Total War: THREE KINGDOMS

Total War: THREE KINGDOMS

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Guv's Siege Battle and Settlement Defenses Overhaul Mod
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Tags: mod, overhaul
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555.553 KB
Nov 13, 2023 @ 7:40am
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Guv's Siege Battle and Settlement Defenses Overhaul Mod

Description
DISCLAIMER: This mod incorporates Alex Zhao's Better Gate Pass 更好的关隘. Do not use the two together!!

Let there be WAR!
Three Kingdoms changed a lot regarding the flow of battle, with new mechanics like Military supplies, reserves and such. The idea is great, just poorly handled.
Because the AI has no idea how to really manage these new mechanics well. At the endgame, the AI often ends up poor and cannot handle reserves at all.
Reserves itself is finnicky, often serving no other purpose then giving you like 1 turn extra change before siege attrition happens.

I am not saying I can fix all problems, but it this mod may serve to fix certain issues revolving sieges!
This mod does a lot, and I will try to make it all understood easily.

What does this Mod do?
  • Military buildings (garrison, gate passes, bandit camps and walls) has gotten larger reserve capacity bonuses and reserves no longer reduce numbers when they building is damaged (which they often ended up being, which made reserves more useless).
  • Military buildings (garrison, gate passes, bandit camps and walls) has new defensive bonuses (melee evasion, morale and ammunition) during siege defences.
  • Logistics buildings (granaries) provide a stacking decrease in siege damage attrition and reserves per turn to the city. Made far more useful to survive sieges.
  • Provincial main building now has more reserves capacity along with a stacking decrease in siege damage attrition.
  • Ancient capital effect bundle (ex. Luoyang) has +10 additional reserve capacity and -25% siege damage attrition in local region.
  • Imperial Palace gains +40 reserve capacity now.

  • Auto resolve for player attacker on AI siege defender has been harshened on both major, gate and minor settlements. Made harder if playing on harder and above.
  • Auto resolve initial defences for major settlements has been increased, minor settlements has been increased slightly. Making settlements more formidable campaign wide.
  • Gate passes are generally stronger now in Auto resolve for both AI and player.
  • Siege equipment such as rams and siege towers are much easier to build. Guarenteed making a siege ram and siege tower in 1 turn.
  • Military buildings provide more wall mounted artilleries on larger settlements. Making a huge settlement capable of having ballistas and trebuchets almost all around walls.
  • Ranged units on walls are more accurate, from 0.1 to 0.25 effectiveness.
  • Siege attrition unit damage percentage taken when under siege and no reserves are reduced from 20% to 10%.

  • AI: has been made more likely to construct Granaries and Garrison buildings on major settlements.
  • AI: AI believes in their siege equipment more and requies less siege equipment to guarentee an assault when chances are okayish.
  • AI: Difficulty handicap has been harshened. AI can now gain reserves per turn, food percentage increase, food flat number, military supplies and governor administration slots depending on difficulty handicap scale. (see "some info" for more details)

Some Info & Credits

This mod uses this mod, with permission from Alex Zhao:
Alex Zhao's Better Gate Pass 更好的关隘

Thank you for letting me use your mod!

Difficulty handicap additions:
Reserves: min, 4 max, 12
Food Percentage Increase: min, 5% max, 50%
Food Solid Number: min, 2 max, 20
Military supplies: min 10, max 50
Administrator slots: min, 1 max, 7

I use Lain's lesser random potential mod for more interesting difficulty and random world powers in campaign.
I use this as reference, but I am not sure how the difficulty handicaps will affect vanilla. If you are an experienced player it should likely make no difference.


Optional Mods
Lain's lesser random potential mod
Guv's Halved Siege Food Reserve Depletion Mod
Guv's Tower Rabalance Mod

Compatibility
New Save not required, but should always be recommended for best experience. (kinda required for garrisons though.)
Works with MTU.

Afterword
New here? Want to find more of my mods? Simply type Guv or Guvenoren in the searchbar at the Workshop or you can press here to go to my workshop right the way!

For my Warhammer 2 Workshop, press here to go to that workshop directly.

Please concider joining my Steam Group for complaints, requests and Mods and update notifications!

Please do post a comment here if you find any errors!
*Rate and Favorite if you fancy this!*
19 Comments
Guvenoren  [author] 17 hours ago 
@†BERSERCUS†
You're right. Not hard to tweak to be honest. But I will likely not change it.

@Coocoodas
I wouldn't know. Never used Trom.
Coocoodas Mar 8 @ 5:05pm 
This is the best gameplay changing mod I've seen, loving records mod gameplay with this. Would there be a chance to make a compatible version with TROM, another favourite mod of mine? I wanna use this mod for TROM but the balancewise it doesn't make much sense...
†BERSERCUS† Feb 1 @ 8:58am 
Thanks for great work, I am a big fan of your mods. This one is great. But maybe it is a way to make more siege equipment to make battles mor massive and interesting? Like 1 ram and 3 towers or even more for 1 turn, coz mostly you wait only that 1 turn to start siege
Guvenoren  [author] Dec 21, 2023 @ 12:04am 
hm, depends. In my testing I could still autoresolve a lot.
This mod exists to prevent autoresolve to be too easy. Which it was.
I will test this again sometime
Austere Hare Dec 20, 2023 @ 11:49pm 
just my 2 cents, the auto-resolve is over-tuned.

makes every battle have to be manual,

i think it should be toned down 50% :steamthumbsup: :lunar2020halodragon:
Guvenoren  [author] Nov 30, 2023 @ 5:14am 
Thanks buddy!!
Jarcaddy Nov 29, 2023 @ 5:42pm 
You rock Guv!
Guvenoren  [author] Nov 19, 2023 @ 9:34pm 
@Tau absolutely no clue
Tau Nov 19, 2023 @ 8:47pm 
sorry if this is a dumb question but is it compatible with radious?
316094730 Nov 19, 2023 @ 5:23am 
nice mode, keep on