Total War: WARHAMMER III

Total War: WARHAMMER III

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Resourceful Benefits - Faction & Campaign Benefits Via Resources
   
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Oct 20, 2023 @ 3:51am
Apr 18 @ 8:44am
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Resourceful Benefits - Faction & Campaign Benefits Via Resources

In 1 collection by RagnaroK
RagnaroKs Collective Mod Compendium
57 items
Description
Greetings fellow mod enjoyers!

I grant to thee - A resource enhancing mod for your collection.

Ingame screenshots show a few examples of the new benefits gained via resource buildings.

The benefits are made with proper possibilities in mind. This could be furs providing tiny growth via the hunted animals as well as providing supplies for the settlement during siege, when used against the cold or as padding.
I see this possibility with most resources providing some sort of defensive supplies, like iron, wood, marble, obsidian which could potentially be used to strengthen or repair walls, gates or even as ammunition. Same goes for medicine healing wounded, animals keeping the population fed and so on.

This is where attrition kicks in when under siege, where a settlement garrison will take less damage due to a local resource like pastures, medicine and so on. Along that same line the settlement would have emptied outlying food stores, making the besieging army suffer a small amount of attrition.

Finally this is imagined to be transported around in your empire/kingdom, thus the miniscule factionwide bonuses.

Issues & Considerations
  • Why are some of the benefits somewhat minor in scope? The benefits stack, so keep that in mind when you expand your empire.
  • AI will also receive these benefits.
  • Keep in mind, that the benefits from a resource building which is not factionwide, only applies to that said region.
  • There are several mods on the same subject, but I believe this to be different, as I intend to give resources a proper purpose.
  • The resources are made with proper possibilities in mind.
  • Dwarf tier 4 resource buildings gives the tier 3 values.
  • Factions with only tier 1 resource buildings, receives the tier 1 benefit.
  • Attrition effects does not stack.

A List of Benefits
    Meaning of Terms
  • FW = Factionwide.
  • US = Under Siege.
  • IBR = In Besieged Region.
  • AA = All Armies.
  • RO = Region Only.
    Wine - Tiers
  • Public Order: 0 -> 0 -> 1 (FW)
  • Diplomatic Relations With All Factions: 2 -> 3 -> 5 (FW)
  • Attrition: -10% -> -20% -> -30% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Spices - Tiers
  • Hero Action Success Chance: 1% -> 3% -> 5% (FW)
  • Hero Action Cost: -1% -> -3% -> -5% (FW)
  • Attrition: -5% -> -10% -> -15% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Marble - Tiers
  • Construction Cost for Province Capitol/Settlement: -2% -> -3% -> -5% (FW)
  • Construction Cost for All Buildings: -2% -> -3% -> -5% (FW)
  • Defensive Supplies: 150 -> 300 -> 450 (US)
  • Defensive Supplies: 25 -> 50 -> 75 (FW)

    Obsidian - Tiers
  • Cooldown of All Spells: -5% -> -8% -> -10% (AA)
  • Magic Cost for All Enemy Spells: 5% -> 8% -> 10% (AA)
  • Defensive Supplies: 150 -> 300 -> 450 (US)
  • Defensive Supplies: 25 -> 50 -> 75 (FW)

    Salt - Tiers
  • Local Settlement Income: 1% -> 3% -> 5% (RO)
  • Army Capacity: 1 -> 1 -> 2 (FW)
  • Attrition: -5% -> -10% -> -15% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Ivory - Tiers
  • Income From Trade Tariffs: 3% -> 5% -> 10% (FW)
  • Campaign Movement Range: 3% -> 5% -> 10% (AA)
  • Defensive Supplies: 150 -> 300 -> 450 (US)
  • Defensive Supplies: 25 -> 50 -> 75 (FW)

    Dyes - Tiers
  • Spell Resistance: 1% -> 2% -> 3% (AA)
  • Miscast Chance for Enemy Spellcasters: 2% -> 3% -> 5% (AA)
  • Defensive Supplies: 150 -> 300 -> 450 (US)
  • Defensive Supplies: 25 -> 50 -> 75 (FW)

