Total War: WARHAMMER III

Total War: WARHAMMER III

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Dynamic Garrisons with Full Settlement Strength
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19 Dec, 2023 @ 9:32am
5 Dec @ 7:47pm
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Dynamic Garrisons with Full Settlement Strength

Description
This mod makes every building provide some garrison units, and thus guarantees a larger garrison in every settlement.

Every building provides some garrison units. General rules are:
1) Settlement, wall, and garrison buildings keep their vanilla unit roster (hence "full settlement strength", unlike the original mod which reduces their garrisons).
2) Industrial, resource, growth, control and corruption buildings provide one tier 1 unit at level 1, and one more at each level above.
3) Military buildings provide 1-3 higher tier units based on the building level, unit availability, and unit quality.
4) Landmark buildings provide 1-3 higher tier units based on their level and purpose (added to a huge amount of landmarks that had no garrisons in the original mod).
5) Hero recruitment buildings provide a hero with a useful active skill (alongside recruitable units).

With this mod, you will expect to see AI factions expand more cautiously because of guaranteed larger garrisons in every settlement than vanilla. Previously overwhelmed factions and races can hold on to their territory longer, giving the player a better chance to interact with them. And as a player, attacking settlements feels more challenging instead of just an auto-resolve spree in the late game. When defending settlements you will actually have a better fighting chance owing to more units to maneuver on the battlefield.

Notes:
Without a certain DLC you may not see the garrison units in your settlements that the DLC unlocks.

This mod is save compatible, but takes one turn to see the changes whether you toggle it on or off before you start the game.

Despite being adapted from Iron's mod, this one has been vastly different from its source. Try both out if you are unsure about which one to choose.

This mod is probably going to be conflicted with other mods that add or alter garrisons. Please use your own discretion.
122 Comments
ty for your hard work man. I mean it.
HospitableGhost  [author] 12 hours ago 
Hi all. The mod has been updated to v7.0. Enjoy it!
HospitableGhost  [author] 13 hours ago 
Yeah, there's definitely a lot more to desire from this game. On the top of my head, I really want the devs to open up the lands of Ind and Kuresh. But they recently said it was not in the current plan, which is heartbreaking to me. Regarding the mod update, Dechala's buildings are the last mile to go (which isn't a short distance considering every one of her buildings is a brand new addition).
♥♥♥♥ I didn't even think about the new trolls for throgg, like you said. Guess beastmen got new units too. Same with the different chaos factions.
Lord, that was one thing in previous games, when a faction got new units. Most the time, it didn't add anything to OTHER factions lol
This has got to be a ♥♥♥♥♥ to mod every update lol. I modded WH2 -- was much simpler
Ferreus the Umbral Arrow 5 Dec @ 8:15am 
I mean, am patient and can work with their bleh garrisons. Like I said, used to do this, so understand how hard updates can be.
Just trying to help best I can.

but I agree, am glad they are shaking some things up. Just wish two three things lol. One, they innately had better default garrisons. Don't need doomstacks in small settlements lol, but SOMETHING more substantial than 9-12 units of chaff would be nice.
Second thing, I wish that this DLC hadn't been released with the announcement of Nagash's lol. Makes this one look far weaker by comparison. An lastly, I would have loved more unique animations with Aislin. Watched him in combat....he literally just slashes and pokes lol. Like come onnnn. Dual sword wielding high elf sea master and he just stands there an pokes?
Feel like him, the model, could have used some extra love.
HospitableGhost  [author] 5 Dec @ 8:04am 
Sorry about the rant. I too badly want to enjoy the new patch with this mod, but this time it is going to take longer to update. In the perspective of q player, the fact that the devs care and dare to make big changes to the game at this point I think is a very good thing
HospitableGhost  [author] 5 Dec @ 7:50am 
Believe me norsca gave me a lot of trouble. The recruitment of almost all units was moved to a new building or even to another building tree, and all military building trees now have branches. Findimg out the proper building IDs in the table was the most time consuming part because their names are littered everywhere (the troll building tree is so atrocious that they have 3 different prefixes that made it extremely hard to understand the logic and locate them in the table). Many high elf units and building IDs were changed too but it was not as bad because of simpler building trees. Hopefully slaanesh is indeed the easiest one as you said
Ferreus the Umbral Arrow 5 Dec @ 6:53am 
I know, have seen lol. I was like damn, guy is gonna have a time of this one. Cause it isn't just slapping units on them. You want to make sure the units you do, make sense, and are somewhat balanced.
I would suggest slaanesh first. Only because it's some of their lower tier buildings that are missing units. Plus, of the new three -- I'd say they'd probably be the easiest to do. High Elves I would think would be the more laborious.
Norsca hasn't changed TOO much, except for the new 'blue ice' looking buildings. Toss in new units though, and some of the older buildings may need a looksee as well.

Ah, man, I wish I could help you. My eyes have been so bad -- staring at the spreadsheets for modding just makes them feel like they are on fire. Love your mod though, and you do this game a great service. Cause without it? Ehh, doubt I'd play at all lol. Hate having to babysit weak settlements with half stacks.
HospitableGhost  [author] 5 Dec @ 6:04am 
Hi Ferreus. Thanks for the report! I only managed to update the regular settlement for norsca and high elves so far, for the building changes in the new patch are quite substantial. You can check the "change notes" tab to see the progress. Anyways, thanks again for following up. Stay tuned!
Ferreus the Umbral Arrow 5 Dec @ 4:18am 
a few of the slaanesh buildings don't have anything either. I'm guessing the same with high elves, though haven't looked at them. An sea lord aeslin has unique buildings. Is a lot to do all at once, I get it.