Total War: WARHAMMER III

Total War: WARHAMMER III

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Greater Garrisons
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14 apr, 2023 @ 13:49
20 okt @ 14:57
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Greater Garrisons

Beskrivning
Updated Oct.20.25: Update 6.3.3 - fixed missing lizardmen.


Larger garrisons for built up cities.
Greater Garrisons adds an additional one or two units to the garrisons of all settlements. All economic buildings now provide one weaker garrison unit, military buildings provide one stronger unit. Garrison buildings have had an additional one or two high tier units added as well.

All cities can now sally out after building city walls!
This means it's a lot easier to deal with those pesky rebellions before they get to be too large! You can also attack enemy armies, but you'll probably lose...

Overall, this means taking cities will be harder, and you can fortify a major city to have a full garrison of twenty units by picking up a garrison building and some other buildings.

This mod also adds some minor control bonuses (between +1 and +3) for garrisons, due to the fact that you have more units there to help keep the peace, and adds extra map vision for cities on your undercity discovery buildings.

Additionally, every five turns the garrisons will gain an extra experience level, up to a maximum of six levels. This may be dropped to three levels, I'm not sure yet. This will allow older garrisons to provide a stiffer fight, compared to freshly made ones.

Please feel free to comment if something seems wrong. There are over 2,300 new garrison entries and 4,200 vanilla building_levels entries so I'm bound to have missed something.

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Most mods should be compatible with this, but it might be a little unbalanced.

This mod should be multiplayer compatible!

This mod can be enabled or disabled midway through a campaign. It'll take a turn and then garrison list will change.

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PLEASE USE THIS MOD TO FIX THE MISSING SPELLS FOR GARRISON HEROES!
Abilities and Spells for Heroes and Mages.

ADDITIONAL SUBMOD FOR COMMUNITY FACTIONS SUCH AS TEB, ALBION, NAGASH AND OTHERS
Greater Garrison Submod for Community Factions

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│⠀⌱⠀⠀If you wish to support my modding, please consider adding me and pick up something from my wishlist.
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Populära diskussioner Visa alla (3)
5
20 jul @ 22:41
Buildings missing units.
Notthebeegees
0
25 maj @ 4:00
Mod does not work on Lizardment cult of sotek
Retruvian
0
2 apr @ 21:58
Feedback and suggestions.
Deviant
481 kommentarer
_Zevon  [skapare] 30 okt @ 13:39 
@Zorag. That's probably a unique building chain issue. I'll see about fixing it when I'm back in december for the DLC.
Zorag 28 okt @ 12:57 
Oh actually Castle Drakenhof is missing a hero too. So it's either an oversight with unique capitals or a feature
Zorag 28 okt @ 12:41 
Hey. Is Altdorf missing an Empire Captain intentional? Seems kinda weird since even minor settelments have one
_Zevon  [skapare] 27 okt @ 5:32 
@Herls. I didn't have the time to upkeep it, so I took it down.
Herls 25 okt @ 23:14 
What happened to the WarCry mod? Sorry to ask here but it's the only place I see that I can.
_Zevon  [skapare] 25 okt @ 16:08 
@Sir. The only thing I can think of is the script I use at the start to make all new units have fill HP before the first turn of a new game. I don't know why that would happen.
Sir Bobik 25 okt @ 10:30 
And in addition to that, the siege happens to be interrupted as well, so I have to start it a new
Sir Bobik 25 okt @ 10:29 
How come the garrison sallies out to fight with besieging force, looses 2/3 of the soldiers, but happens to be completely untouched by the start of next turn? Including a separate lord, who was killed in the battle
Never seen something like that happening with a vanilla garrison
AI-Man 21 okt @ 5:46 
ok will give it a test with the default load order and see how it goes :steamthumbsup:
glospey 21 okt @ 5:31 
@AI-Man: One of my play groups was using both together. I can't confirm they still work together but they were last time we played . . . 6? months ago? (My perception of time sucks.)