Total War: WARHAMMER

Total War: WARHAMMER

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V2 Improved and Loreful Empire Offices SFO SUBMOD
   
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Tags: mod, Campaign
File Size
Posted
Updated
164.638 KB
7 Sep, 2017 @ 12:47pm
9 Sep, 2017 @ 3:10pm
2 Change Notes ( view )

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V2 Improved and Loreful Empire Offices SFO SUBMOD

In 3 collections by Flamboyant Schemer61
Flamboyant's Warhammer Mods List
11 items
SFO Compatible mods
58 items
Alternative SFO mod list
54 items
Description
Hi guys another compatibility patch for SFO. Don't forget to click on that thumbs up like button if you liked! This is a small mod that makes V2 Improved and Loreful Empire Offices mod compatible with SFO. It will work with anything, it only adds some unique tables thats all. Do not use this with vanilla version, it is a standalone.

The mod works, the Sub Faction of the Empire don't have Emperor bonuses which is good for me.

For any of your ideas about this mod, you can use the suggestion thread! I will value your opinion, it is the only reason I made these mods public!

VANILLA VERSION

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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1126155506
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UPDATES

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I am using this mod for my personal entertainment so this mod will be updated as long as SFO and V2 Improved and Loreful Empire Offices mods are updated.

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BALANCE ISSUES

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-I have tested this mod in my own game and I am always open to the suggestions as always. This mod is playable for SFO and I am probably only an okay MP field general but I have played a lot of SFO, made a lot of compatibility patches for it, started easily 100+ campaign (maybe more) just for testing, so I do have a humble opinion about campaign bonuses. So, I have changed the bonuses just a bit. Not too much, I tried my best to keep loyal to the vision of the original maker of the mod, shaky_rivers. Let's talk about the changes:

-First of all, 1 more morale point is more important in SFO than the vanilla because the overall stats of the units are increased. So an empire swordsmen fighting 1 more sec. is making more damage in SFO than vanilla in simplest words. And 6 is the morale points difference between an empire spearman and an eternal guard So let's meet with the new offices:

Witch Hunter General:
Allows recruitment of 1 Witch Hunter
-25% for all spy actions
+3 against corruption
+5% local tax income
+5 Leadership when fighting against the Undead

I believe this office needs to be used against Undeads, and it it Witch hunter GENERAL, so it needed some bonuses for army. To compensate this, I lower the corruption bonus and increased the spy action cost reduction only by 5% , which is higher in SFO(40%) and also a better bonus because money is scarce in SFO compared to vanilla.

Grand Theogonist :
Allows recruitment of 1 Warrior Priest
+3 Leadership when fighting against the Undead
+5 Leadership when fighting against the Chaos and Norsca
+5 replenishment for lords army
+4 against corruption
+10% melee def. for flagellants

The GT has a smaller bonus on undead enemies now, because witch hunter general is a more specialized solution to the undeads (and I should make them balanced). It is the Grand Theogonist so it needs some corruption defence I guess more than witch hunter general (my humble opinion). Melee def. for fagellants is not a huge deal just to make flagellants a more viable option for them.

Emperor's Champion:
+8 Diplomatic Relations with other Empire states
+5 Leadership when fighting against men
+14 Melee Attack for the Lord
adds the trait "Unbreakable" to the lord

Leadership slightly lesser than vanilla counterpart of this mod again. I also added 4 more melee attack to the lord to make this a bit better choice in the late game, especially for AI. This lord only good at the early stages of the game, whic makes them perfect for me. Because they are very good at the early game but available at lvl 1 and unlike GT and WHG this office will lose it's importance in the later turns.(against chaos etc.)

-Huntsmarhal:
+5 Leadership when fighting against Greenskins and Beastmen
+25 Bonus V large for the Lord
+3 Bonus V large for the army
+7 Campaign movement for lords army

Leadership is same as the other offices, but I believe this is a little better office than the other (because it comes at lvl 1 and has very good bonuses), so I reduced the campaign movement bonus and bonus vs large bonus to lord a little bit. Other than that it is same with generic.

