Total War: WARHAMMER III

Total War: WARHAMMER III

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Mortals, Mercs and Management
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overhaul
Tags: mod
File Size
Posted
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6.609 MB
May 31, 2022 @ 7:37pm
Nov 6 @ 1:20pm
118 Change Notes ( view )

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Mortals, Mercs and Management

Description
Updated OCT.6.25. Update - 6.3!

TLDR: This mod adds new food and population mechanics, and hiring mercenaries. The game will require more thought about logistics, grand stratagy, and manpower. Hopefully this reduces snowballing, as losing manpower in battle will weaken your economy. This mod cannot be enabled or disabled midway through a campaign, you need to start a fresh campaign.

Food
Almost all buildings either produce or consume food. Military and State buildings will consume food. Growth and Gold buildings will generally create food. Also your armies consume food based on their size, and will recover their supplies on the extra food production of the region. More food = faster army supply!

Populations
Every settlement in the game has populations with different races that migrate between settlements. Population determines a settlement's tax returns. Populations are divided into different classes, such as Priests, Nobles, Workers, and Civilians! Populations need to be fed, and don't like living in regions that have been devastated by raids. They will also succumb to the dark god's corruptions.

Rebellion
Negative public order turns your pops into rebels that will form armies if not suppressed. Suppression is granted from Priests, local armies, and buildings. Exterminating a population in your province will likely lead to a rebellion and mass migration. It's genocide.

Replenishment
Your armies draw their strength from the population of your faction's race within a province. No people means no replenishment! Carefully manage your army composition so that it has enough Nobles, Warriors and Civilians for all units, or alternatively recruit auxiliary or allied units that handle their own replenishment.

Mercs
Almost all factions have been given access to mercenaries. Players can now recruit mercenaries based on the loreful population of the region. So, if you are in the empire regions you can hire imperial mercenaries to fight in your armies. These mercenaries hired from the local populations and require the accurate population of the loreful faction they came from.

Army Mechanics
Armies possess one new statistics - supply. Supply amount applies a buff or debuff on each army. An army travels on it's stomach! Ranged units carry their ammo usage over to the campaign, and only recover their ammo at the start of the next turn by consuming supply. Armies become fatigued from fighting multiple battles and can start new battles demoralized from no supplies, or lacking ammo for their weapons.

Supply is recovers by spending time in friendly territory with high food production or raiding enemy regions to steal their food! Armies without supplies will starve to death and take attrition damage! Well supplied armies will march faster and recover more quickly!

AI Limitations
The AI is playing on the 'Normal' difficulty settings for population and rations, and generally plays by all of these new mechanics with a notable exception; AI units do not replenish using troops only from the local province, but all provinces in their empire. It is still possible to deplete their troop reserves and stop their units from replenishing.


VARIOUS RACES!!

Humans
There are four standard human race (Northern, Eastern, Western, Southern) can convert to one-another if owned by the appropriate faction. For example, if an Empire faction captures a Kislev settlement any Northerners in that settlement will slowly convert into Westerners.

Dark Elves, Wood Elves and High Elves
These races will have smaller numbers of population. Elves will slowly drift between the three faction races like the humans, but much more slowly, and have different populations living with them.

Chaos Dwarfs and Dwarfs
These races will have smaller numbers of population. Dwarfs will slowly drift between the two faction races like the humans, but much more slowly, and have different populations living with them.

Lizardmen
Skinks, Saurus cannot grow their populations normally, and will instead grow by a fixed amount every spawning day. Kroxigor will provide their own replenishment as a special caste. Their populations will only increase if they own spawning pools in the settlement, or the settlement is a Temple City.

Undead and Daemons
Undead appear in any province that has vampiric corruption. Daemons appear in any province with any of the chaos corruption types. They are used by any respectivly Undead or Daemonic units to replenish.

Skaven
Skaven grow normally in cities. But they also linger in regions as wild populations. High Skaven corruption will increase their population growth. Skaven armies can replenish their armies from these wild populations.

Ogres
Ogres are much less numerous and consume much more food, but they keep a large number of goblins and others around their camps.

Tomb Kings
Nehekharans will appear in any Tomb Cities, even if exterminated down to the last skeleton. However they cannot migrate to other settlements. It is advised as Tomb Kings to find a source of living humans if you wish to colonise a non-Tomb City settlement. Living humans will slowly convert into Nehekharans.

Forest Spirits and Beasts
Fae and Beasts are a secondary population for Wood Elves and Beastmen that live mainly Magic Tree settlements but also around the map. Beasts can be used by various factions for replenishment. Beastmen units use only Beasts populations that can be found in corrupted lands, and forests.

