Total War: WARHAMMER III

Total War: WARHAMMER III

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Hecleas Grand Strategy
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overhaul
Tags: mod
File Size
Posted
Updated
6.099 MB
Sep 26 @ 5:59am
Nov 14 @ 8:08am
36 Change Notes ( view )

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Hecleas Grand Strategy

In 2 collections by Hecleas
Hecleas Mods WH3
13 items
Hecleas Grand Strategy Compatible
168 items
Description
⚔️ Hecleas Grand Strategy ⚔️
Years in the making, this full overhaul reimagines Total War: WARHAMMER III from the ground up. If you want a strategic, fair, challenging, smarter, balanced, and more "realistic" experience, this is for you.






📜 Full changelog[docs.google.com]




BATTLE AI
🤖 AI Unit Utilization
Clearer roles; smarter deployment.
🤖 AI Ability Usage
Abilities used contextually.
🤖 Magic Management
Less hoarding; more casts.




SIEGE GAMEPLAY
🏰 Disable in-battle construction during sieges (new mechanic)
No mid-battle builds.
🏰 Capture Points & Key Buildings
Slower, riskier captures.
🏰 Fortifications & Gates
Stronger gates; plan breaching.
🧱 New Wall-Breaking Units
Colossi/machines break walls.
🏹 Projectiles & Towers
Weaker towers; less focus-fire.
🏰 Battlefield Defenses (Towers & Barricades)
Lower costs where allowed.




BATTLE GAMEPLAY (Hecleas Battle Overhaul)
⚔️ Automatic End Battle (new mechanic)
Auto-ends on victory.
🏰 Legendary Improvements (new mechanic)
Pause/slow-mo/camera unlocked.
⏳ Realistic Reinforcements & Longer Battles
Staggered; generals hasten.
⚔️ Removal of Hidden AI Bonuses
Hidden bonuses removed.
🛡️ Fatigue
More gradual fatigue.
🛡️ Shields Matter Again
Higher block; no immunity.
⚔️ Close-Quarters Combat (Melee)
Slower, clearer melees.
⚔️ Animation (Duels, Charges, Variety)
More duels and impacts.
🏹 Ranged Realism & Projectiles
High-arc; less friendly fire.
🔮 Magic — Damage, Vortex/AoE, Reserves & Healing
Damage/Vortex nerfed; heals ↓.
⛰️ Terrain & Movement Speed
Terrain slows more.
🐎 Routers & Knockback (Pursuit)
Pursuit kills matter.
🛡️ Collisions & Combat Realism
No ghosting; real inertia.
💪 Leadership (Morale)
Softer penalties; more rallies.
🩸 Dismemberment & Firing Arc
Dismemberment; 140° arcs.
🎥 Missing LODs + Custom Units (Performance)
LODs added; perf ↑.




AI CAMPAIGN (Hecleas AI Overhaul)
🏗️ Construction, Development & Governance
Balanced budgets; repairs first.
💰 Economy, Budgets & Income
Active spend; steady build.
⚔️ Armies, Composition & Command
More elite; anti-spam.
🛡️ Defense, Fortifications & Occupation
Occupation favored; smart retreats.
🧠 Strategy & Decision-Making (battles & campaign)
Fewer suicides; nearer threats.
🎯 Objectives, Priorities & Time Pressure
Urgency rises over time.
🌍 Expansion & Colonization
Methodical; nearby first.
🤝 Alliances, Coordination & Cooperation
Coordinated ally actions.
🧩 Agents, Intelligence & Harassment
Pragmatic targeting/scouting.
🏕️ Special Cases: Hordes, Ogres & Night Battles
Smarter camps/hordes; night use.
🧮 Fairness Systems & Anti-“Hidden Cheats”
No hidden cheats.
🕊️ Diplomacy — General Mechanics & Memory
Memory, stricter peace, ultimatums.
🏳️ Confederations — Logic, Cost & Limits
Rare, costly, power-based.
❤️‍🔥 Matrix of Hatreds, Grudges & Affinities (Lore & gameplay)
Lore-consistent relations.
⚔️ Neighbours-First Declare War (new mechanic)
Neighbors first; truce respected.
🕊️ Peace, War & Reputation
Reputation matters; conditional peace.
🏰 Confederations — Narrative Role & Counterweight
Survival unions raise distrust.




GAMEPLAY CAMPAIGN
🎲 Auto-Resolve
Hidden preview; neutral calc.
📉 Anti-Snowball (new mechanic)
Scaling economic maluses.
🆕 Conquered settlements downgraded to Tier 1 (new mechanic)
Culture swap → T1.
⚖️ Dynamic balance: Chaos vs Order vs Destruction (new mechanic)
Periodic bloc rebalancing.
📊 Supply & Unit Cap (new mechanic)
Flexible caps; anti-spam.
🏰 Siege
Cheaper engines; realistic assaults.
🤝 Loyalty
More rebellions; manage actively.
🌱 Growth
Slower overall growth.
♻️ Replenishment
Lower; losses sting.
☠️ Corruption
Regional spread mechanics.
🌩️ Storm Mechanic
More frequent/stronger/longer.
🏃 Movement (Campaign Map)
Dynamic speed; wider ZoC.
⚔️ Ambushes
Terrain-based; no auto.
✨ Winds of Magic (Campaign Map)
More volatile; fewer captive gains.
🚫 Removed Forced March
Removed for coherence.
⛏️ Tunnel Interception Disabled
No interceptions; pure mobility.
🌲 Forests & Jungles Harmonized
Jungles = forests.
🚫 Global Recruitment Removed
Global off; local only.
⭐ Lord & Hero
Longer wounds; early immortality.
🏴‍☠️ Horde, Rebel & Raid
Stronger revolts; lucrative raiding.
⚖️ Balancing (AI & Campaign)
Slower XP; fewer handicaps.
🛠️ Other Tweaks
Earlier governors; small-empire ease.




