Total War: WARHAMMER III

Total War: WARHAMMER III

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Fizzle Boom's Unit Caps [Beta]
   
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250.069 KB
Feb 27 @ 4:51pm
Apr 16 @ 6:58am
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Fizzle Boom's Unit Caps [Beta]

Description
I'm looking for feedback on balance. This mod is somewhat complicated and difficult to keep track of, so I created a spreadsheet to show each unit's unit cap and how to increase it. Anyone can comment on it with suggestion to improve it.

https://docs.google.com/spreadsheets/d/18P6xl1QuKqFNvdjo2M7k_rrPjO-M2YpeexFiyqIESb8/edit?usp=sharing

Introduction
This mod is my take on adding unit caps to all factions. My goal is to use unit caps to create more variety between factions of the same race. I used a large variety of methods to increase unit caps including regular building, landmarks, rare resources, and lord and hero skills. In general, low and some mid tier units remain unlimited, mid tier units and some high tier units have caps with multiple ways to increase them, and high tier units are locked behind landmarks, rare resources, or high level lord skills.

Faction Summaries
The Empire:
The empire has many regional units and unit caps for these units are increased by landmarks from their home province. Other unit caps are increased by regular buildings.
Dwarves:
Unit caps for dwarves get a big increase from landmarks in their major holds and a small increase from generic buildings
Vampire Counts:
Unit caps for Vampires are almost exclusively increased through lord skills. Mid tier unit caps are generally increased by redline skills and higher tier units are increased by Bloodline Vampire unique skills.
Greenskins:
Unit caps for most Greenskin units are increased thru redline skills with some unit caps coming from rare resources.
Brettonia:
Unit caps are mostly increased by their recruitment buildings. Pegasus and hippogryph knights can only be recruited if you have the right landmark.
Wood Elves:
Most unit caps are increased by skills, with some high tier units being locked behind rare resources.
Beastmen:
No change
Warriors of Chaos:
Mostly unchanged. Some shared units will have a cap.
Norsca:
Lord and hero skills for most units. Rare resources for the rest.
High Elves:
Mostly landmarks and dedication skills. Some additional caps from rare resources.
Dark Elves:
Mostly landmarks and skills.
Lizardmen:
Buildings and rare resources.
Skaven:
Clan unit caps come from their respective lord skills. Other units come from generic skills and rare resources.
Vampire Coast:
Redline skills and rare resources.
Tomb Kings:
No change
Kislev:
Relies heavily on landmarks from the three big cities. Some additional caps come from rare resources and generic buildings.
Cathay:
Buildings and rare resources.
Ogres:
Mostly rare resources
Demons:
Mortal units are increased by mortal lord skills, demon units are increased by demon unit skills. Some additional caps come from buildings and rare resources.
Chaos Dwarves:
No change

Balance
Unit caps in this mod are intended to be very strict. I want rare units to actually be rare even well into the late game. That was the goal, but I made up everything as I went along, so I may have been too harsh on some units and too lenient on others. Let me know your thoughts.

This mod nerfs every faction it touches significantly, but I haven't seen any major changes on the campaign map. If one of the factions I did't edit become too dominant, I may need to nerf them too.





11 Comments
Fizzle_Boom25  [author] Mar 9 @ 6:04pm 
@Vlad74ru Thanks! Totally agree about everyone having their own opinion on how things should work. I know my own biases have influenced this mod and it would be great to have a system for everyone to change it to their own taste. This mod is such a clusterfuck of different concepts that I'm not sure how to make it adjustable. Maybe just a setting for initial allowance for each unit and a multiplier for all of the increase effects?
Vlad74ru Mar 9 @ 12:45am 
Hi bro! Great job!
I've been creating mods like this for a long time. We are like-minded people. I realized that there are no universal mods, as many players as there are opinions.
What should you do about it? We need to make universal editors for players. I've already made thee as variant:
https://steamcommunity.com/sharedfiles/filedetails/?id=3348616922
You have any ideas, I have the knowledge how to do it in the form of a settings editor.
Maybe it makes sense for us to work together?
It depends on you, if you're interested, write to me personal account.
Fizzle_Boom25  [author] Mar 9 @ 12:07am 
Updated for Nakai. Unit caps for his faction are increased by building more temples.
Fizzle_Boom25  [author] Mar 8 @ 1:52pm 
Good point, I'll look into it. Maybe I can increase caps thru his temples of the old ones mechanic.
Xaldror Mar 8 @ 6:24am 
you may need to rework the unit cap for Nakai, he has no way of increasing his caps since, he doesn't use any of the standard lizardmen buildings that would increase unit caps.
alcibiades003 Mar 3 @ 2:12pm 
@Fizzle: Thanks for the good work. I am not a modder, just an avid user.
Fizzle_Boom25  [author] Mar 3 @ 12:55pm 
I think you could technically run this together with those mods, but definitely not recommended since they all do the same thing.

Currently it only works for vanilla units, but I plan to incorporate modded units eventually. I play a lot of TEB and landmarks will be easy, so those will probably come first. I haven't played a full campaign as any of the OVN factions yet, so I have no idea how to balance them. Let me know if you have any ideas on how those factions should work.

My first priority though is balancing the vanilla factions.
alcibiades003 Mar 3 @ 11:40am 
Fizzle, how does this function with other unit cap mods, like:

https://steamcommunity.com/sharedfiles/filedetails/?id=3251237209

and

https://steamcommunity.com/sharedfiles/filedetails/?id=2905487000

And does this only work on vanilla units?

I miss the old unit caps for all which had a lot of sub-mods for a lot of the mods like OVN, landmarks of legend etc.
Tottisimo Mar 3 @ 3:10am 
Rare resources for caps sounds interesting. Reminds me of Civ 4 where you couldn't recruit units if you did not have certain minerals/resources.
SageHashirama Mar 3 @ 2:44am 
need to try this