Total War: WARHAMMER III

Total War: WARHAMMER III

281 ratings
Geomantic Web Overhaul
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Tags: mod
File Size
Posted
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896.371 KB
Jun 14, 2023 @ 1:01pm
Mar 28 @ 4:38am
7 Change Notes ( view )

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Geomantic Web Overhaul

Description
This mod adds significant features to the Geomatnic Web to spice up Lizardmen playthroughs. Note: Need UI modders help for future asipirations!

What Does this Mod Do?
This mod adds 'Geomantic Boons' to every node on the Geomantic web. When active, these nodes provides its boons to the source province and any province connected to them on the Geomantic web.

How does it work?
The Geomantic web is a network of regions that are in one of three states
  • Not active - does not provide a boon. (Default state)
  • Connected - can be part of a network, but cannot share or gain boons(Any region held by an Allied Lizardmen faction*)
  • Active - can gain and share boons with it's network (Any region owned by you as a Lizardmen player)

A faction can have multiple networks, networks can be split up when losing territory, or can merge when you link them together!

*Oxyotl can make any region "connected" by placing a silent sanctum. They can make any region "active" when building a capstone of Tepok.

What are boons?
Boons are effect bundles that are applied to the province, affecting the province itself or any force on them. There is one boon for every node - giving us a grand total of 213! boons.

I've put a lot of thought into ensuring that these are effective enough but not super OP. There are some very nice boons that I have placed in locations that are far from typical LM lands and may require you to make some tough calls about the value of allies :)

Blessed Spawn rework:
I've not removed the old blessed spawn system (yet)- however there is now a new recruitment method that is part of the geomantic web rework.
  • Blessed spawns are now a regional mercenary pool that defaults with a cap of 0.
  • Certain Geomantic web nodes will increase the cap for specific blessed spawns of the regional pool for any connected regions.
  • Certain Geomantic web nodes will increase the spawn chance of specific blessed spawns for any connected regions.
  • Some rare regions may increase cap/ chance for all blessed spawns in connected regions (e.g. Hexoatl)



You can see the list of boons in the relevant mod discussion post. https://steamcommunity.com/workshop/filedetails/discussion/2989311137/3816285189351668687/

Minor notes:
  • The purple buildings have been nerfed slightly to give less corruption/ control - this was to make some space for a few of the more generic boons.
  • Vanilla Geomantic Web stuff is left untouched (all code driven :( )

Future Ideas:
  • I want to try and have a decent UI for showing the boons - it's not very good atm.
  • I have plans to add some active abilities/ rituals to allow temporary activation of nodes. This requires UI work though
  • I'd like to consider adding faction interactions with the feature.

Thanks:
Thanks to Lycia Pintella for the effect bundle scope!
In addition thanks to the Modding Den for answering questions during my more dense moments!
Thanks to CA for the game and tools I used to make this.
48 Comments
LobsterTickle Mar 18 @ 4:44am 
Appreciate the info. No worries. Thanks for your work on this wicked mod as is! Works like a charm!
IfThenOrElse  [author] Mar 17 @ 8:09am 
Hey, so it should work, for the pre-existing regions, but not the new ones. Setting them all up would take a chunk of work and I do t have the time to create and support that ATM. :(
LobsterTickle Mar 17 @ 4:49am 
Excellent edition for the Lizardmen. Really does help add interest to the geomantic web.
Quick question, does this work with the added regions in Immortal Empires Expanded? If it's randomly assigned to region capitals, then I assume it would...maybe?
Kharnath Jan 10 @ 11:20am 
not really. also it's barely readable
IfThenOrElse  [author] Jan 10 @ 11:17am 
Links to screenshots could help understand your issue, which is very broad.
Kharnath Jan 10 @ 4:05am 
why can i recruit blessed spawn in some provinces but in others the ui is empty?
IfThenOrElse  [author] Dec 26, 2024 @ 7:03am 
Should be fine, but I'll need to update it to give the new region an effect.
Solaire Dec 25, 2024 @ 10:47pm 
Does this need an update for 6.0?
Romulus Dec 23, 2024 @ 8:19am 
Does this mod play well with the lustria rises mod?
Legendarylocika Jul 28, 2024 @ 11:06pm 
hi, im loving this mod, i just have an idea. as lizardmen you want to paint the map with saurus and skink colors, including the chaos wastes, would it be possible to implement climate habitability as geomantic levels increase, to indicate restoration of the world's web. for example: yellow habitability becomes green at geomantic lvl 3, red habitability becomes yellow at 3 and green at 5