Technology Affects Allied Recruitment
This mod applies your allies’ technologies to the units you recruit from them.
TW: Warhammer 3 has introduced a very fun new mechanic: the ability to recruit troops from your allies for use in your own armies. One glaring problem with this, however, is that as the game progresses and you research more technologies, your own units get stronger and stronger while those recruited from your allies do not, making them less satisfying to use. This mod seeks to solve that problem.
As stated above, this mod attempts to do this by applying technologies researched by your allies to the units you recruit from them. For instance, if you have a dwarven ally who has researched the tech that allows gyrocopters to fire while moving, any gyrocopters you recruit will now be able to do this as well. Or say you research the tech that gives all your tzar guard 4 extra melee defense. Now all of your (non kislev) allies will have 4 extra melee defense on tzar guards they recruit from you as well.
Technologies included:
– All technologies that are shared among all factions of a culture
Technologies not included:
– Technologies that are unique to one specific lord (such as Sniktch’s “Quality & Quantity” Technology)
– Any technologies added or altered by another mod
– Demons of Chaos boon effects (while these are not strictly speaking techs, they are analogous for DoC. I plan to include them but haven’t yet determined how to implement them fairly, my apologies.)
Effects from technologies included:
– Effects from technologies that affect a unit’s performance in battle: stat increases, abilities (like vanguard deployment, fire while moving, etc.), bound spells, etc.
Effects from technologies not included:
– Campaign level effects: Additional unit specific replenishment, unit specific reduced upkeep cost, increased recruit rank, etc.
– Effects that rely on specific circumstances: additional stats when fighting against a specific faction, additional stats when attacking, additional stats when under siege, etc.
Is this save game compatible?
Yes, although technologies researched by your allies prior to activating this mod may not extend to you until the global resync period (by default on turns ending in 0)
Is this multiplayer compatible?
Yes.
Note: Allied effects take effect at the end of the faction who researches the tech’s turn, so if you are playing multiplayer with simultaneous turns, allies may not be affected until the turn after a tech is researched.
I have tried to make the above decisions to maintain the balance of the game while making allied recruitment viable and fun, while also being feasible to implement. I welcome any constructive feedback you may have on ways to make it even better.
Lastly, this mod was the product of an enormous amount of work, wherein I had to manually implement an ally-specific version of nearly every single relevant technology. For all my testing, it is possible I have made some errors. If you encounter one, kindly let me know and I’ll try to look into it.