Total War: WARHAMMER III

Total War: WARHAMMER III

Lily's Bretonnia Overhaul: Definitive Edition - Immortal Empires
Showing 171-180 of 822 entries
< 1 ... 16  17  18  19  20 ... 83 >
Update: Aug 23, 2024 @ 5:34am

Supreme Aura of the Lady gives -20% upkeep to non-Knight units

Update: Aug 23, 2024 @ 5:18am

Update: Aug 23, 2024 @ 3:09am

Industry gives 200/250/300 income down from 200/275/350
Industry techs have a much greater impact on industry income

Industrialist trait gives +10% industry income up from +5%

Almshouses give +2/+2/+3/+4 Peasants down from +2/+3/+4/+5
Almshouses give 50/100/125/150 income instead of 60/90/120/150
Almshouses give +5/+15/+25/+35 growth up from +5/+10/+15/+20
Almshouses (Tier III) cost 750 down from 1000

Update: Aug 22, 2024 @ 4:58pm

Tower of the Enchanctress no longer provides +4 peasants for the Fay Enchantress
Autonomous collective gives +3 peasants down from +6
Industry now has a garrison of Royal Men-at-Arms

Update: Aug 22, 2024 @ 9:06am

Guilds prevent the construction of Almshouses
Almshouses prevent the construction of Guilds

Guilds cost more but produce more income
Almshouses provide more income and can recruit Peasant Bowmen

Update: Aug 21, 2024 @ 5:56pm

Update: Aug 21, 2024 @ 5:24pm

Farms prevent the construction of Industry
Industry prevent the construction of Farms

Storehouse (Tier III Storage) gives local +2 recruitment up from +1
Industry income reduced to 200/275/350 down from 200/300/400
Industry and Farms take 1/2/3 turns to build up from 1/1/2

Industry no longer reduces peasant recruitment cost
Guilds now generates 100/150/200 settlement income
Masters Guild (Tier IV Guilds) costs 3000 up from 2500, and takes 5 turns to build up from 3

Port income reduced to 100/200/300 down from 150/225/400
Ports are cheaper to construct
Trade techs gives +4% port income each

Pox Shelters give less replenishment but more growth
Pox Shelters give less income from the Herbalists technology

Autonomous Collective takes longer to research


Developer Thoughts:
Bretonnia's economy has been designed around the idea that Farms and Industry are mutually exclusive, something implemented by a negative income modifier, not something that's forced upon the player by the game (as it is for other factions like the Dwarfs and Cathay) which has lead to lots of issues in the way I've had to design my overhaul.
I've finally decided to tackle this head on, reworking the economy in a moderate way, whilst also weakening certain aspects of the economy such as industry, pox shelter and port income due to the prevalence of upkeep reduction effects that I've brought into the faction through techs and skills. If you used Farms and Guilds, your economy is now actually a little bit stronger, this encourages the risk/reward of having to stay within the peasant economy unlike a purely industry based economy.

TL;DR:
Economy structures are more like the more modern factions. Its more rigid, but things have clearer roles and are better balanced.

Update: Aug 21, 2024 @ 11:23am

Hovels and Almshouses cost 500/1000 up from 400/800, but give +2/+3 peasants up from +1/+2
Expert Blacksmiths gives +4 melee attack down from +5
Men-at-Arms Reform gives +4 melee defence down from +5
Heavy Armour gives +8 Armour down from +10
Venerate the Lady gives more public order but less corruption reduction

Apologies for the large number of updates today!

Update: Aug 21, 2024 @ 7:01am

Update: Aug 21, 2024 @ 1:19am