Total War: WARHAMMER

Total War: WARHAMMER

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Province Capital Building Slot Overhaul
   
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Tags: mod, Campaign
File Size
Posted
Updated
12.846 MB
Mar 15, 2017 @ 10:11am
Sep 7, 2017 @ 5:46pm
11 Change Notes ( view )

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Province Capital Building Slot Overhaul

Description
The PCBSO survey is up! Please help me improve this mod by taking part in it[docs.google.com]
Works with the current Warhammer I version (as of May 2023)
Last updated: 8th September 2017 (Norsca DLC compatibility)

Quick overview:
  • 8 slots for all province capitals, including the Season of Revelation mini-campaign
  • 10 slots for unique province capitals (Altdorf, Castle Drakenhof, Karaz-a-Karak...)
  • 12 slots for Wood Elf capitals in Athel Loren
  • More building slots for Norscan capitals and Wood Elf outposts built in province capitals
  • No DLC required, not compatible with faction unlockers or repositioned legendary lords. Use this submod or that one instead

  • Clan Angrund, Crooked Moon, Empire Secessionists, Mousillon, Red Fangs, Vampire Counts and the Von Carsteins will relocate their capital once the original one is retaken. Original idea by Psychopriest and his Karak Eight Peaks/Castle Drakenhof Faction Capitals mod!

  • This mod compensates a little for the AI's strange decision-making regarding city infrastructure. (e.g. two more slots to build a forge necessary for advanced units)

                                                             Important:
  • Remember that building slots are only shown as locked when they can be made available via the next settlement tier upgrade. All of the others slots will still show up as empty squares. See the pictures to know how it should look ingame.

  • Additional building slots only affect new campaigns! (this is how the game works, sorry) No additional slots within the Beastmen Eye for an Eye campaign, as editing this campaign's startpos file is bugged since the Bretonnia release

  • Edits startpos.esf (some other mods do this too) and campaign_building_chain_slot_unlocks_tables (very few mods do this)

  • Compatible with most mods, except those that edit the startpos.esf file

You're unhappy with some changes made by this mod?
Here's a guide to basic province, region and settlement modding
Or maybe Zingertits has something that suits you better


The changes in detail:

- Maximum number of building slots in all province capitals from 6 to 8
- Number of building slots unlocked per province capital tier increased from 1 to 2
- Minor settlements are not affected
- Altdorf, Black Crag, Castle Drakenhof, Couronne, Karak Eight Peaks, Karaz-a-Karak, Kislev and Miragliano have their maximum number of slots increased from 6 to 10
- Clan Angrund and Crooked Moon will relocate their capital to Karak Eight Peaks once the city is retaken. The Von Carsteins will relocate their capital to Castle Drakenhof once it is retaken.

Extra rules apply in the following cases:
Wood Elf settlements (King's Glade, Crag Halls, Waterfall Palace and Vaul's Anvil)
- maximum number of slots from 10 to 12
- number of slots unlocked per settlement tier from 2 to 3

Changes to Wood Elf outposts:
- 0 additional slots in minor settlements (still two slots in total)
- 1 additional slot in province capitals (now three slots in total)
- 2 additional slots in unique capitals (now four slots in total)

Changes to Norscan settlements and unique outposts:
- Norscan major settlements now unlock 2 slots per settlement tier instead of just 1
- Graeling Moot, Bjornling's Gathering, Varg Camp, Aesling's Conclave, Sarl Encampment and Baersonling's Camp are now bigger Norscan camps with a maximum number of 6 slots instead of 4
- Icedrake Fjord has been upgraded from 8 to 10 maximum slots by popular demand
- Norscan factions may now utilize up to 10 building slots in occupied unique capitals instead of 6


FAQ:

1. Which UI mods are you using in the pictures? Do I need them to run this mod?
All IN ONE UIs and Building Progression Icons. They aren't required, but look very good.

2. Why doesn't this effect minor settlements at all?
I've experimented with increasing slots in minor settlements and sadly, it seems to require a total overhaul of the province system currently used in the game.
Each minor settlement would need to be separated from its parent province and put into a newly created province and become its province capital.
It can be done, but not without massive changes to the campaign map and a lot of additional tweaks to prevent a great amount of other stuff from tilting out of balance.
The few Norscan settlements that gain two slots using this mod are actually hidden province capitals, so I managed to edit them safely.

3. Is this mod compatible with mod y or mod x?
As a rule of thumb: If it edits the startpos.esf, it is not compatible unless I listed it down below. So the chances are rather good for most mods. How do you check whether is does that?
Just ask me or check out the PFM[sourceforge.net].

Compatible mods which people ask about pretty often:

4. Can you make it compatible with mod y or mod x?
I can at least try talking to your suggested mod's author and see if it's possible :)

Further reading:
Guide to basic province, region and settlement modding
Popular Discussions View All (2)
9
Jun 10, 2019 @ 1:08pm
PINNED: Potential compatibility issues
Zorander
0
May 5, 2017 @ 2:38am
PINNED: How to manage startpos mod load order
Zorander
273 Comments
Bindern May 1 @ 1:32pm 
Works for me, if i put it first in the mod load order.
Maxfaith77 Mar 30, 2024 @ 6:24am 
does not work none of these extra slot mods work. thanks to the oppressive updates that make modding more unlikely in the future if they can not make money on it they will find a way to stop it. really all DLC's are just mods that corps created so they make more money. after they see the potential in the mods created they kill some of them and replace them with $ DLC's. notice its the smaller mods that survive and even those are incompatible after you buy a DLC that unlocks a certain aspect of the game that mods use to do.
Cyanide May 28, 2023 @ 3:12pm 
Managed to get it to work by making it the first in the mod load order, and still had the others work.
Was tired last night and couldnt be bothered messing around with it at the time, but nope, the mod works well. Apologies!
Zorander  [author] May 28, 2023 @ 1:32pm 
@Cyanide: The mod still works. The game itself hasn't even been updated since August 2017.
However, CA keeps fiddling around with the launcher and it often causes issues.
I don't know if Warhammer I already had this feature, but the top right corner of the game's menu screen will display "(modded)" behind the build number if your game is modded.
If it displays this with all mods turned off in the launcher, then your launcher is most likely not doing what you're telling it to do.

You can try using this alternative launcher: https://github.com/Kaedrin/warhammer-mod-manager
It used to work very well in the past, maybe it still does.
Cyanide May 28, 2023 @ 4:53am 
Does not work.
Fresh campaign, no other mods installed. Altdorf still only had 6 slot total.
Hurricane Drunk Jan 3, 2021 @ 3:30pm 
this is a good mod but it is almost incompatible with any other popular mods
Strider009 Dec 26, 2020 @ 7:37pm 
So I have been trying this mod but can not figure out how to get the wood elves to have 12 building slots in the wood elf campaign Season of Revelations. I can only do 10 in the wood elf capitals but want the 12 slot. Can you help?
lee Dec 20, 2020 @ 2:28am 
thanks dude
Zorander  [author] Dec 17, 2020 @ 7:48am 
@lee: I don't know how it works for Troy, unfortunately. Maybe this can help you out
lee Dec 17, 2020 @ 6:33am 
what sections of startpos.esf need changed ??
campaign_building_chain_slot_unlocks_tables looks simple enough to update

I want to be able to increase slot size for Troy