Total War: WARHAMMER III

Total War: WARHAMMER III

Capital City Economic Scaling
41 Comments
SinisterWeasel  [author] Nov 6 @ 8:17pm 
Sorry all, started medical school this year and haven't had time to play or mod at all.
Mike Jul 20 @ 1:58pm 
I think the mod is currently broken? I've tried it with the drawfs. I hold 2 provinces, and the income is always 20, no matter how many turns i wait.
Rogueservitor Nov 17, 2024 @ 10:15am 
has an issue playing with the woodelves. propably something to do with wood elves campaign starting with the oak of ages, because starts to work if the player abandons oak of ages.
SinisterWeasel  [author] Oct 27, 2024 @ 9:00pm 
No, only counts settlements owned outright by a faction. Did you try going to the next turn to let it update?
Chicorito94 Oct 23, 2024 @ 5:27pm 
I was playing with the Solland mod, fought a bunch of wars locally and returned the settlements back to their rightful owners but the income given by this mod keeps going down. Now I only own 3 settlements but only receive like 22 gold/ turn (It was in 200s). So it seems that returned/ traded settlements still count as owned ones?
SinisterWeasel  [author] Aug 27, 2024 @ 3:20am 
@mikojb That's really cool, thanks for the kind review. Hope you enjoy using this and feel free to let me know if there's any issues, as usual. I should probably mention somewhere that the capital income is updated at the start of every turn (except the player's first turn because campaign start is a bit weird).
MichaelGFI Aug 26, 2024 @ 6:24am 
@SinisterWeasel I made a short showcase video for your excellent mod: https://www.youtube.com/watch?v=otgQo-WmeAI

Thank you for your work.
SinisterWeasel  [author] Aug 13, 2024 @ 8:26pm 
@mikojb Yep affects the AI, they get a slightly buffed version as well.
MichaelGFI Aug 12, 2024 @ 6:37am 
Great idea for a mod. Does this affect the AI also?
SinisterWeasel  [author] Mar 17, 2024 @ 4:41am 
@sigmars_disciple yeah should still work fine
sigmars_disciple Mar 16, 2024 @ 11:31pm 
Hey SinisterWeasel, is this still good to go with 4.2? Thx <3
SinisterWeasel  [author] Oct 16, 2023 @ 10:29pm 
Recent patches broke this mod somehow. Anyway fixed now.
SinisterWeasel  [author] Oct 7, 2023 @ 7:50am 
Updated for the latest patch.
SinisterWeasel  [author] Oct 5, 2023 @ 5:19am 
@ShadDoUrden hahah I feel you my friend, I honestly use mods mostly to try and make the game as hard as possible in lore-friendly way.
ShadDoUrden Oct 5, 2023 @ 4:46am 
I thank you for taking the time to answer me.
I want to make the game more difficult and more realistic but I understand your opinion ^^
SinisterWeasel  [author] Oct 5, 2023 @ 4:35am 
@ShadDoUrden I think I understand what you're asking. The idea of the base income for all factions is factions can sustain at least a single stack at all times. It doesn't really make sense from a realism perspective but I think it's an important gameplay element. Such a mod would be possible but not something I have time to make.
SinisterWeasel  [author] Oct 5, 2023 @ 4:33am 
@Louffi Sorry man but I'd rather not make submods with singular changes like that. Just opens a can of worms.
ShadDoUrden Oct 4, 2023 @ 5:02pm 
hello jee looking for q to remove income other which is not logical with this money coming out of nowhere. I made an otherincome 0 only made me a suggestion as follows: perhaps should consider creating a global bonus for all factions of +3000 (excluding beastmen and tomb kings) which lasts for the first 10/15 turns with a return degressive.
like 3000 turns 1 to 4, 2000 turns 5 to 8, 1000 9 to 12 and nothing beyond that

