Total War: WARHAMMER III

Total War: WARHAMMER III

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Continent Clearer
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Tags: mod
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357.831 KB
Jan 14 @ 7:08pm
Sep 6 @ 2:56pm
12 Change Notes ( view )

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Continent Clearer

Description
Allows you to clear out all factions, settlements, and armies in particular areas of the map, and prevents anyone from resettling those areas. This can significantly reduce turn times, or just get rid of parts of the map you don't want. The regions to be cleared are selected in the MCT settings for the mod prior to starting a campaign.

This works on the standard Immortal Empires campaign, as well as the Immortal Empires Expanded and The Old World campaigns by ChaosRobie. It will not work in Realms of Chaos or any other modded campaign maps. A new campaign is needed for the mod to take effect, it won't do anything for existing saves.

Compatible with multiplayer campaigns, provided all players have the mod installed and activated. Only the hosting player needs to set the regions to clear in their MCT settings.

Depending on your faction and the regions you chose to clear, victory objectives may become incredibly easy or impossible. Endgame crises may also become weird, if you have them active it's best to restrict it to those in regions that still exist.

It is generally recommended not to delete the area that any player is starting in, as this will cause the game to get stuck on the Defeat screen.

Sometimes Beastmen or Rogue Armies spawn in the cleared areas and just chill there forever. It's fine, they like it there.

This mod requires MCT to function. It will not do anything without MCT active. It may or may not be compatible with other mods.
30 Comments
Rixaxun  [author] Sep 20 @ 4:44pm 
@leroykid The main cause of AI turn length is number of armies, although it's not the only thing. Large empires tend to field fewer armies per province than a group of minor factions would in the same space, so a mod like that would reduce turn times a bit. Most unmodded campaigns tend to have larger empires form up by the mid game anyway, so the turn time reduction would only be in the early game.
leroykid Sep 18 @ 2:04pm 
I wonder how a mod would work in shortening turn times by making more larger empires to begin with.
Rixaxun  [author] Sep 5 @ 1:28am 
@Crimson ReapeR Thank you. I plan to keep updating the mod for the lifespan of the game, since it's not really much maintenance work.
Crimson ReapeR Sep 3 @ 10:18am 
im gonna give some awards :)
Crimson ReapeR Sep 3 @ 10:16am 
please keep this updated forever, love this mod with a passion, speeds up the game soooo much, the best mod for performance by far and allows me to get rid of areas i would never interact with
FrenzyBee Aug 20 @ 3:57pm 
Ulthuan getting Thanos-Snapped via mods in the photos was not in my bingo card.
Azerty Jul 16 @ 1:19am 
Lifesaver of a mod, finally able to enjoy the game until we get a potion of speed 2.0.

Thank you sososo much !
Rixaxun  [author] Jul 15 @ 5:28pm 
@LyerKrow Great, thanks for testing that, it helps a lot. I've updated the mod description now to include the multiplayer compatibility. And yeah, if it works in one campaign in multi it'll definitely work in all of them.
LyerKrow Jul 15 @ 12:57pm 
Sorry for the waiting : it does work for multiplayer for Immortal Empire, i still didn't try on the old world, but idk why it shouldn't work. Futhermore just the host need to select the region he want to delete bc MCT will take the MCT of the host for the creation of the map!
Rixaxun  [author] Jul 1 @ 1:55am 
@LyerKrow I've never been able to test it myself, but it should be compatible with multiplayer, provided all players have the mod active and with the same settings. If you do try it, please let me know if it works or not.