Total War: WARHAMMER III

Total War: WARHAMMER III

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Mortals, Mercs and Management
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overhaul
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6.608 MB
31 maj, 2022 @ 19:37
4 sep @ 12:49
115 ändringsnotiser ( visa )

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Mortals, Mercs and Management

Beskrivning
Updated SEPT.4.25. Update - 6.3!

TLDR: This mod adds new food and population mechanics, and hiring mercenaries. The game will require more thought about logistics, grand stratagy, and manpower. Hopefully this reduces snowballing, as losing manpower in battle will weaken your economy. This mod cannot be enabled or disabled midway through a campaign, you need to start a fresh campaign.

Food
Almost all buildings either produce or consume food. Military and State buildings will consume food. Growth and Gold buildings will generally create food. Also your armies consume food based on their size, and will recover their supplies on the extra food production of the region. More food = faster army supply!

Populations
Every settlement in the game has populations with different races that migrate between settlements. Population determines a settlement's tax returns. Populations are divided into different classes, such as Priests, Nobles, Workers, and Civilians! Populations need to be fed, and don't like living in regions that have been devastated by raids. They will also succumb to the dark god's corruptions.

Rebellion
Negative public order turns your pops into rebels that will form armies if not suppressed. Suppression is granted from Priests, local armies, and buildings. Exterminating a population in your province will likely lead to a rebellion and mass migration. It's genocide.

Replenishment
Your armies draw their strength from the population of your faction's race within a province. No people means no replenishment! Carefully manage your army composition so that it has enough Nobles, Warriors and Civilians for all units, or alternatively recruit auxiliary or allied units that handle their own replenishment.

Mercs
Almost all factions have been given access to mercenaries. Players can now recruit mercenaries based on the loreful population of the region. So, if you are in the empire regions you can hire imperial mercenaries to fight in your armies. These mercenaries hired from the local populations and require the accurate population of the loreful faction they came from.

Army Mechanics
Armies possess one new statistics - supply. Supply amount applies a buff or debuff on each army. An army travels on it's stomach! Ranged units carry their ammo usage over to the campaign, and only recover their ammo at the start of the next turn by consuming supply. Armies become fatigued from fighting multiple battles and can start new battles demoralized from no supplies, or lacking ammo for their weapons.

Supply is recovers by spending time in friendly territory with high food production or raiding enemy regions to steal their food! Armies without supplies will starve to death and take attrition damage! Well supplied armies will march faster and recover more quickly!

AI Limitations
The AI is playing on the 'Normal' difficulty settings for population and rations, and generally plays by all of these new mechanics with a notable exception; AI units do not replenish using troops only from the local province, but all provinces in their empire. It is still possible to deplete their troop reserves and stop their units from replenishing.


VARIOUS RACES!!

Humans
There are four standard human race (Northern, Eastern, Western, Southern) can convert to one-another if owned by the appropriate faction. For example, if an Empire faction captures a Kislev settlement any Northerners in that settlement will slowly convert into Westerners.

Dark Elves, Wood Elves and High Elves
These races will have smaller numbers of population. Elves will slowly drift between the three faction races like the humans, but much more slowly, and have different populations living with them.

Chaos Dwarfs and Dwarfs
These races will have smaller numbers of population. Dwarfs will slowly drift between the two faction races like the humans, but much more slowly, and have different populations living with them.

Lizardmen
Skinks, Saurus cannot grow their populations normally, and will instead grow by a fixed amount every spawning day. Kroxigor will provide their own replenishment as a special caste. Their populations will only increase if they own spawning pools in the settlement, or the settlement is a Temple City.

Undead and Daemons
Undead appear in any province that has vampiric corruption. Daemons appear in any province with any of the chaos corruption types. They are used by any respectivly Undead or Daemonic units to replenish.

Skaven
Skaven grow normally in cities. But they also linger in regions as wild populations. High Skaven corruption will increase their population growth. Skaven armies can replenish their armies from these wild populations.

Ogres
Ogres are much less numerous and consume much more food, but they keep a large number of goblins and others around their camps.

Tomb Kings
Nehekharans will appear in any Tomb Cities, even if exterminated down to the last skeleton. However they cannot migrate to other settlements. It is advised as Tomb Kings to find a source of living humans if you wish to colonise a non-Tomb City settlement. Living humans will slowly convert into Nehekharans.