Greenskins
Orcs, Goblins and Gnoblars are spawned from any settlement they own, rather than breeding conventionally.

Slaaneshi, Khornates, Nurglites, and Tzeentchians
These monogod populations represent the mortal devotees of each of the gods for chaos warrior units. Many races may be corrupted and rise in revolt for their respective gods.

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I'd like to thank Lorghul, Chris, and Exlo for their wonderful help! I strongly recommend using DrunkFlamingo's Table Top Caps!

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BUILT IN COMPATIBILITY:
- Immortal Empires Expanded
- Mixu's Unlocker
- OVN Lost World

OPTIONAL FACTION SUBMODS:
- If you wish to play with additional factions such as TEB, Mousillion, Araby, Albion. ect. The Modded Factions Submod

SHOULD WORK BUT MAYBE BE BUGGY:
- Most custom units
- Most custom lords
- SFO
- Victory Conditions Overhaul

INCOMPATIBILITIES:
- Any mod that adds a new subculture or culture.
- OvN Firmir
- Xoudad's Levy mod and Loreful Mercenaries will not work, because mod has something built in already.
- Mixed race mods like Stratovarius' Garbag
- MULTIPLAYER DOES NOT WORK!! (Can't fix it either, so please don't ask.)

If, upon starting a new game, the population panel is blank that means you have another mod that is crashing all other scripted mods.

_______________________________________________________________
│⠀⌱⠀⠀My Other Mods
│⠀⌱⠀⠀If you wish to support my modding, please consider adding me and pick up something from my wishlist.
_______________________________________________________________

⁠—Please help me with mod visibility, I appreciate it!
Popular Discussions View All (15)
17
Sep 8 @ 12:21pm
Exploring Recruitment Logic and Population Dynamics in Your Mod
Maska_zgz
10
Apr 11, 2023 @ 10:29pm
Ammo not replenishing and heroes not healing
Max ferrari Ott
2
Aug 5 @ 12:40am
Script Error and strange population window numbers
Wolfsgrimm
2,062 Comments
_Zevon  [author] 18 hours ago 
@Shadow. No worries. I don't have a FAQ worked up because I'm always tweaking things and fixing bugs and adjusting behavior.

Captives are automatically converted functional pops over time. If they are from restricted races they are killed or banished. Otherwise they are returned to the general population.
_Zevon  [author] 18 hours ago 
@Sonichu. Unsubscribe from the mod. Open the game. Close the game. Resubscribe to the mod. Then play it again.

That sounds like a bug I removed last update. Also, this mod may require Immortal Empires Expanded to work for some people, but I'm not sure why.
Shadow Spion 20 hours ago 
Sorry for all the questions is there a general guide somewhere for the population mechanics? I am not sure how captives work or the population options for banishing and other things is for?
Sonichu Nov 8 @ 5:44am 
I just tried it and it crashed in IE as well. Just to make sure, I tried starting an IE without this mod and doing everything exactly as I did with the mod and it didn't crash. It doesn't crash immediately when I end the turn but rather sometime during one of the many AI turns, it seems.
_Zevon  [author] Nov 8 @ 4:46am 
@Sonichhu. I haven't tested it with Realm of Chaos. Just Immortal Empires. There may have been some changes I made to make it work with the IE map that make it incompatible with RoC. I'll look into it. Does Immortal Empires work for you?
Sonichu Nov 7 @ 7:07pm 
My game keeps crashing when I end the first turn right at the start of a Realm of Chaos campaign as Katarin. I have tried with only this mod, MIXER and MCT, so it should not be a compatibilty issue.
_Zevon  [author] Nov 7 @ 5:27pm 
@Shadow. They are recruited without consuming population, because they're marked special and they still use the vanilla replenishment system for HP.

If a unit is not given a race and class, then it fail safes to single entity aka vanilla replenishment - to avoid anything too terrible.
_Zevon  [author] Nov 7 @ 5:25pm 
@Dictator. I inherited the mod from Lorghul who ported the mod from WH2 to WH3. He was the one who made the mod work first.
Shadow Spion Nov 7 @ 5:20pm 
@_Zevon Single Entity Monsters. I was wondering if you needed to spend population or a resource of some description to recruit them. Thanks for the other info. All player replenishment comes from the local province correct, no way to get boys from the homeland if you are far a field in an area without your species?
Dictator Sky Nov 7 @ 12:21pm 
How did you write 15,000 lines of code? Is it a year of work or more?