Total War: WARHAMMER III

Total War: WARHAMMER III

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Capital City Economic Scaling
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Tags: mod
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2.493 MB
Feb 25, 2023 @ 4:16am
Sep 28, 2024 @ 2:25am
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Capital City Economic Scaling

Description
Are you a fan of building tall? If so, this is the mod for you! Your capital is the cornerstone of your faction. With this mod, it's economic output will increase by a small amount every turn. This is provided in the form of a flat income bonus. As your faction expands to new settlements, the strain on your economy will reduce the bonus.

- Compatible with any and all mods
- Save-game compatible
- Multiplayer compatible? Need to confirm as I have no friends.
- You can view the current bonus in the region effects bar in the bottom left corner while selecting a settlement.
- Game starts with bonuses up to 400g (affected by starting settlements), increment is +20g per turn.

This mod is intended to make building tall a much more viable strategy by letting your economy stay strong whether you choose to expand or retain a small empire. Province capitals reduce the bonus by more than minor settlements. Undercities also decrease the bonus, and by more if your undercity is under a province capital. BE AWARE, the reduction scales exponentially with the number of settlements you own. I love smaller, more personal campaigns rather than conquering huge swathes of land. This mod will hopefully achieve that.

Compatible with everything. I've used completely custom scripts and effect bundles, so I'd be amazed if there were any conflicts. Feel free to ask me if you're not sure.

Ideas for other mods to try with this one:
Greater Settlement Garrisons
- https://steamcommunity.com/sharedfiles/filedetails/?id=2914339841&searchtext=garrison
More Building Slots
- https://steamcommunity.com/sharedfiles/filedetails/?id=2870464661&searchtext=building+slots
40 Comments
Mike Jul 20 @ 1:58pm 
I think the mod is currently broken? I've tried it with the drawfs. I hold 2 provinces, and the income is always 20, no matter how many turns i wait.
Rogueservitor Nov 17, 2024 @ 10:15am 
has an issue playing with the woodelves. propably something to do with wood elves campaign starting with the oak of ages, because starts to work if the player abandons oak of ages.
SinisterWeasel  [author] Oct 27, 2024 @ 9:00pm 
No, only counts settlements owned outright by a faction. Did you try going to the next turn to let it update?
Chicorito94 Oct 23, 2024 @ 5:27pm 
I was playing with the Solland mod, fought a bunch of wars locally and returned the settlements back to their rightful owners but the income given by this mod keeps going down. Now I only own 3 settlements but only receive like 22 gold/ turn (It was in 200s). So it seems that returned/ traded settlements still count as owned ones?
SinisterWeasel  [author] Aug 27, 2024 @ 3:20am 
@mikojb That's really cool, thanks for the kind review. Hope you enjoy using this and feel free to let me know if there's any issues, as usual. I should probably mention somewhere that the capital income is updated at the start of every turn (except the player's first turn because campaign start is a bit weird).
MichaelGFI Aug 26, 2024 @ 6:24am 
@SinisterWeasel I made a short showcase video for your excellent mod: https://www.youtube.com/watch?v=otgQo-WmeAI

Thank you for your work.
SinisterWeasel  [author] Aug 13, 2024 @ 8:26pm 
@mikojb Yep affects the AI, they get a slightly buffed version as well.
MichaelGFI Aug 12, 2024 @ 6:37am 
Great idea for a mod. Does this affect the AI also?
SinisterWeasel  [author] Mar 17, 2024 @ 4:41am 
@sigmars_disciple yeah should still work fine
sigmars_disciple Mar 16, 2024 @ 11:31pm 
Hey SinisterWeasel, is this still good to go with 4.2? Thx <3