Forest Spirits and Beasts
Fae and Beasts are a secondary population for Wood Elves and Beastmen that live mainly Magic Tree settlements but also around the map. Beasts can be used by various factions for replenishment. Beastmen units use only Beasts populations that can be found in corrupted lands, and forests.

Greenskins
Orcs, Goblins and Gnoblars are spawned from any settlement they own, rather than breeding conventionally.

Slaaneshi, Khornates, Nurglites, and Tzeentchians
These monogod populations represent the mortal devotees of each of the gods for chaos warrior units. Many races may be corrupted and rise in revolt for their respective gods.

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I'd like to thank Lorghul, Chris, and Exlo for their wonderful help! I strongly recommend using DrunkFlamingo's Table Top Caps!

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BUILT IN COMPATIBILITY:
- Immortal Empires Expanded
- Mixu's Unlocker
- OVN Lost World

OPTIONAL FACTION SUBMODS:
- If you wish to play with additional factions such as TEB, Mousillion, Araby, Albion. ect. The Modded Factions Submod

SHOULD WORK BUT MAYBE BE BUGGY:
- Most custom units
- Most custom lords
- SFO

INCOMPATIBILITIES:
- Victory Conditions Overhaul crashes after completing the victory condition.
- Any mod that adds a new subculture or culture.
- OvN Firmir
- Xoudad's Levy mod and Loreful Mercenaries will not work, because mod has something built in already.
- Mixed race mods like Stratovarius' Garbag
- MULTIPLAYER DOES NOT WORK!! (Can't fix it either, so please don't ask.)

If, upon starting a new game, the population panel is blank that means you have another mod that is crashing all other scripted mods.

_______________________________________________________________
│⠀⌱⠀⠀My Other Mods
│⠀⌱⠀⠀If you wish to support my modding, please consider adding me and pick up something from my wishlist.
_______________________________________________________________

⁠—Please help me with mod visibility, I appreciate it!
Populära diskussioner Visa alla (15)
17
8 sep @ 12:21
Exploring Recruitment Logic and Population Dynamics in Your Mod
Maska_zgz
10
11 apr, 2023 @ 22:29
Ammo not replenishing and heroes not healing
Max ferrari Ott
1
25 maj @ 9:19
Any chance for a Patreon
Mayflies die, that's just nature
1 966 kommentarer
Rangelx97 7 timmar sedan 
For the dwarfs, they seem to have 2 sections for infrastructure buildings when hovering over 1 of them it crashes the game
Tested empire works fine
2 dwarf factions, both have the infrastructure section and crash
only this mod active
Louie04k 4 okt @ 12:48 
hey _Zevon for MP i recommend you using xAI to check your scripts and see if it can spot and fix whats causing desyncs
alcoholic seman thrower 4 okt @ 12:47 
@Paulogbfs It's a shame! I do prefer campaign with more indebth management and where wars actually makes an impact and i do love the chaos dwarfs
Paulogbfs 4 okt @ 4:19 
@alcoholic seman thrower: It's a bug. We should disable this mod if we start a Chorfs campaign for the time being.
None of my slaves, hobgoblins, or bull centaurs are replenishing, no matter how many battles I win or which provinces I conquer.
The mod creator said he'll look into it once he's back from his trip.
alcoholic seman thrower 3 okt @ 10:12 
how do i get orc slaves as a chaos dwatf player?
_Zevon  [skapare] 2 okt @ 6:24 
@Paulgbfs. Yeah, the AI uses the mod.
Hsutes 1 okt @ 20:13 
I would wait Paul until he fixes the end turn crashes I can’t even make it past turn one with only this mod active sadly!! It’s a 10/10 mod though!
Paulogbfs 1 okt @ 9:37 
Hi. You have no idea how excited I am to test this mod eventually.
It's disheartening to kill 30 AI doomstacks just for the wounded faction leader to happily return 5 turns later with more 15 doomstacks like nothing happened.
Besides, I love Three Kingdoms' campaign map stuff and Paradox games, so this mod seems to have come from heaven.
I have only one question before I test it on my second Immortal Empires playthrough: Can the AI handle the mechanics?
LilKyleRittenHouse 28 sep @ 23:02 
Someone make a multi-player version, ill pay lol
AfK 26 sep @ 10:31 
Chaos dwarfs goblin/orc slaves and hobgoblin units doesnt use the population pool. they dont replenish and recuit at low hp. i think greenskin faction has some units that has the same bug.