Total War: WARHAMMER III

Total War: WARHAMMER III

1,738 ratings
Fudging Vassals 6.3
18
7
8
2
12
7
3
3
3
4
2
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
1.075 MB
Apr 13, 2022 @ 10:26pm
Sep 2 @ 10:40am
56 Change Notes ( view )

Subscribe to download
Fudging Vassals 6.3

In 1 collection by LordOmlette
2023-12-27 Underdogs multiplayer test
30 items
Description
Welcome back, commanders! If you used this mod in Total War: Warhammer 2, then you know what the deal is. For everyone else, read on:




VASSAL BEHAVIOR CHANGES

Only daemon armies from the Realms of Chaos can declare war on a vassal, no one else can.

Vassals shouldn't secede from their protectors.

If you're at war with a faction, all of your vassals will be at war with that faction starting next turn at the latest.

If any of your vassals are at war with factions you are not at war with, peace treaties will be signed next turn.

If your vassals like you, they'll share vision and offer more allegiance points per turn.

Strong vassals will receive a tiny nerf that scales with the number of enemies they're stronger than. Removed by popular demand.

If your vassal has a general that doesn't move or recruit for more than 2 turns and it isn't a legendary character or faction leader, then that general will be disbanded.

If a vassal doesn't create a new military force for 10 turns, then a new force will be slapped together using available units. It will have no upkeep for 30 turns but will be compelled to attack the nearest opponent. The size of the new force depends on the number of available allegiance points, which are burnt to pay for the compelled force. (This doesn't apply to Blood Voyage or Defenders of the Great Plan, neither of which can yolo swag new armies.)

If a vassal is losing money:

  • The leader's stack will get a larger upkeep reduction.
  • A unit with the highest upkeep from all of the their stacks will be sent to a farm in Norsca where they will be happy and have plenty of room to play.
  • If they could go bankrupt next turn, then 1) tribute collected by the protector is reduced slightly and 2) if the protector has a large enough treasury to prevent this, then sufficient money will be refunded to prevent bankruptcy attrition.
  • If tribute reduction happens, it increases progressively each turn as required, otherwise it decreases at the same rate if no longer needed.


NEW DILEMMAS

If your new vassal is the same subculture, you'll be asked if you'd rather confederate unless both you and your new vassal are part of the Empire politics system.

If your vassal captures a region outside of their home province, you'll be asked if you want control of that region.

If you capture a region in your vassal's home province, you'll be asked to return it.

If you capture a region in an unsuitable climate, you'll be asked if you'd rather gift it to a vassal better suited to that climate.


ATTRITION/CORRUPTION/PLAGUE PROTECTION

If your faction has a specific attrition immunity, then your vassals will receive the same protection:

  • Yvresse's vassals are not only protected against the Mists of Yvresse, the mists will spread to their regions in outer Ulthuan as well!
  • Vassals of a Tomb King will receive temporary sandstorm protection when their protector invokes Great Incantation of Khsar.
  • Vassals of a Vampire Pirate will receive temporary cursed mist protection when their protector invokes Curse of the Sea Mist.
  • Vassals of Kislevite factions will receive temporary winter protection when their protector invokes The Motherland.
  • Vassals of Lizardmen factions will receive temporary protection when their protector invokes Rite of Allegiance or Rite of Sotek.

For all other vassals, if the vassal's subculture is different from the protector's, then that vassal will receive a small casualty reduction for whatever attrition their protector is immune to.

If a vassal's force is taking attrition and it's possible to put that force in a stance that doesn't take attrition, then it will be put into that stance at the end of the vassal's turn.

Vassals of Slaaneshi, Khornate, Tzeentchian, Nurglish, or Chaos factions will receive a fixed public order buff.

If one of your plagues strikes one of your vassals, that vassal will receive temporary protection from your plague and your plague only. It will not protect your vassal from receiving the same plague from a different faction.


WARRIORS OF CHAOS

When capturing a Dark Fortress, you will not be asked to return it. It's yours.

When your non-WoC vassal captures a Dark Fortress which is not their only settlement, you will be prompted to take it.

When your WoC vassal captures a Dark Fortress that would grant control of a Norscan vassal, both Dark Fortress and the associated vassal will immediately be put under your control.


DWARFS

Vassals can clear grudges for their Dwarf protectors.

Dwarf missions that require destroying a faction will succeed if those factions are vassalized instead.

Dwarf missions that require the entirety of a province to be Dwarf-owned can now succeed if a vassal owns regions in that province.


