Total War: WARHAMMER III

Total War: WARHAMMER III

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Monogod Recruitment Chain rebalance (No more Tier 0 Bloodletters and Chaos Warriors)
   
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141.108 KB
Feb 8 @ 5:27am
Apr 24 @ 7:16am
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Monogod Recruitment Chain rebalance (No more Tier 0 Bloodletters and Chaos Warriors)

Description
One of the main reasons I don't play monogod factions often is the bizzare balancing of their recruitment chains.

They get 800 gold daemon and chaos warrior units recruitable straight from their teir 1 settlement building, which makes their marauders and other cheap units feel obsolete.

Also, why are some chosen tier 5, while others are tier 3?

This mod fixes those issues, by moving around the recruitments of some units to different buildings, or different levels of buildings.

Warning!: This mod makes some buildings recruit only DLC units, thus it makes some recruitment buildings completely uselsess if you don't own those DLC's

This mod could also end up nerfing AI Khorne and Slaanesh factions, as they can no longer recruit bloodletters, daemonettes and chaos warrior units directly from settlements. and they may end up spamming chaos furies.
10 Comments
Pegaz  [author] Apr 24 @ 7:16am 
Updated to work with the Tz build tree rework
Dead Baron Apr 15 @ 3:25pm 
This pairs well with my marauder unit mod!
Pious Skeleton Apr 1 @ 11:28am 
Thanks! I was trying to move basic Chosen of Khorne up a tier in my Khorne rework mod myself and it was throwing me for a loop.
Pegaz  [author] Apr 1 @ 3:37am 
There is a table, I think "building_units_allowed" or smth like that, which defines which units can be recruited in which building.

Every unit-building link has a unique ID, I simply overwrote the link between the chosen and the tier 3 building with a different unit and a different building, thus leaving only the link between the chosen and higher tiers, making them tier 4
Pious Skeleton Mar 27 @ 1:56pm 
How'd you move Chosen of Khorne up a tier without touching the wh3_main_kho_infra_champion building?
Pegaz  [author] Feb 15 @ 10:19am 
Chaos Knights are tier 4 on pretty much all relevant factions.
Chaos Knights > Chosen

Checkmate atheists!

On a more serious note, this mod is all basically my personal prefference, for how the units should be balanced and distributed, according to my perceived power level of them in a campaign setting, and in py point of view, melee infantry is just bad in this game, so basically NO melee infantry unit deserves to be tier 5 whatsoever.
Vaxar Kun Feb 13 @ 11:28am 
have to agree with Alshua on the warriors
cool coccept, could use some improvements
Kentathor Feb 10 @ 6:10am 
Looks really good,will try it.
Alshua Feb 9 @ 10:46pm 
I like this idea a lot, but I feel the execution backfires by moving powerful units too early in the campaign. For instance, the base game has a two-tier gap between dual-weapons Marauders of Khorne and dual-weapons Warriors of Khorne. Since the dual-weapons type is very useful, and tier 3 can take a bit, there was at least some reason to use dual-weapons Marauders. In this mod, I would just wait for tier 2, which is almost immediate in-game. I find reducing the tier on Chosen hard to justify also; most other factions would kill to have something like them even at tier 5.
nlikely Feb 8 @ 10:30am 
Those chains make a lot more sense!