Total War: WARHAMMER III

Total War: WARHAMMER III

Lily's Bretonnia Overhaul: Definitive Edition - 7.0
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Update: Dec 16, 2023 @ 10:35am

Update: Dec 16, 2023 @ 10:19am

Taverns now produce +50 income when the province is at 100 public order
Improved Smelting gives +80 income to smithy buildings up from 50
Commissioned Carpenters gives +50 income for each tier to carpentry buildings
Sacred texts gives +30 income to worship buildings for each tier
Removed the +1 EXP rank to all artillery from the Siege Workshop

Thoughts: These new context effects will give you moderate economic bonuses to the support buildings so they are useful in provinces far from conflict even when you aren't recruiting from those regions, they also encourage experimentation with certain technologies and playstyles.
Removing the +1 rank effect from the Workshop was not an easy decision as it is a smaller effect on artillery than on other unit types so it being faction wide isn't a huge issue or anything, I just felt that the extra income generation was a more reasonable effect for the building to have.

Update: Dec 16, 2023 @ 10:13am

Update: Dec 16, 2023 @ 9:39am

Commission Carpenters and Improved Smelting techs no longer improve settlement income, but now add +60 income generated to Carpentry and Smithy Buildings

Update: Dec 16, 2023 @ 9:09am

Reduced the amount of Growth provided by all Almshouses by 5
Reduced EXP rank for peasant mob from Almshouses by 1 (Hovels no longer give EXP rank to peasant mob)

Update: Dec 15, 2023 @ 5:52pm

Replenishment effect of Empathy reduced from 4% to 2%
Mystic Medicine now gives +2% replenishment
Blessing of the Grail gives +8 armour down from +10, but now gives +1 damsel capacity and +1 paladin capacity

Update: Dec 15, 2023 @ 5:34pm

Noble honour tech +3 leadership to all Knights removed
Noble honour gives a -5% upkeep bonus to knights of the realm
Empathy now gives +5% physical resistance to all units, not just peasants

Update: Dec 15, 2023 @ 4:28pm

Royal Men-at-Arms (Skirmishers) weapon strength gained +1 AP, but -1 Base Damage

Update: Dec 15, 2023 @ 8:47am

Almshouses tech gives +45 income for each tier to almshouse buildings up from +30

Autonomous collective: +5 Peasants to peasant economy effect removed. Instead, it now has a building context effect, giving almshouse buildings +1 peasants to peasant economy.

Two new technologies added, Mystic Medicine and Herbalists:

Herbalists is a building context tech, meaning it only improves the Healing buildings, giving them +75 income and +1 public order to their province.

Mystic Medicine effectively gives a -25% chance of spreading plagues faction wide.



Thoughts: For players that are making a lot of Almshouse structures, these effects are comparable in the mid game to giving about 5-10 peasants. In the late game I imagine it could give a tremendous amount of peasants for those that are incredibly committed to a peasant focus play style, but to those that don't make almshouses it should have no impact which is precisely what I wanted out of this tech.

As for the new technologies, Herbalists has a fairly powerful effect and should push healing buildings into becoming really fantastic in the mid game, further moving them away from their vanilla role of just being growth/replenishment buildings. Mystic Medicine is a powerful effect in its own right but not something that will be all too noticeable as plagues aren't massively important to average campaigns. Still, I felt a technology should have some kind of effect like this and I felt like it would have no negative repercussions adding it, as -25% wont completely prevent them from spreading.

Update: Dec 14, 2023 @ 1:59pm

Almshouses tech now adds the income to Almshouses buildings
Income from Almhsouses reduced from 40/80/120 to 30/60/90
Each tier of Almshouses are slightly cheaper