Tamurkhan Chieftain Units: Increased Total Caps & Single Dominance Point Recruitment

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Author: Turan Khan

Last revision: 16 May, 2024 at 04:20 UTC

File size: 159.75 KB

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Description:
DESCRIPTION

This mod increases the chieftain TOTAL (or faction) unit cap to 19 then 76 and ultimately to 999 at Devoted level to allow for a full doomstack of chieftain units at each tier level: so all Rot Knights for example, at tier level 2. This mod also reduces all Chieftain units to cost just a single (1) Dominance Point for faster/easier recruitment of all these non-Daemonic units.

This does not increase the recruitment cap "per army" from the various chieftains. For that complementary effect, I highly recommend pairing this mod with XenosParadox mod:
Increased Tamurkhan Chieftain Unit Cap Per Army

THEREFORE, this mod DOES conflict with XenosParadox mod:
Tamurkhan Double Chieftain Unit Cap
So, choose either the more moderate "doubled" increase of XenosParadox or the more extreme "999" increase of my mod here.

EXAMPLE

Starting Chieftain: Kayzk

  1. Starting T1 unit (Kayzk’s Chariots) capped at 19
    NOTE: This allows player to create a doomstack of just T1 units in one single army.
  2. When unlocking T2 unit (Kayzk’s Rot Knights) that cap at 19, then T1 unit cap is bumped further 57 for a total of 76 units.
    NOTE: Now, T1 units can be filled into 4 armies (19×4=76)
  3. When unlocking T3 unit (Kayzk’s Toad Dragon) that cap at 19, then T2 unit cap is bumped further 57 for a total of 76 units.
    NOTE: Now, T2 units can be filled into 4 armies!
  4. ALL Chieftain Units now cost JUST a SINGLE (1) Dominance Point
    So, now Toad Dragon doesn’t cost 6 Dominance Points, but just 1.
    RATIONALE: A single battle should convince a single unit to join up. Otherwise, Tamurkhan in vanilla is incentivized to keep sacking and ‘winning’ settlement battle, ad nauseam for 7 turns, JUST to recruit one more Toad Dragon. I really don’t like that tedium in games. Already, compared to Elspeth who gets passive +50 and then +100 Schematics per turn, Tamurkhan needs to keep fighting and WINNING battles. In mid-game to end-game, there’s less and less enemies to fight, so eventually hitting 7 Dominance Points becomes untenable vs. compared Elspeth who accrued 700 Schematics just passively doing nothing, not required to be winning battles.

CREDITS

XenosParadox
Thank you very much for giving me permission to base off your mod as I get my feet wet in TW modding again, after a long hiatus!

I obtained his permission with the following confirmation:

Originally posted by XenosParadox:

@Turan Khan Feel free to upload your own mod, you did all of the work on it. I also use RPFM as my modding tool. I started modding like a week ago so I am no expert by any means. I sort of stumble around until I figure it out, and get a lot of help from the modding discord.

Happy you made your mod, and please upload it so others can enjoy it.

Enjoy, fellow "Rot & Ruin" enjoyers!

Lastly, please support me here: https://buymeacoffee.com/turankhan

After this small lil mod, I’m embarking on adding new custom faction "Khazags" (or replacing existing Khazag faction) with my own rendition, resurrecting the parts of the magnificent "The Hung" mod by Qpoljanan.
I obtained permission from Qpoljanan and awaiting permission and discussion further with The Salty Old Fisherman who now has access to "The Hung" mod assets.

Wish me luck!

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Required DLC:

These DLC should be installed in order to use this item.


Total War: WARHAMMER III - Tamurkhan u2013 Thrones of Decay