Total War: WARHAMMER III

Total War: WARHAMMER III

1,439 ratings
Factionwide Resource Bonuses Enhanced
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Tags: mod
File Size
Posted
Updated
677.312 KB
Apr 5, 2022 @ 8:27am
Mar 25 @ 6:48pm
46 Change Notes ( view )

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Factionwide Resource Bonuses Enhanced

Description
Introduction
Resources, they're good for trading, right? Wrong! Resources have many more applications than just throwing them at other people. This mod teaches you how to actually use resources, rather than leaving it to the AI to figure out.

Features
  • Resource buildings and landmarks all provide various factionwide bonuses when built.
  • Trade agreements suck up more resources so you receive more gold.

Most resource bonuses are standardized, but a few do not fit the mold exactly.

The most common resource bonuses are:
  • Animals: Speed and charge bonus % for cavalry, plus minor growth
  • Dyes: Recruitment cap for heroes
  • Furs: Minor growth or missile resist
  • Gems: Lord and hero XP, plus "tax rate"
  • Gold: Lord and hero XP, plus upkeep
  • Iron: Melee damage and armor
  • Ivory: Physical resistance
  • Marble: Construction cost
  • Medicine: Replenishment
  • Pasture: Growth and charge bonus % for all units
  • Pottery: Minor growth and/or construction time
  • Salt: Trade good production
  • Spices: Trade income
  • Wine: Public Order
  • Wood: Ammunition and missile damage

Compatibility
Fully save game compatible.
Compatible with any mod that does not affect resource building or landmark effects.

Known Issues
Missile block chance mods cap out at 1% for unshielded units. This is not really so much of an issue as it is unintended due to a change in how the effect works from WH2.

Shameless Plug

This is far from the only mod I've put out. My library of Warhammer 3 mods can be found at: https://steamcommunity.com/profiles/76561198039493969/myworkshopfiles/?appid=1142710

If you enjoy this mod, make sure to

It improves mod visibility
410 Comments
Commisar Jon Fuklaw  [author] Apr 1 @ 9:43pm 
Iunno.
Mumm-Ra Apr 1 @ 6:57pm 
This work with IEE?
will1066 Mar 26 @ 8:42am 
Are you kidding me? Capital letters in the file headers are causing the crashes?!?! That's absurd! How do they keep breaking the game?
Earthenlady Mar 26 @ 5:22am 
It's not just this mod that is crashing the game. Have had a couple others. Seems it is 100% on CA that F-d things up. Love the mod tho @commisar
Ninja Sturdy Mar 26 @ 12:26am 
classic CA move, dont ever make the modders feel save
Commisar Jon Fuklaw  [author] Mar 25 @ 7:41pm 
For the first time since CA started making TW games, file headers inside of packfiles can no longer be read if they have capital letters.

That's it. That's the joke.
will1066 Mar 25 @ 7:39pm 
I have no idea what they did, but this was literally the last mod I thought would cause the game to crash! What did CA do?

Also, they should just pay you and incorporate this mod into the base game. It improves it in every way without giving anything an advantage. Resources are worth so much more as a result, as they should be. Sorry that CA did this!
Commisar Jon Fuklaw  [author] Mar 25 @ 7:05pm 
CA's fuck up should be resolved for all mods.
Commisar Jon Fuklaw  [author] Mar 25 @ 5:34pm 
Oh, boy. The debugger doesn't pick anything up. What did CA break this time, I wonder.
KillZallTheBeast Mar 25 @ 4:57pm 
Yeah same I am getting ctd when I start up