Total War: WARHAMMER III

Total War: WARHAMMER III

Lily's Bretonnia Overhaul: Definitive Edition - Immortal Empires
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Update: Feb 15, 2024 @ 4:56am

Pastures/Animals reduce recruitment costs for knights by -10%/-15%/-20% down from -20%/-25%/-30%

Update: Feb 14, 2024 @ 5:15pm

Registered Draft reduces non-Knight unit recruit costs but -10%
Foot Squires have +5 Leadership

Update: Feb 14, 2024 @ 3:24am

Forests Edge Decree gives immunity to Athel Loren attrition

Update: Feb 14, 2024 @ 2:56am

Heavy Armour tech takes 10 turns to research up from 6

Update: Feb 14, 2024 @ 2:52am

Farms reduce Peasant recruitment cost removed
Tier I Farms give +1 Peasants to peasant economy
Tier I Ports give +150 income up from +100
Tier II Ports give +225 income up from +200
Armoury is cheaper, maintanence cost removed
Armoury gives +1 armour faction wide down from +2
Smiths and Armoury reduce unit recruitment costs by -5%
Armoury reduces construction costs by -10%
Steel Furnaces gives +15 armour up from +8
Heavy Armour gives +10 armour up from +6
Going over the Peasant limit incurs a global -10% income penalty
Tier I Guilds give +5% income down from +8% but cost less to build

Update: Feb 13, 2024 @ 4:40pm

Bureaucrat Settlement income effect should now work correctly
Bureaucrat Settlement income increased to +20% from 10%

Update: Feb 13, 2024 @ 4:30pm

Autonomous Collective reduces upkeep for non-knight units by -5%
Autonomous Collective +5 Peasants to peasants economy removed
Resource buildings give -2% upkeep up from -1%
Slightly Improved Growth from Ports and Settlements
Armoury costs 6000 down from 9000
Worship buildings take less turns to build
Improved Farming income from technologies
Alberic gives +3 melee attack to foot squires, up from +2
Alberic +6% weapon strength to foot squires removed
Barracks Tier IV costs 3000 down from 4000
Bug Fixed Desert Purge Decree not appearing for regular bretonnian factions
Logistician gives +4 armour to non-Knight units
Grail Reliquae has improved stats (hitpoints, melee stats and weapon strength)
Noble Steward gives +25 growth up from +20
Royal Men-at-Arms have +1 AP

Update: Feb 13, 2024 @ 11:54am

Extensive Patrols give +1 recruitment down from +2
Blacksmiths give +2 local recruitment up from +1
Guilds give +8%/+15% income up from +5%/+10%
Vows reverted to -10% upkeep
Decrees cost 3000 down from 4000
Diplomatic techs cost 2000 down from 4000

Update: Feb 13, 2024 @ 2:35am

Farms, Industry, Mills and Storage no longer have building requirements (this is Datacored, will require some updates to other mods!!)

Settlement buildings give more income
Mills and Storeage reverted to 25% / 50% income
Smiths upkeep reduced to 120
Steward of the Realm no longer gives +3% replenishment rate
Logisicitican and Dominion of Carcassonne give +5% replenishment down from +8%

Update: Feb 11, 2024 @ 6:00pm

Main Changes:
Tier II and Tier III Almshouses gives 1 less peasant
Farms reduce peasants recruitment cost in the region by -10%/-15%/-20%
Improved Construction gives -10% to construction cost, up from -5%
Mills/ Storage give +20%/+40% income
Staying within the peasant limit reduces Peasant upkeep by -10% down from -15% (reverted to vanilla)
Bureaucrat -3% upkeep removed, but now gives +10% income to settlements in province
Bailiff gives -5% upkeep to army, up from -3%
Bailiff no longer improves settlement income
Settlement buildings income reverted to vanilla


Minor Changes:
Farms give +150/+225/+300 income, Industry gives +200/+300/+400 income
Almshouses no longer have garrisons
Almshouses, Pox Shelters and Ports give less growth
Settlements give more growth
Almshouses give +20 income more
Pox Shelters give more income once Herbalists is researched
Pox Shelters cost less
Almshouses tech gives +3% settlement income, growth/leadership improved
Going over Peasant limit does not effect Settlement buidlings any longer (reverted to vanilla)
Blacksmiths cost 1500 down from 2000
Blacksmiths take 2 turns to build down from 3
Bureaucrat gives +1 to all royal men-at-arms capacity, not just special royal men-at-arms
Noble Steward gives +2 Public Order up from +1
Noble Steward gives +20 growth up from +5
Noble Steward no longer improves settlement income
Logistician gives +8% replenishment up from +4%
Heroism gives +5 melee attack up from +4
Heroism gives +4 armour to knights up from +3
Subsidised Tools gives -20% recruit cost for Peasant Mob, up from -10%
Autonomous Collective no longer improves farm income
Autonomous Collective increases peasant economy by +5 down from +8
Apprentice Guilds and Journeymen Guilds give +5% income province wide
Apprentice Guilds no longer give +1 Core Royal Men-at-Arms
Master Guilds give +10% income to the province, down from +15%
Guilds cost less and build faster
Storage Tier III gives +20% campaign movement up from +15%
Water mills give +1 local recruitment capacity down from +2
Lordly Conquerer gives +0%/+2%/+4% campaign movement range instead of +0%/+0%/+5%
Seamstresses give -5% recruitment cost down from -10%
Feudal Realm gives +1 Peasants to peasants economy instead of -5% recruitment cost to peasants