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If by any chance you would be able to release a version where attrition mechanic is excluded, would be awesome ;)
Anyway, I thanks for having a look at the idea and glad it appealed.
I actually didn't know about the unique conversion though, that's pretty cool there. I tended to take an area and focus on growth and corruption but otherwise ignore the population and let them grow, avoiding even taking replenishment until it's chocked full.
Yeah, that's intentional. As an undead faction you need to spread undead corruption first, before you push into the region. Also you use humans for your economy, so you can immidiately take over any provice without having to replace them with a new race such as elves or tomb kings do.
The good news is once you have a region with full corruption it's basically an endless supply something other factions don't have.
I'm far more familiar with undead personally, so I'm not sure how best to resolve this issue for chaos, though I wager a stance could increase growth rates (channeling?). But for undead, the most natural idea is to have population get generated based on kills in a region after a battle. From there they can either migrate over to you next door, rebel, or what have you. Or just settle in if you were fighting defensively.
The undead and chaos thrive on conflict and attrition, and can be smothered pretty thoroughly without it.
Populations should be created growth-agnostic by corruption and, in the case of the undead, also casualties.
Don't get me wrong, this is VERY cool and I think has a lot of potential to add depth to the economic side of things, especially if different races and castes do different things, like applying modifiers to public order, income, food production, winds of magic, disease chances, etc.
I do appreciate that things need to be ironed out and the basics have to be finished before going further with the more complex things, and I hope you'll continue to work at this over time.
This mod could make the campaign map feel a lot more alive and dynamic.
Have you tried building the workshops that boost population productivity?
100 in 4 city
When workers become nobles, they are removed from workers.
When workers become servants, they are removed from workers.
There is a ratio of servants to workers to nobles to priests.
If you have too many workers and not enough nobles and serfs. If the ratio is off. It will remove from one class to fill the others until balance is restored.
If you just conquered a new territory you are given a few thousand new workers but no nobles or servants.
Are the populations balanced with a few priests, more nobles, some workers and many servants?
Populations will decrease if there is raiding in the region.
Populations will decrease if there is plague or starvation.
Populations will move to different regions with less populations and more food.
im pretth sure there isnt
total population comparde to before its abonormally less
Populations will decrease if you hire units.
Populations will decrease if there is raiding in the region.
Populations will decrease if there is plague or starvation.
Populations will move to different regions with less populations and more food.
Let me know if you get any script errors from this mod! They would have the name kiki_ on them, like kiki_fatigue or kiki_pop.
I'm glad it's working for you!
So the mod is still broken. Did you get any logs from the kiki_log.txt file on your pc in the Total War Warhammer 3 folder?
If you did can you email it to me at zevon_longbone@icloud.com so I can look at what crashed on you?
It's running for me and I have a few script debugging mods, and Mixu's unlocker going. It might also need IEE at this point, but I'm not sure.
As for the big random crash that I haven't been able to fix yet. Thanks to @Crawlers, I was able to isolate where the crash was coming from, but I still don't have total faith that I got it. But, I managed to play 20 turns and not have it crash on me.
Known Issues:
1. This mod doesn't work with the HUNG mods. But I'd like to get them working together sometime in the next month.
2. The empire and dwarves are still missing their regiments of reknown.
Please let me know if you find any other issues, and I'll see what I can do to fix them. Especially if the game just suddenly crashes out on you, especially if it's on a chaos warriors faction turn.
Tested empire works fine
2 dwarf factions, both have the infrastructure section and crash
only this mod active