would you be able to make this kind of mod?
Louffi Sep 27, 2023 @ 1:47am 
Hi could you make a mod or modify this one so undercities don't affect the scaling :) ?
SinisterWeasel  [author] Aug 4, 2023 @ 5:16pm 
If you want to calculate it's roughly:
Player: (turn_number + 10 - (2*num_major_settlements + num_minor_settlements)^2)*20
AI: (turn_number + 20 - (2*num_major_settlements + num_minor_settlements)^2)*20
SinisterWeasel  [author] Aug 4, 2023 @ 5:14pm 
Seems to be working exactly as intended. As I said, the formula uses an exponential with relation to the number of settlements owned. If you own 10 settlements at turn 100, you will only get a small bonus, whereas a faction with one settlement will be receiving a very large bonus by that point.
SinisterWeasel  [author] Jul 29, 2023 @ 6:19am 
Haven't been playing at all until now, I'll check it out in my campaign.
Gamerhell Jul 2, 2023 @ 6:35pm 
*nvm, it is only 1500, but still*
Gamerhell Jul 2, 2023 @ 6:34pm 
Can confirm that the mod is not working for my faction, it is turn 80 and the most boost I am getting is 20 from my capital region. Meanwhile I look over to my west and see that my biggest rival has a growth of 4081 for his capital bonus. I think I found a bug.
Gamerhell Jul 1, 2023 @ 10:23pm 
Is there a cap at 20 or something, because I feel like when I am playing as Norsca that my capital province boost is not growing after it reaches 20. I did expand early on into most of the starting peninsula, but that was about 20 turns ago and there has been no growth at all since. Am I doing something wrong? It just doesn't feel like I expanded to the point where reduction is too much to handle.
SinisterWeasel  [author] May 13, 2023 @ 10:20pm 
Mod updated. No changes made, should still be working fine. Any issues or feedback let me know.
MrSoul May 7, 2023 @ 11:32am 
Just wanted to report back in from my comment a while ago.

Played at least 5 campaigns start to finish since I sub'd. This mod is bloody genius, has zero downsides and deff enables you to "build tall" instead of only having to expand.

Watched both myself and the AI have their capital dynamically adjust without any issues, no bugs etc, and I don't think it unbalances the game at all, just expands player/even AI's options a bit.

Excellent work, imho should be one of the most sub'd mods as this should just be a base feature of the game.
SinisterWeasel  [author] Mar 3, 2023 @ 3:01pm 
Yeah he won't receive any bonus.
Greatly Annoyed Niko Mar 2, 2023 @ 5:51pm 
I would double-check Nakai, since he doesn't settle at all.
SinisterWeasel  [author] Mar 2, 2023 @ 4:46pm 
If a horde has some form of occupation, like beastmen herdstones it functions exactly the same. Might need balancing in future.
Greatly Annoyed Niko Mar 2, 2023 @ 6:27am 
How does this interact with hordes?
Nicious Mar 1, 2023 @ 7:46am 
sounds just like what I was looking for!
SinisterWeasel  [author] Feb 27, 2023 @ 2:09am 
@pyromaniac7777 nah man I'm trustworthy, but if you're CPU is hitting 100% when you're not running any programs and little cmd windows keep popping up with "bitcoin miner" on them just ignore it, probably unrelated.
Pyrodysseus Feb 27, 2023 @ 12:00am 
Like I'm gonna trust a guy named "sinister weasel" to run the economy. on second thought, might be better than the current leadership
MrSoul Feb 26, 2023 @ 7:06am 
@sinisterweasel, well that's just awesome. Kudos to having the forethought, be sure to share my thoughts as I try it out.
SinisterWeasel  [author] Feb 26, 2023 @ 1:48am 
If there's interest I'll see what I can do, for the moment I've just got it set to something I think is reasonable.
Vaxar Kun Feb 25, 2023 @ 1:33pm 
maybe it is something you could add MCT toggle/slider stuff, so people couid adjust it to their liking? Interesting concept, at any rate.
SinisterWeasel  [author] Feb 25, 2023 @ 1:17pm 
@Mr.Soul Yeah exectly. Currently the best way to think about it is: if number_of_settlements^2 is equal to turn_number then you will receive no bonus. So 3 settlements at turn 9, 5 at turn 25 etc. I'll probably play around with the numbers and rebalance them depending on people's feedback.
Deeyourelf Feb 25, 2023 @ 11:24am 
Ooooo
MrSoul Feb 25, 2023 @ 9:23am 
Trying to just fully understand the mechanic, so if I expand outwards, taking more provinces starts to offset the bonus to my capital? ie, it's already balanced in that sense that you can use this mod without just becoming OP money land if you start to expand later on?
bushez Feb 25, 2023 @ 7:33am 
looks interesting :)