FACTION BALANCE
🍖 Ogres
Camps cost; tighter logistics.
✝️ Kislev
Rarer devotion; slower.
☀️ Tomb Kings
Desert ambush buffed.
🐀 Skaven
Tighter food economy.
🔗 Dark Elves
Less profitable slavery.
🐉 Cathay
Riskier, longer caravans.
🦢 High Elves
Costlier Intrigue; captives=Influence.
⛏️ Dwarfs
Milder, shorter grudges.
💀 Khorne
Rarer skulls; costlier hosts.
🔮 Tzeentch
Costlier grimoires.
💀 Warriors of Chaos
Rarer souls; higher ritual costs.
⚒️ Greenskins (Peaux-Vertes)
Nerfed scrap/dishes.




📣 Credits
Huge thanks to Cerb, Antagonistes, Grimmys and TWilliam for providing some of their scripts used in the mod.
Huge thanks to Khorne, AG, LitoS72 wex101 and I Have No Enemies Brother for their generous patreon support!




❤️ Support the project
To be honest, it’s very difficult financially right now and I’m not ashamed to say it — it’s part of life.
Your help would be an immense relief and would let me keep working on the mod with a calmer mind.


Patreon : [patreon.com] PayPal : [paypal.me]




🤝 Join the community
Discord : [discord.gg]
Popular Discussions View All (3)
50
Nov 24 @ 11:21pm
Bugs
Hecleas
13
Nov 29 @ 5:51am
Tutorial to make your mods compatible with HGS
Hecleas
35
Nov 29 @ 8:59pm
Ideas / Suggestions
Hecleas
599 Comments
stevens2222 Nov 29 @ 10:19pm 
Very good mod, fun, but it all falls apart the moment the enemy units flee. Their stamina is restored, and they gain incredible speed, gaining the ability to pass through your units. Your unit, which barely managed to win, is now exhausted and obviously can't pursue them. The enemy unit returns with renewed strength, and your unit remains just as exhausted. Hahaha
Or am I doing something wrong with the settings?
HealthierShark Nov 29 @ 7:53pm 
Any idea if Land marks mods (immortal landmarks,Land marks of eternity or landmarks of legend) are compatible with this mod?
Kharn Nov 29 @ 3:21pm 
The reinforcement range of garrisons has been greatly increased it seems. If starting a new campaign, the very first battle against the first army is always against two armies now (army+nearby settlement garrison). Is there a way to change that? At least for the very first battle?
onesimo.fermin61 Nov 29 @ 7:12am 
Greetings, I need some advice from those who have used this mod. I want to start a new campaign, but next week we'll have version 7.0 (and with it, the revolution of all mods, new bugs, waiting for minor patches that also break mods, etc.).

Do you recommend using this mod? It makes the game feel much more polished with the AI ​​and more enjoyable, or is it better to wait until the end of December to start a new campaign?
Last of the Order Nov 29 @ 2:19am 
I'm rather liking everything about this mod! The changes made are thoughtful, non-intrusive, and conducive to deeper strategy and tactics gameplay. You've greatly simplified my mod list!

I would highly recommend everyone give this mod a shot if they want subtle but impactful balance changes that significantly improve the AI, campaign, battle, and unit composition. I also highly recommend reviewing the full changelog [docs.google.com] because it's comprehensive while remaining very concise and scannable.
jude Nov 28 @ 11:58pm 
man the changes to campaign movement speed alone make decisions so much more impactful. raiding actually feels worth it now. i actually find myself using agents to assault units thanks to the replenishment changes. it's crazy how this isn't in the base game. their own mechanics are made obsolete for seemingly no reason. great mod
Jimmy Nov 28 @ 2:39am 
you can change the autoresolve thing in MCT
Karavolos Nov 28 @ 2:21am 
I'm interested and trying it out. My most immediate criticism is going back on how Auto-Resolve is laid out with the meter and such, being able to see the results ahead of time. I get the theory behind it, but in practice it just makes me savescum and endure the loading screen a hell of a lot more.

Any chance for a sub-mod that undoes the Auto-Resolve interface change, even if the calculations themselves remain the same please?
RustlessPotato Nov 26 @ 7:51am 
Hey there Hecleas. First of all thank you very much for this (and other) mods. I really have been enjoying them.

I wanted to know if you have any insights on the impact of the upcoming pach on this mod ? I suspect a lot, but I wanted to know if you foresee any major issues. I hardly have any time so I'm not too keen to start another campaign :P

Thank you very much
Vanic Nov 25 @ 11:22am 
After play with this mod for a bit I really like it, but the ONE thing i would personally like to come back is "Forced March". Simply cuz it makes traveling easier. I have literally chased the enemy cuz they won't give battle and i can't catch up to them. ALSO, if there is a way to Return an old mechanic I would humbly request a "Set Rally Point" mech. Its SO annoying when my units route, but then rally, only to just stand there facing away from the enemy. Thank you for reading, much love Friends ^_^