    Iron - Tiers
  • Armour: 1 -> 1 -> 2 (AA)
  • Melee Weapon Strength: 2% -> 3% -> 5% (AA)
  • Defensive Supplies: 150 -> 300 -> 450 (US)
  • Defensive Supplies: 25 -> 50 -> 75 (FW)

    Timber - Tiers
  • Ammunition: 1% -> 2% -> 3% (AA)
  • Missile Strength: 1% -> 2% -> 3% (AA)
  • Defensive Supplies: 150 -> 300 -> 450 (US)
  • Defensive Supplies: 25 -> 50 -> 75 (FW)

    Gold - Tiers
  • Army Upkeep: -1% -> -3% -> -5% (AA)
  • Attrition When Defending: -5% -> -10% -> -15% (US)
  • Attrition: -5% -> -10% -> -15% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Gems - Tiers
  • Leadership Aura Size: 1% -> 3% -> 5% (AA)
  • Income Post Battle: 1% -> 3% -> 5% (AA)
  • Attrition: -5% -> -10% -> -15% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Furs - Tiers
  • Physical Resistance: 1% -> 2% -> 3% (AA)
  • Missile Resistance: 1% -> 2% -> 3% (AA)
  • Attrition: -5% -> -10% -> -15% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Pastures - Tiers
  • Growth: 10 -> 15 -> 20 (FW)
  • Casualty Replenishment: 1% -> 2% -> 3% (AA)
  • Attrition: -10% -> -20% -> -30% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Animals - Tiers
  • Speed for Cavalry Units: 1% -> 3% -> 5% (AA)
  • Charge Bonus for Cavalry Units: 1% -> 3% -> 5% (AA)
  • Attrition: -10% -> -20% -> -30% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Medicine - Tiers
  • Ward Save: 1% -> 2% -> 3% (AA)
  • Casualties Captured Post Battle: 1% -> 3% -> 5% (AA)
  • Attrition: -10% -> -20% -> -30% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Pottery - Tiers
  • Tradable Resources Produced: 1% -> 3% -> 5% (FW)
  • Construction Time for All Buildings: -2% -> -3% -> -5% (FW)
  • Attrition: -5% -> -10% -> -15% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

Collection of Mods I Created
Thank you for spending some of your time, considering using some of my mods.
7 Comments
RagnaroK  [author] Jun 7, 2024 @ 7:28am 
You can do 0.5% etc. without problems yeah, just keep in mind that 0.2% of something is like not worth having :steammocking:

Yes go right ahead, I always welcome sub mods. :WH3_clasp:
Mortarch Of Blood Jun 7, 2024 @ 7:22am 
Hey Rag, is it possible to have stat increases by 0.something % or does it have to be whole numbers ( 1.0 I mean ) . Just wanting to know as if you have a lot of resource buildings then your armies become uber and the campaign just gets silly, in my honest opinion and no offence intended. Its a great mob, but just not my tastes.

If it is possible to have lets say 0.2% speed increase, would you mind if I alter your mod and post it? You have a lot of mods and I dont want to increase the work load :P
RagnaroK  [author] Feb 28, 2024 @ 1:44am 
Yeah you already got all of these with "Resourceful Purpose" :)

These benefit ones adds somewhat logical effects to vanilla resources. Going through some of the older mods to shape up descriptions etc. when I have a little spare time here and there.
sigmars_disciple Feb 27, 2024 @ 4:34pm 
Ah, it's a compilation of multiple resource things per se, but vs. Resourceful Purpose the difference is that this is only the "Resources module" of Resourceful Purpose, and the version for use without Eviltide at that.... Whereas Resourceful Purpose is based on Eviltide AND includes it PLUS other mods. That roughly correct? :)
sigmars_disciple Feb 27, 2024 @ 4:30pm 
So somehow this mod slipped through the cracks for me.
Now I'm late to the party and struggle to understand the difference between !!!!!ResourcefulPurpose (the compilation) and this as it sounds like it's a compilation mod too.... (Sorry.)
RagnaroK  [author] Feb 19, 2024 @ 8:37am 
I sure did, thank you for pointing it out Boldor. :steamthumbsup:
Boldor Feb 19, 2024 @ 8:32am 
Hey, might it be possible you copypasted the description wrongly? Says here this one only works with the Eviltide Mod, but I would guess that was meant for the ET Version?