub.org] or the Inter-Mountain Alpine Club[imacnw.org]. Even if you don't participate in the club activities, your membership dues will help support local trail maintenance, outdoors education, wellness, and being closer to nature.
Supported Mods
Supports the following mods that add new cultures to the game:
Cataph's Southern Realms
Gnoblar Hordes - The Unwashed Masses
OvN Lost Factions: Albion
OvN Lost Factions: Fimir
Rotblood Tribe


Support includes both legendary lord options, and adding the option to buff AI cultures in all sections.

Also includes support for mods that add legendary lords to existing cultures:
Mixu's Legendary Lords
Tomb Kings Extended
Legendary Characters
Cataph's Kraka Drak
The Jade Blooded Vampires: Curse of Nongchang
Araveena Custom Legendary Lord
Pestilent Brotherhood
Bertrand the Brigand
Heroes of Legend
Kar Odacen
The Princess and the Loremaster
Putrefus Biletide
Ghark Ironskin
Clan Treecherik
Clan Verms
Trajann's Red Butcher
Trajann's Ruined Hunter
Trajann's Charred Judge
Solland: Faction Overhaul
graetor's Grand Masters
Savage Hunters: The Tribe of the Wolf
graetor's Legendary Grand Masters
Sigmar's Heirs, an Empire Overhaul
Legends of Athel Loren
Great Grillzer-Griff Makiki da Cunning
Blood Knight Champions: Season 3 - Path to Glory Update!
Legendary Lord - Ushoran - By Wildcat™
LoW - Legions of the Scarlet Empire
Sylvania: Faction Overhaul
OvN Lost Factions: Citadel of Dusk
Dmitry Tzaryov for Praag (Ropsmenn Clan) v2
Nanu's Pirates of Sartosa Overhaul
Copher faction overhaul
Hrothgarr Bloodrage - Norscan Legendary Lord
Marienburg: The Merchant Empire
Bad Legendary Characters - Legendary Lords / Legendary Heroes
Cryswar's Characters - Legendary Lords FLC
Legendary Lord - Urzen the Unrelenting - By Wildcat™
Thalandor Doomstar, Legendary wood elf Lord of the Asrai.
Trajann's Other Gods Compilation

All supported mods are in my personal mod list that I play with, so while I won't guarantee compatibility, you can rest assured that any incompatible updates will affect me too and I'll be working fixes ASAP.

Modded lord / culture options are going to show up whether or not you have the mods installed. Rest assured, if the mod isn't installed, the checkbox just doesn't do anything.


It's relatively trivial (3 lines of code) for me to add new Legendary Lords, so feel free to comment if there is a Legendary Lord you want added.



AI Diplomacy Settings
Step 1: Make sure to enable the global AI settings. The dropdown only matters for the global preference / aversion setting. The individual culture settings will still apply as long as the "Enable AI Diplomacy Settings" box is checked.
Step 2: Edit your specific cultures. In this example, I'm going to make High Elves like Dark Elves and hate each other.


Step 3: You can see that it's working in certain diplomacy options or by zooming out on the map and seeing the preference / aversion settings between factions.




Economy Settings
The Economy section has a full set of income and upkeep settings you can use to modify the player and AI economy.

Almost everything is a percentage, except for background income, which is a flat number. Background income also has it's own separate enable box, so don't forget to click that if you want to use the background income setting. Background income works by applying a set amount of gold to your treasury every turn. It will even prevent you from going bankrupt, since it adds the money at the beginning of your turn.

It's a bit tough to tell when the economy settings are working, but enough poking around and you can find the information. In this example, I'm going to give a massive boost to taxes, make buildings free, but balance it with recruitment and upkeep costs. I'm also just doing some random AI settings to trigger the script so I can check the logs and make sure it's working.

Here are my settings:

First I'll check upkeep and recruitment costs. Yep, those Darkshards are expensive.

Next up is building costs. Yep, they are free.

Tax rate is a little harder to find, but there it is, giving me a massive boost on my port income.

Background income doesn't show in a tooltip. You just have to look for it. Here, on turn 1, I have 10000 gold instead of the usual 5000. That's because my background income setting added 5000 gold before my turn started (yup, even works on turn 1).

Here, on turn two, you'll see it prevented me from going bankrupt, and gave me 5000 gold at the beginning of my turn.

