Total War: WARHAMMER III

Total War: WARHAMMER III

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No AI Faction Potential and Equalized Base Income
   
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485.518 KB
Feb 23, 2024 @ 8:00pm
Jan 2 @ 1:53pm
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No AI Faction Potential and Equalized Base Income

In 1 collection by A Paper Clip
My Mod Collection
176 items
Description
Description
Total War: Warhammer III has a feature called "Faction Potential", which gives buffs to certain factions and nerfs to other factions based upon a dice roll and a large modifier depending on which faction you are playing. These buffs/nerfs range from...

→ Autoresolve bonus, especially in "fog of war"
→ XP gain
→ Construction costs
→ Recruitment costs
→ Upkeep costs
→ Replenishment rate
→ Growth

This mod will make the "rolls" for all "Faction Potential" calculations 0 for all factions. This entirely removes the mechanic from top to bottom. You do not need to use another mod named something like, "equalized faction potential", "no handicaps for minor factions", and/or "autoresolve equalizer" with this mod enabled.

Another feature bundled with this mod is that it equalizes the base income of major and minor factions. Previously major factions had a base income of 3000 and minor factions of 2500. Now minor factions also have a base income of 3000.

With this mod installed, the map may look completely different compared to the vanilla game. Minor factions now have a fighting chance and will influence the world and/or serve as mighty allies.

This mod does not work for campaigns that started without this mod enabled as the "faction potential" has already been rolled.

→ A tip when playing with this mod is to focus on completely eliminating factions. Do not try to kill multiple factions at once, try to focus down one faction in order to eliminate their base income or else the game will become much harder.

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Remove Minor Faction Battle AI Nerfs
7 Comments
InfoManiac Aug 25 @ 4:15pm 
so, should i deselect "minor faction potential" in campaign settings with this mod enabled?
Nullified May 7 @ 11:33am 
When you want everyone to treat you the same just download a mod.
Alan Jun 16, 2024 @ 12:45pm 
While a single mod which combines multiple minor faction mods sounds good, it does seem like (based on comments) that simply reducing to zero might not be the answer. Looking forward to seeing if this mod gets modified to take that into account.
GarrGarr Feb 27, 2024 @ 8:48pm 
This mod lowers the base faction potential, effectively weakening all of them.
SavageCrow Feb 26, 2024 @ 12:08am 
When I made these changes to my game (my own mod) I also had the issue with "Standing" -- as Voll said there were factions with 10 armies just defending...the AI was basically braindead. I am not certain what impact potential has on the AIs ability to conquer the map but setting everyone equal does create some adverse effects unfortunately. I've tabled it for the time being...but if anyone has insights on that I'd appreciate it.
Vollhov Feb 24, 2024 @ 3:36am 
Alas, no, the AI ​​recruits armies and stands near its cities, in the end my player has to go to the other end of the map to defeat the 10 armies that stand near the city.
Yes, the mod adds the number of armies to the AI, but it does not solve the problem of STANDING.
´EE`∞EternaL Feb 24, 2024 @ 2:20am 
there are several equalizers already like "autoresolve equalizer", "no handicap for minor factions" and "equal faction potential". does your mod do anything more or less than these 3 combined and which of these mods is compatible with yours?
im trying to figure out if i only need your mod or the other ones aswell.