Total War: WARHAMMER III

Total War: WARHAMMER III

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

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.

This version only works alongside my Eviltide Trade mod. Make sure Eviltide is placed above.

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.

This mod is included in my Resourceful Purpose - Compilation and by subscribing to the compilation mod, you no longer need to subscribe to this mod.

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.
37 Comments
Krakenous Apr 19 @ 1:41pm 
Oh an update! Rag, you have returned or?
C-Vale Dec 1, 2024 @ 10:31am 
And, I assume this probably goes for all the other resources too, but all of my tests have just been loading up a new Valkia campaign and getting the chaos fort to check out the marble.
C-Vale Dec 1, 2024 @ 10:28am 
A-ah. I appreciate it heavily but, I think I might have worded what the bug actually was incorrectly. See, the first level of marble camp was (and still does) grant the full benefits of this mod, aka defensive supplies locally, defensive supplies faction wide, cost reduction for all buildings, and cost reduction for the capital. Tier 2 and 3 however, while they now offer the upgraded version of the *basegame* effect, they don't offer any of *this mod's* benefits. Sorry for the trouble/miscommunication!

And, as for the interest of merging... idk? I don't really have any strong opinions about it either way.
RagnaroK  [author] Nov 30, 2024 @ 10:40pm 
It is now fixed.

Out of interest, since I haven't really had the pleasure of trying chaos and welfs out to much myself, would it be desirable, if I merged the forest/fortress and altar/outpost mods into one? I am trying to cut down unnecessary mod clutter from 6.0 and onwards.
RagnaroK  [author] Nov 30, 2024 @ 8:19pm 
I prefer thorough feedback, so this is good. :steamthumbsup:

Progression icon is fine, I have that in my 150 mod list too.

I will check chaos in a few hours, as I did my test with welfs. :steamsunny:
C-Vale Nov 30, 2024 @ 10:19am 
Alrighty! Yeah, with a more traditional faction like High Elf, it works perfectly fine, even with building progression icons. And, even though I said I wasn't going to make a follow up post, I made this anyways cause I remembered a detail that might help with testing. I was using Valkia (Khorn Champion of Chaos) for my own attempts, and that's why I was specifying marble, because her first Dark Fortress has marble. So, not only is that a quick way to find marble to test it, but perhaps those details could help narrow the problem down in some way. I don't know, buut trying to be as thorough as possible in a bug report is a good practice.
C-Vale Nov 30, 2024 @ 9:49am 
Nope, I make sure to not use SFO and your mod set at the same time, cause of it being very likely to break things. I do have one other mod which interacts with buildings, but it's just Building Progression Icons 3. And, even then, I load it first in the order before these mods so it's most likely to be overwritten in any changes it does make. Also, just in case, you did make sure to test it with Warriors of Chaos, right? Cause, they're the ones I'm having the bug with. I admittedly didn't test it yet on any other faction, but I plan to after posting this message, so if I don't have a follow up post just assume it works fine for the regular factions.
RagnaroK  [author] Nov 30, 2024 @ 1:52am 
So I just wen't in to check if I had missed something, but it worked on my end, with the marble construction cost you mention going from -5 -> -10 -> -15%

Any chance you are using SFO or some other kind of overhaul? I know from other feedbacks, that SFO also fiddles with resource buildings, but I could do something for mine to override theirs.
RagnaroK  [author] Nov 29, 2024 @ 10:26pm 
I might have forgotten to add an effect, I Will give a look in a few hours or earlier. :steamthumbsup:
C-Vale Nov 29, 2024 @ 5:33pm 
.....ah. Still only giving the special effect of the tier 1 Marble camp, with tier 2 and 3 instead having the base game -5 construction cost, normal marble gain and nothing else. Was worth a shot though!