Recruitment Chain Overhaul (No more Tier 0 Bloodletters and Chaos Warriors)

If you liked this item, please rate it up on Steam Workshop page.

Author: Pegaz

Last revision: 17 Sep, 2025 at 12:25 UTC

File size: 178.02 KB

On Steam Workshop

Description:

This is a mod which overhauls most recruitment chains in the game, rebalancing them to remove anomalies and bizzare balancing decisions by CA. (Like Khorne recruiting 850 Gold chaos warriors from basic settlement buildings, or chosen variants appearing anywhere between tier 3 and 5 based on roster)

This is an extension of my Monogod Recruitment Chain mod, the previous mod is not required for it to run and may cause conflicts so prefferably use only one of them at a time.

This mod can cause some factions to have no units available at tier 0 if you don’t have some DLC, so caution is advised.

Most factions are changed in some way.

Tomb Kings, Kislev and Beastmen were not altered as their build trees are mostly fine
High Elves and Norsca are untouched, since they will propably get some building chain update in the coming DLC, and I don’t want to do the same work twice.
Daemons of Chaos are untouched cause they are beyond saving, Daniel needs more help than a simple building chain mod.

The guiding principles of this mod are:

1. Units should now be priced approperiately for tiers in accordance with the following price brackets:
tier 1: 0-600
tier 2: 300-850
tier 3: 700-1200
tier 4: 1000-2000
tier 5: 1600+
2. Units should not make other units in the same tier obsolete (this is for example why Hammerers got bumped to tier 4, since they are an upgrade to Longbeards (Great Weapons) and should thus be a tier higher.
3. Building chains should not be overloaded, units should be evenly spread out across building chains when possible.
4. I didn’t add or remove any building chains, this is done to avoid confilcts with other mods, this results in some buildings having empty levels that don’t unlock any unit.
5. All factions should have some basic units recruitable from settlement buildings (Vampire Coast and Bretonnia, rejoice!)

Other changes made by this mod are:

– Thunderbarges now use a unit cap system same as Dread Saurian.
– Dread saurian building now gives +1 cap, not +2.
– Removed cross chain building requirements from Wood Elves and Skaven, as they effectively made some of the units never be recruited.
– Vampire Coast buildings now provide recruitment capacity for Mournghul Haunters and Gunnery Wights, you no longer need to place pirate coves to get more of them.

I may have missed something when making the changes, like some alternative build chain available to only one lord, or other stuff like that, so feel free to let me know in the comments.

If you like the mod and want to express your appretiation, you can support me on Ko-fi:

[ko-fi.com]