THE ENDGAME

When it's time for the endgame, vassals will not join the catastrophe. This works with both vanilla scenarios and modded ones, with one big exception:

Mods which add additional endgame scenarios which do not use CA's endgame:declare_war function are excluded from consideration.


KNOWN ISSUES

The YOLO button still doesn't work.

This mod uses custom (as opposed to hardcoded) dilemmas to ensure the information presented in each dilemma is accurate. However, CA will not allow the same custom dilemma to be displayed twice in a row. If that is scheduled to happen, a "ghost" dilemma will be inserted in between to ensure the correct info is displayed.

If you vassalize a faction that races for the souls, that vassal could beat you to the punch and cause you to lose the Realms of Chaos campaign.

If you vassalize a faction that was the target of your waaagh, the waaagh does not complete. This does not appear to be something that can be addressed by script.

Vassals of a Dwarf protector will continue to accrue grudges.

Dwarf missions that had already started when the Dorf update hit will not respect vassals/vassalization. (They will upon starting a new campaign.)

Due to the Steam character limit, the following sections were moved to discussions:

Popular Discussions View All (7)
2
Feb 17 @ 2:42am
[BUG] Wood Elf Confederation Quest - Freeze
CrUsHeR
1
Feb 10, 2024 @ 6:42am
New Update, re second change
Doc
0
Mar 30 @ 12:38pm
PINNED: Compatibility - Fudging Vassals
LordOmlette
930 Comments
Wompums Sep 22 @ 11:45am 
After each end turn I'm getting all of my money removed from my treasury except the amount I make in income. That's because I have so many borrowed armies that my vassals are taking money from my treasury to support them right?
Shamaster Sep 16 @ 6:34am 
@lordomlette Thank you so much for the work you put in to keeping this mod updated. Your mod is the literal only reason Vassals are even remotely worth it in this game. As Warhammer doesn't have penalties for big empires there really isn't any reason to just not take the province yourself if the vassals can rebel or otherwise lose them to incompetence. With your mod you trade the perspective income for a mostly stable buffer state and I think you've made that JUST profitable enough to make them feel good to have but not feel like cheating.
shnavooz85 Sep 15 @ 8:17pm 
not sure if this is because the vassals i was using were broken but the vassals are awesome as hell. everytime i had a vassal before usin this, they always felt nerfed, but my first vassal literally soloed a faction and got me like 2 dark fortresses.
AlphaSabertooth Sep 10 @ 8:02pm 
Hello brother, could you make it possible for vassals to rebel and conspire against you? only as option. Thank you for this great mod
Seirey Sep 2 @ 11:53am 
You're doing great! Thanks for the update so fast ^.^
LordOmlette  [author] Sep 2 @ 10:48am 
Everyone else: I'm sorry, I'm falling further and further behind. I'll try to catch up as soon as I can
LordOmlette  [author] Sep 2 @ 10:48am 
@Imperial Obligation - I'm not able to reproduce this, but I'm also not able to spend as much time as I wanted due to work obligations. It's still on my radar.

@MasterSJT - Unless you're a playing as a vassal that's hemorrhaging money and you have a bunch of generals sitting around not moving and not recruiting, you shouldn't be losing any units.

@Xoatl - I don't understand what this means, can you help me out here please?

@ScarGard12 - this falls very under "For all other vassals, if the vassal's subculture is different from the protector's, then that vassal will receive a small casualty reduction for whatever attrition their protector is immune to."

@Xereus - I don't play Tomb Kings so I had no idea this was a thing. It turns out they aren't permanent sandstorms, they only last 5 turns, but I can see how that could be hugely annoying so it should be fixed going forward. If there's any regions that are still having unwanted sandstorms during an ongoing campaign.
DocHolliday Aug 18 @ 4:04pm 
I would appreciate a submod that lets us confederate any vassals, so I can subjugate the Elector counts as Vlad then confederate them to solidify my position as Emperor like Franz does.
Xereus Aug 16 @ 8:49am 
Hi Lord Omlette, would it be possible to make your vassals permanently immune to sandstorm attrition when playing as TK? The problem is that once you have the book of Nagash which causes all your new regions to have permanent sandstorms, then any region you gift to a vassal means they suffer constant attrition whilst in it. e.g. you give a port to your DE vassal so they can use black arks or you give a tier 5 settlement to your vassal so you can recruit higher tier units from them. I know this is a vanilla problem and nothing to do with your mod, but just thought I'd ask since you have a similar thing already going on here. Many thanks for the awesome mod
超级大喵咕 Aug 8 @ 9:22am 
I really don't like 'disband general that idle for 2 turns'. Could you make it optional by MCT? Thank you!