Unit Rarity (unit caps) – Core, Special, Rare
Warhammer 2 version of this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1285998815
This mod provides:
– A new layer of strategic choice when designing your armies and cities.
– A continued need and use for all unit types.
– A framework that causes the AI to produce more logical, loreful armies.
This mod adds capacity limits for elite or exotic units based on the classification system of table-top Warhammer: Core, Special, Rare. If you know the army books, you should be able to guess which units are limited and how severely. With these restraints, players will need to choose where to deploy and use their faction’s elite and specialized units, providing a more realistic and immersive experience as a commander. The AI will have to follow these same rules, and as a side effect you will encounter more balanced and varied enemy armies (no more all-doomdiver or all-chariot armies).
Capacity limits are increased by the corresponding recruitment buildings, so any faction that wishes to specialize in a certain unit simply needs to build the logical infrastructure to support their capacity.
-Core units are unlimited, just as they are in the base game.
-Special units are given a capacity of 2-3 per recruitment building with upgrades generally adding +1 or +2.
-Rare units are given a capacity or 1-2 per recruitment building with upgrades generally not adding capacity.
-Capacity for allied units is based on Outpost locations.
Differences between this mod and other unit cap mods:
First, this mod only places caps on "Special" and "Rare" units, to mimic the tabletop Warhammer army composition rules. Units are defined as "Core", "Special", or "Rare", based on the latest Games Workshop rulebooks for tabletop. You will not need to manage unit caps for "Core" units like Empire spearmen and can recruit as many as you think you need and can afford. Caps for "Special" units are about 3x as generous as caps for "Rare" units. Other mods have caps for every single unit in the game, and I’m not sure how they decided what the limits for each unit should be.
Second, this mod caps units on a faction basis and not a per army basis. This to add a layer of strategy regarding providing the buildings to support your desired specialized or balanced approach. You will need more than a single Engineer’s Workshop if you wish to provide cannon units for 10 different armies, and you will need to decide which armies should get your limited special and rare units. Alternatively, this means you are also free to specialize specific armies and create an army with as many special/rare units as you want, if you have invested in enough of the supporting buildings in your realm.
FAQ
-Save game compatible.
-I do not know about compatibility with other people’s mods, just try it out.
Other mods by Iron:
Dynamic Garrisons: https://steamcommunity.com/sharedfiles/filedetails/?id=2962751969
Culture-restricted Join War: https://steamcommunity.com/sharedfiles/filedetails/?id=2907280266
Revisions:
Old revisions of this mod are available below. Click the link to download.