Total War: WARHAMMER III

Total War: WARHAMMER III

171 ratings
Raiding for Resources
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Tags: mod
File Size
Posted
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187.097 KB
Oct 7, 2023 @ 7:21am
Jun 24, 2024 @ 4:42am
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Raiding for Resources

Description
Very light script mod which allows every faction to gain trade resources from raiding regions with an existing resource. The resources will appear at your capital for an additional 3 turns for each turn spent raiding. These resources will be used in any trade agreements and can also be used for forging magic items with the Dwarves etc. Only works for the resources inherent to the campaign map and not unique faction resources. Your own regions will not yield any loot but ruined regions will. Feel free to leave any feedback below.

Save-game compatiable.
Immortal Empires only.

French Translation:
https://steamcommunity.com/sharedfiles/filedetails/?id=3047922227
26 Comments
´EE`∞EternaL Jan 20 @ 3:09pm 
may i create a submod that reduces the turns to 1?
Sly Aug 21, 2024 @ 3:39pm 
This is a great idea! Good stuff
SinisterWeasel  [author] Dec 5, 2023 @ 2:03am 
@Salix I like the idea. But as far as I know there's no way to detect the resource amounts being exported. It's buried beneath inaccessible code.
Salix Nov 16, 2023 @ 11:19am 
I've been thinking for a while that resources should give a global effect as long as it is scaled with how many resources you are producing/importing but not exporting. i.e. if you are exporting all your iron, you shouldn't get the associated global effect.
SinisterWeasel  [author] Oct 27, 2023 @ 10:25pm 
Рад, что вам это нравится!
Quickwitted Oct 26, 2023 @ 10:58pm 
давно ждал этого
ты лучший!
SinisterWeasel  [author] Oct 18, 2023 @ 10:05pm 
@NoSkill I like the idea, unfortunately I don't think it's possible to add resource costs to buildings. It's a hardcoded table and you can only add gold or growth costs. Maybe something like resources having a small global effect i.e. medicine gives +5% replenishment or timber gives +5% construction speed. That would definitely be doable. Thoughts?
NoSkill Oct 18, 2023 @ 6:58am 
Just something to make resources more useful in general:

- Idk how this fits, but maybe you could make a mod that requires a resource a cost for
landmarks, since those give quite powerful buffs and are usually the better choice then regular
buildings.

Something like T1-3 landmark requires 1 resources, T4-5 require 2 resorces.


- Maybe certain factions could have an affinity for certain resources

-
SinisterWeasel  [author] Oct 14, 2023 @ 4:06am 
Cheers guys, glad you're enjoying it. Remember to leave any suggestions you have to improve the mod.
sigmars_disciple Oct 13, 2023 @ 6:04pm 
Agreed with Solaire, this DOES make a LOT of sense. Good work, brother <3