Total War: WARHAMMER III

Total War: WARHAMMER III

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Better Corruption Mod
   
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18 Oct, 2024 @ 4:41am
26 Mar @ 1:15pm
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Better Corruption Mod

Description
Do you think that Warhammer 3's Corruption mechanic is not challenging and needs improvement in the sense that it accumulates too easily and is too easy to maintain at maximum levels? Do you think those buildings that improve Corruption are useless and you hardly ever build them? If so, this mod is for you!

This mod changes the Corruption mechanic to make it more of a challenge to maintain it at high levels, requiring greater effort to remove and maintain, but enhanced with additional effects. The problem with Corruption in WH3 is that it accumulates ridiculously fast and is easy to maintain at maximum levels, never really requiring you to build any buildings that increase Corruption.

With this mod, Corruption is more difficult to take hold and maintain at higher levels, making those perks and buildings that increase Corruption more useful. Now you will have to build Corruption increasing buildings, and you also cannot ignore Corruption that is bad for you because it can cause Control to collapse (when used with my Better Control Mod, see bottom of description), among other penalties. At the same time, although Corruption is harder to maintain at the highest levels (it is still easy to accumulate to low and mid levels but difficult to stabilize and obtain the highest levels and if left alone will naturally but gradually decrease), being able to achieve high levels of Corruption will now add additional and more effective effects to your provinces, like income bonuses and higher morale to armies that fight in that province who benefit from that corruption. However, low levels of Corruption will also come with penalties to you if you are a faction that spreads that type of corruption, like lower morale, each corruption faction has their own unique penalty effects that vary.

Also, if you are faction that is hurt by that corruption then you also will get penalized more by its presence, and it will be harder to get rid of. The idea is higher risk, higher reward: you now cannot ignore Corruption if it is bad for you, otherwise you will be hit with greater penalties like lower income and a severe hit to Control, and it will take effort to keep Corruption at the highest levels (at least in the sense that you will need to build Corruption type buildings and use Heroes to spread Corruption). All of the changes to Corruption 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 Corruption is impossible to maintain at the highest level at first, but keep in mind that your Lords and Heroes will gain traits that add Corruption and buildings add Corruption. You should suddenly find yourself looking for ways to increase Corruption, and eventually you will get very good at doing so.

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 Corruption)
✅Can be turned off and on whenever you want

Changes:

- Most importantly, a change was made to Corruption so that it works similarly to Control in that the higher the Corruption level becomes, the harder it is to maintain it. This is because a negative Corruption mechanic is added where each Corruption level increased adds a negative income to Corruption, to represent the natural order of things - it will slowly decrease to 0 on its own (the land by itself will eventually cleanse itself). This is important, because it means that in order to spread Corruption effectively it requires effort. But once the corruption takes over completely (which requires a lot of positive Corruption exertion) then it is difficult to get rid of. This makes things much more realistic and Corruption feels more like decay.

- In the reverse, if a faction is present in the province that does not benefit from the Corruption then a small positive growth will be present for Corruption, allowing it to gradually grow if ignored, requiring you to stamp it out before it takes hold.

- Minimum Corruption gained from battle reduced to 3 (instead of 10).

- Script change: Corruption gained from battles has been reduced to roughly 50% of the original level. This was changed because Corruption gains slower now overall, but was still way too quick to accumulate from just a few large battles causing it to max out at 100. The intent is that battles should be a good way to increase Corruption, but not the best way to increase Corruption (also because the battle Corruption increase is temporary and artificial, given that Corruption is harder to maintain without buildings or Lords / Heroes spreading it).

- Additional Corruption penalty effects added for factions that suffer from the Corruption when Corruption is high...
...penalties start and then accumulate in severity when Corruption > 50, so keep it low!...
_These include - (Corruption type in parenthesis), provincial means it only affects that province...
__(all) provincial: an increasing penalty to building income (think of corruption, wasting of funds)
__(for each Corruption type) provincial: an increasing penalty to Leadership (morale) when fighting against the type of faction that the Corruption belongs to

- Additional Corruption penalty effects added for factions that benefit from the Corruption, when Corruption is low...
*IMPORTANT* - The goal here is to make it a little more difficult for factions that rely on that Corruption to fight a battle in a province where their own Corruption is very low!
...all penalties decrease in severity the higher the corruption level becomes (with all penalties removed > 30)
_These include - (Corruption type in parenthesis), provincial means battles fought in that province...
__(Vamiric) provincial, unique: melee defense penalty for zombie and skeleton units
__(Chaos) provincial, unique: Leadership (morale) penalty to Chaos Warrior units
__(Khorne) provincial, unique: Experience gain penalty for Khorne units (can't get enough blood for the BG)
__(Nurgle) provincial, unique: Lower starting health for Forsaken, Plaguebearer and Exalted Plaguebearer units
__(Skaven) provincial, unique: Penalty to melee attack when fighting against Skaven units
__(Slaanesh) provincial, unique: Penalty to melee attack of Slaanesh led armies
__(Tzeentch) provincial, unique: Increased magic cost on all spells