Checking to make sure it's applying to the AI is a little harder. You'll need to run a script debug mod like the Script Debug Activator. If you have that active, pull the logs and you'll see the commands applying the econ bundle to the various factions. In this example, I was checking to make sure the Selected Cultures option works, so I only applied the bundle to Bretonnia, Beastman, and Cathay.
Anti-Snowball Settings
Anti-snowball settings apply penalties based on the settlement distance from your capital. You get to set the the distance at which penalties start to apply and the "base" penalty modifier. If you capture a settlement that is within the empire size distance, then no penalties apply and nothing will happen.

The formula is basically ((distance - allowed size) / allowed size) * modifier. So, for example:
Allowed Size = 100
Income Reduction Modifier = 100%

If I take a settlement that is 101 units away from my capital then my income reduction penalty will be:
(101-100) = 1
(1/100) * 100 = 1% income reduction at that settlement.

Let's look at a real example. In this case, I've set my Empire Size Allowed to 20 map units (this is really small - see example sizes at the end of this section). I've also set my penalties to be around 20, with some, like recruitment duration, to be 5.


Let's load in, play a few turns, and capture a city.


Here, I've captured Har Kaldra, which is 46.01 map units from my capital of Naggarond. You can check this in the script logs. I've set it up so that you can search "CJ player anti-snowball" and find the distance of any recently captured city.


Using the formula, my distance is:
46.01 - 20 = 26.01
Then (26.01 / 20) = 1.3.
Then 1.3 * 20 = 26.
So everywhere I selected 20 as my base modifier is actually going to get a 26.01 value. And I selected 5 as my base modifier for recruitment so:
1.3*5 = 6.5. So units should see an additional 6.5 turns to recruit (whoah - you can see how it adds up quick with small sizes).

The bundle and effects will show in the Province Effects bar.


Running through the effects:
- Control shows up as "Climate"

-Construction cost and time just get tacked onto the buildings. Unless you compare to a region without the penalties, it's difficult to see them. The income modifier is easy to see at least.

-Casualty replenishment is really tough to see, but if it goes negative, your units won't be replenishing.

-Growth shows up as "Other"

-Corruption is easy to spot and shows up as "Events"

-Last but not least, recruitment duration. It appears to round up.

Empire Size Data Points
Here are some distances in the Immortal Empires map to help you determine what value to set your empire size to:
- Lothern to Shrine of Khaine: 150.05
- Whitepeak to Tralinia: 173.23
- Altdorf to Nagenhof: 193.02
- Dietershafen to Grenzsadt: 224.96
- Haichai to Quang: 285.16
- Dai Cheng to Nan-Gau: 360.44

The Immortal Empires map itself is approximately 1400 units in the X direction and 1000 units in the Y direction.

Hope you enjoy the extra challenge, and feel free to let me know in the comments if you have any suggestions for improvement.
13 Comments
Fyrijou 5 hours ago 
i tried to use some configurations, but it never let me save the changes and i revert back to the default state. Couldn't save on the main screen or on a safe file. Why can i not safe it?
roycegank Jan 31 @ 9:38pm 
@DeLorean I think you might need Mod Configuration Tool - v0.9 Beta to see the options?
roycegank Jan 31 @ 9:33pm 
Mod doesn't seem to work for me, I tried disabling all my other mods and have this one and Mod Configuration Tool - v0.9 Beta on, but when I try to edit the player values for background income, instant rank etc. It doesn't seem to be working. Any suggestions?
DeLorean Jan 15 @ 5:17pm 
same as aidan, i dont even see where the options are
Tanik Deadlight Dec 26, 2023 @ 4:37am 
Who can tell me the settings to improve empire faction's chances to survive?
randy Aug 25, 2023 @ 4:17am 
@porchiazzo680 Session change is needed, to force script execution. Save and load the game, after changing settings.
Martian Knight Jun 12, 2023 @ 2:21pm 
When I change any of the settings and check the boxes to enable them nothing happens. I tried ending my turn but still nothing changed. What am I doing wrong?
aidanngodfrey May 28, 2023 @ 3:11am 
Gonna sound stupid but how do i even get into the options i don't see a button anywhere? :(
LordFryingPan Apr 30, 2023 @ 2:26am 
The Research section doesn't seem to work or I am misunderstanding the 'The Instant Research All Techs'

Does it mean that it will instant research all tech in a single turn or 1 tech per turn?
dodge33cymru Apr 26, 2023 @ 11:17pm 
Wow, thank you for this much explanation and so clearly laid out