Total War: WARHAMMER III

Total War: WARHAMMER III

185 ratings
New Unit Caps for All
10
4
3
4
2
2
3
2
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
652.372 KB
May 28, 2024 @ 9:40am
May 8 @ 5:18pm
40 Change Notes ( view )

Subscribe to download
New Unit Caps for All

Description
This mod is a spiritual successor to the original "Unit Caps for All" created by Vacuity. A huge thanks to him! He did an incredible job, and his mod significantly enhanced our gameplay experience. After development on his mod ceased, we decided to take it up and release our own version.

WHAT DOES THIS MOD DO?
This mod introduces unit caps for all factions in the game. While each faction has a few basic units that can be recruited freely, the recruitment capacity for all other units is now limited by the military buildings you’ve constructed.

The mod affects both AI and players. However, for those who prefer the mod to impact only the player, there is a submod available that allows for this adjustment.

This mod does NOT apply to Beastmen, Chaos Dwarfs, Tomb Kings, Nurgle, and Warriors of Chaos, as they already have unit caps and/or unique recruitment systems.

It does NOT impact units that already have a cap in the base game, like the Dread Saurian or Tor Yvresse's special units.

Also, this mod does NOT affect Alliance recruitments from Outposts.

WHY USE THIS MOD?
In short, it promotes army diversity, reduces unit doomstacks, and increases the game’s challenge.

This mod is designed to make the game more challenging, without giving any extra cheats to the AI. It achieves this by severely limiting the availability of elite units, encouraging players to rely more on lower-tier units. Additionally, it introduces a strategic element to expansion, as you'll need to carefully plan the construction of military buildings to recruit more units, rather than focusing solely on increasing revenue.

HOW DO THE CAPS WORK?
The unit caps apply on a per-unit basis, not by class, meaning you will need to incorporate "lesser" units to complete your stacks

Several units with weapon variants will share the same caps. For instance, when playing as the Dwarfs, constructing Barracks will provide additional unit caps that you can allocate to recruit either Longbeards with shields or Longbeards with great weapons.

These shared caps only apply to units recruitable from the same building at the same level. There are no shared caps for units with different weapons that require a different building level to be recruited.

For those who prefer not to have shared caps, there's an alternative version of the mod where all units now have their own specific caps for each weapon variant.

Ogre camp armies are included in the unit caps. To compensate for this, Ogre Camp buildings grant additional unit caps compared to those of other factions.

Optionally, you can use this submod, which adds a few unit caps for the player. It’s primarily designed to assist with early-game expansion and is particularly useful for players who don’t own the DLC for the faction they’re playing. This helps mitigate the feeling of being overly restricted by the available caps due to the absence of DLC units.

COMPATIBILITY:
This mod is NOT compatible with:

- Mods that modify unit recruitment
- Mods that add new units and/or new buildings, unless using a dedicated submod. The game will work but the mod will not apply to these units/buildings

This mod is compatible with:

- Tabletop Unit Caps
- AI mods
- Mods that change unit's size or stats
- Everything else, I guess

This mod can be added or removed in the middle of a campaign.

This mod can be used in multiplayer campaigns.

SUBMODS:
Additional caps
No Caps for AI
Chinese translation
French translation

Please note submods made for the original Unit Caps for All are NOT compatible with this mod.

CAN YOU MAKE A SUBMOD FOR [...] ?
Most likely no. Please understand that we already have a long list of tasks to improve the main mod, so we do not take submod requests.
However, feel free to make any submod you want! It is not that difficult. See the tutorial in the discussions section below, then if you have any questions, feel free to reach out, and we will do our best to help.

HOW ARE UNIT CAPS CALCULATED?
They are based on the unit's multiplayer cost and the building level/cost. We use the same calculation method for ALL units and try to avoid as much as possible any manual adjustment.
Popular Discussions View All (3)
16
Jan 6 @ 5:28am
Bug reports
furoba
14
Jan 8 @ 5:15am
Balance suggestions
furoba
6
Mar 25 @ 2:46am
How to make submods
furoba
218 Comments
Revelation May 9 @ 7:28am 
awesome, got an update.
desgreenough May 9 @ 4:27am 
best mod in workshop
furoba  [author] May 8 @ 5:28pm 
The mod has been updated to fix the issues with Kislev.

@ sarumanthecursed: You make some good points. I haven’t played Tomb Kings in a while, so I’m not sure how they compare to the newer factions. From what I remember, they weren’t that strong, even with their generous unit caps. Hopefully, CA will change their capping system in a future update to match the one used for Chaos Dwarfs—that would make it much easier to mod their caps, and I might consider it then. But right now, it takes too much time to change their caps, so it’s outside the scope of this mod.
sarumanthecursed May 5 @ 4:59am 
Tomb king caps feel slightly op in comparison to the stricter caps of this mod on other factions (which i love)

Specifically the following units:

Nehekaran warriors
Skeleton cavalry
Nehekaran Riders
Sepulchral Stalkers

Can easily get up to double digits with those cape, due to each tier granting even more caps

I fine myself easily fielding 30 nehekaran warriors
furoba  [author] May 5 @ 12:02am 
@MJD: thanks for the report, I will have a look at these issues
MJD May 1 @ 11:38am 
Great mod. A couple of things appear to be wonky with Kislev. Ice Guard building as Katarin only increases the cap for the glaives version, not the swords. Also the Bear building (animal den or whatever it's called) gives +3 snow leopards at first level, then goes down to +1 at next level, then back up to +4 for the top level.
furoba  [author] Apr 9 @ 2:05am 
@Appraiser @Kevin Mulvaney: Thanks so much for the kind words! I’m glad to hear you’re enjoying the mod.

@aa云淡风轻aa: Huge thanks for sharing the translation! I've added the link to the mod description.
aa云淡风轻aa Apr 7 @ 7:47pm 
Chinese translation for this mod
中文翻译id:3459743196
good mod for this game ,thank for your hard work
Kevin Mulvaney Apr 5 @ 5:14am 
The best unit cap mod out there. Forces both player and AI to use diverse armies, with no doom-stacking.
Appraiser Apr 4 @ 11:07pm 
Your continued maintenance for the mod is very much appreciated, friend.