Total War: WARHAMMER III

Total War: WARHAMMER III

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Better Chaos Cults
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overhaul
Tags: mod
File Size
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497.803 KB
24 Dec, 2022 @ 5:58pm
11 Jan @ 12:28pm
42 Change Notes ( view )

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Better Chaos Cults

Description


Overview
With the new cult features introduced in update 5.2, cults can become more complex and engaging. This mod adds several new cult buildings and mechanics, aims to provide thematic and useful rewards for engaging with cults, and reworks vanilla cult buildings. Due to the increase in complexity, each dark god's cults will be released individually. Here is the current state of the mod:

- Nurgle: Complete and playable
- Khorne: Development in progress (Available for beta testing soon.)
- Tzeentch: Development pending
- Slaanesh: Development pending

Features
2 Free Random Starting Cults
After CA's 5.2 update, cults no longer randomly spawn. With this mod, cults may spawn randomly after turns 10 and 20 for a total of 2 free cults. These cults will always be far away from your current territory, and will never be near each other. This lets you interact with parts of the campaign map your faction may not have access to as easily. This feature is configurable with MCT.

Passive Cult Expansion
Magus cults will be able to expand passively to adjacent regions. This expansion creates regular (non-magus) cults. Regular cults cannot expand passively. This makes your magus cults the heart of cult cluster networks.

Establish Cults Skill
Cultists will only be able to establish cults after reaching level 5. This is for balance reasons when taking the other new features into account.

Cults in Abandoned Regions
Cults will be able to expand to abandoned regions and persist in razed regions. This can be disabled via MCT.

Cult Rituals
Cults will be able to set up ritual arrays that, when activated, provide potent and/or large-scale effects. These rituals will require regular cults and magus cults to work together, and cultist heroes can empower local rituals to enhance their effects.

Hero Recruitment
Cults can allow the recruitment of new heroes once they have been sufficiently developed.


Beta Testing
There will be a short time between each release where development is in progress without access for beta testing. See the Overview above for information on current beta testing opportunities. If beta testing is available, and you're interested, reach out to me directly on Discord.
Additional Credits
A huge thanks to the following people for their help with the mod in various ways, with their help the mod is able to be higher quality and with less bugs:

Art
- Maclinger
Beta Testers
- EE∞EternaL
- Zach
- Belial
- Samuro
- Ultimate Lifeform
264 Comments
DawianTool 12 Jan @ 6:44am 
Master!
Acephelos  [author] 11 Jan @ 5:48pm 
@Brother Penguinious - You can use MCT to spawn more free cults, but my intent was to encourage you to use your cults and cultists to create more cults. The free cults are mostly to give you early access to regions you may not have access to early on otherwise, and to give you a taste of what they can do for you throughout your campaign.

Additionally, having them spawn based on corruption like they used to, would really only give you cults nearby most of the time, which isn't as useful. And having them spawn randomly anywhere regardless of corruption would be a bit overpowered, so the spawn chance would have to be very very low, otherwise the cults have to be very weak if you're going to get so many of them for free so often. Basically, this way is better balanced and provides a better experience overall.

Be mindful of the distance limits for free cults, if you add more via MCT as they won't spawn if they can't find a location far enough away from your other cults or your territory.
Brother Penguinious 11 Jan @ 3:18pm 
It’s great that you brought back the random spawn for cults :) I’m curious why you only limited it to two cults though. Why not make it work like the old system or give an MCT option?
glospey 11 Jan @ 1:59pm 
Thank you for the update!!! Looking forward to the Tzeentch update! :)
PapaThunda 11 Jan @ 1:57pm 
THIS MOD GOT UPDATED?! YES!! Thank you for your hard work man!
Acephelos  [author] 11 Jan @ 12:34pm 
I've released the Nurgle cults. Khorne is up next since CA is just about entirely finished with Khorne. Building screenshots are a huge pain so none of those going forward I think. Or maybe only specific ones. I'll think about it. Enjoy!
Rustic Clover 7 Jan @ 7:02pm 
Wonderful to hear! And as a Nurgle enjoyer, it pleases me greatly that we get the honour of being first :)
Acephelos  [author] 7 Jan @ 10:12am 
FYI - The Nurgle cults will be released before the end of this month. Now that the underlying systems have been developed and tested, the cults for the other gods should come along much faster than Nurgle's did as well.
Rustic Clover 28 Dec, 2024 @ 4:12am 
Looking forward greatly to the future of this mod. Cults are such an important part of the Warhammer setting but very underdone ingame.
Acephelos  [author] 17 Dec, 2024 @ 5:56am 
@Rapknife - I think you'd want to look into TWUI file modding. Da Modding Den Discord server should have more info and people who specialize in that type of modding though, I don't unfortunately.