- Additional bonuses are added to the highest Corruption effects in provinces for factions that benefit from the Corruption type, starting and increasing at > 50 or 60, for greater reward because Corruption is much more difficult to maintain at the highest levels...
_These include - (Corruption type in parenthesis), provincial means bonus is only within that province...
__(all) provincial: bonus to building income (> 60)
__(all) provincial: moderate bonus to campaign movement range of armies and Heroes in those provinces (> 50)
__(all) provincial: Leadership (morale) bonus for armies (of that Corruption type) (> 50)
__(Vamiric) provincial, unique: Replenishment bonus for undead units
__(Chaos) provincial, unique: Replenishment bonus for Chaos units
__(Khorne) provincial, unique: Replenishment bonus for Khorne marked daemon units
__(Nurgle) provincial, unique: Replenishment bonus for Nurgle marked daemon units
__(Skaven) provincial, unique: Replenishment bonus for Skaven units (higher % because rats, their main bonus)
__(Slaanesh) provincial, unique: Replenishment bonus for Slaanesh marked daemon units

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 Control Mod, or can be used separately:
https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3330751956

59 Comments
Volcano  [author] 2 Jun @ 7:42pm 
Ah, that was in response to my previous comment. :steamfacepalm:

Yes, still testing it out, nearly done with a campaign and then I will push it in an update. Hard to tell if it is helping the AI or not without playing a lot of turns...
OHM 31 May @ 5:36am 
Waiting eagerly!
Volcano  [author] 29 Apr @ 9:31am 
Actually, for what its worth, I figured out what was breaking the test, and no I am experimenting with another idea that might help the AI emphasize building of Corruption buildings. But the point is, I am still looking into it. :steamthumbsup:
Volcano  [author] 26 Apr @ 1:54am 
Nevermind, I tested it and it does break things. In any case, I am 145 turns into a current campaign and I do see plenty of Tzeentch and Slaanesh corruption taken hold in provinces in my area (I am not near Khorne), like over 70+ corruption or more. In my game Slaanesh took over the entire "Elven Toilet Seat" (what I call the high elves' island) and totally consumed it with Slaanesh corruption.

So I think the AI's ability to spread corruption is more to do with whether they have a good start in that campaign, and whether they get established or not.
Volcano  [author] 25 Apr @ 4:45pm 
Actually... I may have found something the AI uses to put "weight" on deciding which buildings to construct, individually. I will experiment with this and see if it helps then if it does, I will update the mod after I know it doesn't break anything. :steamsunny:
Volcano  [author] 25 Apr @ 1:31pm 
I can take a look, but I doubt it it is possible to tell the AI to emphasize specific building construction, probably just classes of building (ie. military, economic, etc), but maybe there is something there for control buildings.

On the other hand, I have seen Corruption from the AI, but what it really requires is that the faction is successful in expanding. What I mean is, every time you play the game some factions (usually the same ones) will spread dominantly, and some will not. If, for example, a vampire lords, chaos, Skaven, or Khorne spreads its territory then Corruption will take hold. But if they do not, then it won't take hold, because they end up controlling one region in a province, for example. The same is true for the player, and in that regard I think it is good. But that said, I will still try to improve the AI however I can. :steamthumbsup:
BigBoyEmp 25 Apr @ 11:58am 
Is there a way you can prioritize the AI to build buildings or get skill points to raise corruption? Right now your mod has completely eliminated corruption from the world since the AI is unable to maintain it.
Volcano  [author] 22 Apr @ 9:40pm 
Thanks, glad you like them.

Hmm, I am afraid I have never messed with diplomacy. I could look into it, but then perhaps it might be better to look for a small supplemental mod on the workshop that might specialize in that area. :steamfacepalm:
...(that is, if there is such a mod on the workshop, I don't really know - maybe someone here in the comments might be able to help and point one they like out).
MightNight 22 Apr @ 9:23pm 
@Volcano I use all of your mods and I really enjoy them. I was wondering if you could do something similar with reliability? I feel like, just like corruption and control, the system is underutilized and unbalanced. I see many possibilities which could remove reliability points based on actions that you and the AI take. Examples like trespassing (finally trespassing for the AI would mean something), declaring wars (small reliability rating if declaring war while your armies are in friendly territory vs trespassing for a blitz attack), being at war for too long, etc.

I feel like this mechanic would further aid the goal of your mods which helps slowing down the campaign
NorscanWarlord 17 Apr @ 3:00pm 
alright, cheers i'll go test then :)