Total War: WARHAMMER III

Total War: WARHAMMER III

[Redunant] Research Overflow & Options System
JerreyRough  [developer] Apr 12, 2023 @ 10:12am
Future Plans
I want to make some additional improvements, but those will come in a 2.0 version (uploaded as a new mod) as they'll change some baseline code in the mod. I don't want to mess up ongoing games by doing that!

  • The game's "research rate" is a lie; you actually get "research points" every turn, and all technologies cost a certain number of "research points". I.e. 100% research rate turns into 100 research points, and a "2-turn technology" actually requires 200 research points. I want to edit all the localization and terminology in-game so this is completely clear for players.

  • Along those lines, I want to add a UI tooltip to every Technology that displays how many "Research Points" it costs and how many "Research Points" you have invested into it. Done!

  • Combined, those two features can provide players with far more information and make better choices. I.e. A player has 190 points invested into a technology, which requires 300 points, and they get 100 points a turn. If the player does nothing, they'll get it in 2 turns. If that player has a hero with steal technology however, they could figure out "oh, I can steal technology and finish that research in 1 turn!". Without this information, the player has no idea that the technology, which the game says "will take 2 turns to complete", only needs a liiitle bit more reseach to finish it. Don't need to do the points thing, can just use the research rate terminology! So kinda done!

  • I want to implement an option where the research system acts exactly like the Stellaris one. For the unfamiliar: If you aren't researching something on a turn, then it goes into a "research stockpile". Additionally, any "overflow research" goes into the stockpile and various events can add points to the stockpile directly. Every turn, your faction can spend its Research Income plus part of the Research Stockpile towards technology research, up to its Research Income. I.e. If a faction has 100 research income, and 500 research stockpile, they can spend 200 Research towards their next technology. On the next turn, they'll have 100 reserach income and 400 research stockpile. This way research points can never be lost, but you can't just save up a million points and research everything in 1 turn.

  • The last idea may turn into a submod, so I can change some of the game's systems to add to the faction's Stockpile rather than directly increasing research rate. I.e. Steal Technology will still reduce an enemy's research income by -20 for 3 turns, but will grant you +20 Research Stockpile per turn.
Last edited by JerreyRough; Apr 23, 2023 @ 12:41am
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Showing 1-1 of 1 comments
grz34998 Jan 31, 2024 @ 6:08pm 
Hi is this mod still being developed, I noticed it hasn't been updated for 4.1. Does it need an update?
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