Bretonnia Peasant Economy Overhaul

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Author: IfThenOrElse

Last revision: 6 Dec, 2025 at 21:01 UTC

File size: 448.98 KB

On Steam Workshop

Description:
This mod changes the peasant economy, using shared unit caps for peasant units, unlocked through new mustering/ farming variants of the minor settlement chain.

Why I made this mod:
I felt the Bretonnian peasant economy was a little tired as a mechanic – and wanted to refresh it, moving away from the scripted system it had in game 1, to a system that takes advantage of some of the newer tech in Warhammer 3. The changes here make minor settlements much more important to the Bretonnian campaign, and encourages you to act as a proper Duke, protecting the peasants first!!!

Minor settlements:
Your minor settlements as Bretonnia come in two varieties, farming (income) or mustering (troops).

Farming:
These towns will provide you yeoman, archer and peasant mob unit caps – but also act as an additional farm, Increasing income potential by 50%.

Mustering:
These towns provide minimal income, but increase unit caps for all your other peasant units.

As you expand your territories, you will need to decide what you prioritise, money, or more fodder for the front lines? You can re-focus your settlements at any point, but this will take time and cost resources.

Shared Unit Caps:
Like Chaos Dwarfs, the unit caps you get from settlements are shared across some units. The bracket numbers are the default allowance.

  • Peasant Mob and the three archer variants. (4)
  • Yeoman cavalry (melee & ranged) (4)
  • Men-at-arms (sword and spear – unshielded) (4)
  • Men-at-arms (polearm, and shielded variants)
  • Battle Pilgrims and Foot Squires
  • Reliquae and both Trebuchet variants

Updated Technology and Fay Enchantress Buffs:
The technologies that updated peasant limit have been update with the new system (see images). This has also been one for the Fay Enchantress’s faction trait.

Industry/ Farming building re-focus:

  • I refocused the industry chain to be city-only an increased its income to match farms. They should be poor choices early in the game, but as you research technology, will become more profitable.
  • On the flipside, farms can now only be built in minor settlements.

Bugs:

  • Ignore the recruitment warning when recruiting peasants. It’s a hangover from some hard-code stuff with the old system

Other:
Thanks to Mixu for some UI hiding help!