Total War: WARHAMMER III

Total War: WARHAMMER III

71 ratings
Better Control Mod
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
155.835 KB
14 Sep, 2024 @ 1:14am
26 Mar @ 1:15pm
11 Change Notes ( view )

Subscribe to download
Better Control Mod

In 1 collection by Volcano
Warhammer 3++
6 items
Description
Do you think that Warhammer 3's Control (aka. Public Order) mechanic is useless to the degree that it can be completely ignored? When you see those perks and buildings that add Control, you just ignore them? Would you like to keep the original gameplay intact and only modify it in a minimal way? If so, this mod is for you!

This mod changes the Control mechanic to make it more of an important issue, requiring greater effort to stabilize and maintain, similar to Warhammer 2, but enhanced with additional effects. The problem with Control in WH3 is that it always stays around mid or high levels, never really decreasing to the point of rebellion, and also the perks and penalties associated with the high and low levels of Control are too insignificant to bother with. Additionally, raiding is a mostly useless minor inconvenience.

With this mod, Control is more difficult to establish, making those perks and buildings that increase Control more useful, and it also might mean there are generally more rebellions going on across the campaign. Raiding is also a significant Control nuisance, especially if multiple armies are raiding in a province, and events that bring about Control are far more useful (like the Dark Elves' "Fights to the Death" Diktats event that you never use, and other similar useless Control buffing events with other factions). At the same time, although Control is harder to achieve, being able to achieve good levels of Control will now add additional "good governance" perks to your provinces, like quicker construction time, additional income, and higher morale to armies that fight in that province. However, low levels of Control will also come with more severe "bad governance" penalties to your provinces, like higher build costs and longer construction time. The idea is higher risk, higher reward: you now cannot ignore Control, otherwise you will be hit with greater penalties, and it will take effort to keep Control at the highest levels (at least in the sense that you will need to build Control type buildings or occasionally station garrisons to maintain order). All of the changes to Control are done in a minimal way, without overhauling anything and keeping things as close to the original gameplay as possible.

NOTE: It may seem like Control is impossible to get into the higher levels at first, at the highest difficult level, but keep in mind that your Lords will gain traits that add Control, technologies add Control, buildings add Control, and Lord and Hero perks increase Control. You should suddenly find yourself looking for ways to increase Control, and eventually you will get very good at doing so.

Additionally, Corruption is adjusted so that it has more effect on Control, making Corruption more damaging to non-corrupt factions, and more beneficial to factions that seek to spread Corruption.

This mod...
✅Is save game compatible
✅Is compatible with all DLC
✅Works in multiplayer campaigns (as long as your friends also have it activated)
✅Should work with every other mod in existence (unless they are total overhaul or mods that also adjust Control)
✅Can be turned off and on whenever you want

Changes:

- Control penalties are increased by about 1.5x for all difficulty levels of the campaign.
- Control penalties are increased by about 1.25x for all the different levels of Corruption.
- Control benefits are decreased by about 0.75x for all the different levels of Corruption.
- Additional penalties are added to poor Control (bad governance) effects in provinces.
___These include - provincial: higher building build costs, longer building times; factionwide: research rate penalties.
- Additional bonuses are added to good Control (good governance) effects in provinces.
___These include - provincial: lower building build costs, faster building times; factionwide: trade tariff increases.
- The added factionwide penalties and bonuses are intended to accumulate into a significant effect based on your overall governance of all your provinces, giving you an incentive to be concerned with maintaining high levels of Control across your entire empire, other than avoiding local provincial penalties.

This mod should be compatible with just about any other mod except for those that drastically overhaul the game.

This mod is designed to be compatible with my Better Corruption Mod, or either one can be used separately by themselves:
https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3350653813

130 Comments
Volcano  [author] 4 Apr @ 1:50pm 
I haven't seen anything like that here, but I will keep a closer eye on it. I also don't see how that would even be possible (I am playing a different faction and Albion is fine). Strange.

Sounds like it could be a mod conflict, but then I don't really know what the other mod specifically alters, so that might not be true.
Rick Sanchez 4 Apr @ 1:36pm 
seems to be a problem with rebellions triggering on albion while playing belakor. rebellions still occur in other territories. am using landmark mods but those should be only things affecting albion
Herald 2 Apr @ 1:32pm 
No problem, I should've told you sooner, so I'm glad it's all good with you. Keep up the good work!
Volcano  [author] 2 Apr @ 1:10pm 
Thanks for telling me and for the credit. In my view, the more mods the better. :steamsunny:
Herald 2 Apr @ 8:49am 
Hey Volcano, I've created a Control mod that drew inspiration from yours a while back, and I've only just released it, so I gave you a shoutout and linked to your mod in the description. I've built my own effect_bundles_to_effects_junctions_tables table from scratch, and the mod isn't as extensive as yours, so I hope the credits will be fine!

Here's the link to the mod if you'd like to check it out:
https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3455888536

Let me know if you see any problem with this, cheers!
Volcano  [author] 27 Mar @ 5:54pm 
@thefightintitan
I just checked, and actually - Kislev factions are totally disconnected from the standard Control mechanics now. This means that this mod will not affect them at all, which I think is good, because they are now using a totally different method for public order (and this makes them unique).

That said, after playing with them more we may find that Devotion might need some small adjustments to make it more challenging, in which case I will integrate it into this mod (because it deals with a different type of, what is essentially, Control). But let's see how it plays for a while first. Who knows, it might be perfect. :steamhappy:
Volcano  [author] 27 Mar @ 3:01pm 
Hmm, don't know, haven't tried it yet. I will keep an eye on it. But then, since this mod deals with the base level of Control effects, I suspect it *should* (in theory) be OK, and any changes made with Kislev (or any other faction) would just be layered on top.
thefightintitan 27 Mar @ 5:25am 
@Volcano, any thoughts how this will interact with the new Kislev devotion/control currency mechanic?
Volcano  [author] 26 Mar @ 3:36pm 
I updated it, no more capital letters in the tables. It was tedious, and CA says they will fix it, but I don't quite trust that a future update will not break it again so the change/fix here doesn't hurt.
Volcano  [author] 24 Mar @ 1:51pm 
well, it would work, it would just be that the 4th tier wouldn't have any effects -- but that would probably be a bad thing, yeah. :steamfacepalm:

You could of course edit your own version of the mod to add in tier4 minor settlement effects, then load that version instead. :steamthumbsup: