Total War: WARHAMMER III

Total War: WARHAMMER III

Lily's Bretonnia Overhaul: Definitive Edition - Immortal Empires
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Update: Sep 20, 2024 @ 8:38am

Farms give 300/350/400 income up from 200/300/400
Farms and industry are even cheaper
Tier I Industry build time reverted to 1 turn

Update: Sep 20, 2024 @ 6:32am

Farm and Industry buildings are cheaper
Industry techs give less income: +26% down from +46%
Guilds no longer give base income, instead have a larger boost to province-wide income
Main settlement buildings are substantially cheaper: 1000/2000/3000/6000/12000 down from 1000/2000/4000/8000/16000
Autonomous collective gives -15% upkeep to melee infantry units, up from -10%
Guilds gives +1/+2/+3 Core Royal Men-at-arms capacity, up from +1/+1/+2


Developer Thoughts:
With all the economic changes this mod brings, i felt that after many many campaigns the biggest issue for me was the large cost to the main settlements. This change keeps the campaigns feeling like the move a bit faster and all you to access those more interesting and exciting units more reliably and faster.

Autonomous collective now stands head and shoulders above most other techs, rather than languishing in this weird spot of being at the end of a line of techs but not feeling impactful. Since it buffs non-Knight Melee Infantry, aka Bretonnias worst unit type, I feel like it is perfectly fine as it is now.

Guilds were in a weird spot where I felt they were better now better than Mills and Storage, but weren't mutually exclusive with them, which wasn't intended. This change keeps the building relevant and powerful but doesn't make Mills and Storage completely useless.

Industry has its place and can be very powerful. Coupled with the powerful change to Autonomous Collective, it has a niche in a peasant spam playstyle. That said, the massive power boost Industry gets from techs is no longer needed.

Update: Sep 20, 2024 @ 2:53am

Registered drafts gives -5% recruitment reduction down from -10%
Glorious End gives +8% AP and Base Damage instead of a flat +5 base damage

Update: Sep 19, 2024 @ 5:39am

Update: Sep 19, 2024 @ 4:00am

Added a new effect, making Autonomous Collective and the Fay Enchantress' Upkeep reduction for peasants only effect melee infantry
Autonomous collective +5% weapon strength to peasants removed
Autonomous collective gives +20% weapon strength to Peasant Mob, up from 10% (technically 15% as it received the 5% increase as well from the now removed effect)

Update: Sep 18, 2024 @ 2:22pm

Noble Commander gives +8% weapon strength to knights, up from +5%
Peasantry Commander gives +10% weapon strength to non-knights and +8% to missile strength, up from +5%
Bureaucrat gives -5% upkeep up from -3%
Noble Steward gives +7 Armour


Developer Thoughts:
These mutually exclusive skills felt lacking in one regard or another.
The low weapon strength bonuses were barely felt and desired compared to the upkeep bonuses that came after.
The Noble Steward skill did zero to help in battle, the two bonuses it actually gave only helped when in an owned region which is often not the case. Growth and Public order are also often redundant, especially later on.
Bureaucrat's 3% upkeep reduction was often felt to be weaker than the 5% from the other two, which give that the skills whole point is the money focus, that wasn't a great decision either.

These changes should fix the issues, but I may have gone too far with them also.

Update: Sep 18, 2024 @ 8:38am

Fay Enchatress's quest item set bonus gives +10 armour to lords and embedded heroes, down from +25.
King Louen's quest item set bonus gives +5 armour to Knights in his army.

Update: Sep 18, 2024 @ 6:01am

Update: Sep 17, 2024 @ 4:58pm

Sacred texts gives +20% charge bonus to Battle Pilgrims, up from +10%
Spearmen-at-Arms melee defence decreased from 34 to 32
Men-at-Arms (shields) melee defence increased from 30 to 32

Update: Sep 17, 2024 @ 2:21pm

Slightly reduced research times for Banner Carriers, Herbalists, Hallowed Shrines and Champions