Supreme Patriarch:
Allows recruitment of 1 Wizard
+2 XP for ALL wizard recruits
+18 winds of magic for ALL wizards

I only increased the winds of magic reserve by points because this office openes pretty late and I believe it needed some buff so I gave them some. It looks enough because magic reserve is more important than vanilla.

Reiksmarshal
Allows recruitment of 1 Captain
+5 Leadership against all forces
-10% upkeep for lords army
+1 to recruitment slots.
vigour loss reduction for cav.

I only decreased the leadership for the same old reasons and upkeep cost reduction because this office was a better choice then supreme patriarch which also unlocked at lvl 10. But, to give it some edge overall, I kept the vanilla vigour loss red. for cavs.

Emperor
+20% Trade income
-5% Local construction costs

I slightly reduced the reduction to construction costs because it was a very good addition to the empire faction for my taste.

Final Note:
I am content with my mod right now but everything in my all mods are subject to change on the direction of the suggestions and comments of subscribers course. However, if you are using an unlocker, I guess all of these offices are just awesome. For Middenland and Wissenland Huntsmarshal is the right choice from the start, whereas Reikland (empire) should choose the Emperor's champion right away, and change it in time, depending on the enemies they will face.
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COMPATIBILITY

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It doesn't change anything, only adds some unique codes which shouldn't be a problem with any mod. So if you are using a lot of mods with SFO, this mod will not cause any issues.

Some mods like Legitimacy mod is compatible, but it will delete the bonus of the emperor, which is not a huge deal though.
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TROUBLESHOOT

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I will try as hard as I can to fix the problems.
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MORE MOD SUGGESTIONS/DEMANDS

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Please feel free to ask more balancing mods guys I am also playing with those mods so if you know any good unit mods please share them with me!

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Please give a thumbs up if you like!


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If you liked it, check out my other compatibility mods:

https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1081702636

I am using all of my mods at the same time and they work fine for me. So, they probably compatible with each other.



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Special thanks to:

-SFO team,

-shaky_rivers

for the permission of usage of their great mods.

And all of the people who gave me their support by feedbacks and kind words, it is the only reward I want and I am happy to have such good subscribers.
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23 Comments
Flamboyant Schemer61  [author] 20 Jul, 2018 @ 5:20pm 
I honestly don't know mate, sorry. I don't even have wh1 installed in my pc now.
^Triumph 20 Jul, 2018 @ 1:40pm 
Does this fix mixu's elector counts having a bug with offices? =) cool mod!
Malanthor 24 Sep, 2017 @ 12:04pm 
@Flamboyant Schemer61: Very true that. :-)
Flamboyant Schemer61  [author] 24 Sep, 2017 @ 6:57am 
@Malanthor
You are right about witch hunters but sigmar priests are more or less the same actually lol. The whole empire sadly looks like nazi germany to be honest. They are even worse actually if you consider the 40000 too
Malanthor 21 Sep, 2017 @ 10:06pm 
Yeah i am sure they visit the temple of sigmar daily when the witch hunter is in town. Other than that i assume they stay inside their houses and pray that he dont pay them a visit. :D
Burned people dont pay taxes, nor do those who are incaracerated as a part of a witch hunters investigations. Hehe. But i am sure those not of the most zealous bent promote a sense of dooing what is right in the population -which may include paying their taxes or more likely donating to the temple of sigmar. :-D Good stuff.
shaky_rivers  [author] 21 Sep, 2017 @ 10:23am 
@malanthor - it's a little different in the original mod, no leadership bonus for the witch hunter general but people behave when their in town and pay their taxes.
Malanthor 21 Sep, 2017 @ 8:56am 
@Flamboyant Schemer61: Hey there. I was only wondering why the vigour loss didnt apply to the whole army, but only cavalry and why witch hunters wold give an army a morale boost when its more plausible they would lower morale if attached to an army. They bring nothing to the table that would actually raise the morale of soldiers. Only accusations and strutting around scaring people with veiled accusations. It is comparable to the Gestapo raising the morale of an army it was attached too. Hehehe. :D
Flamboyant Schemer61  [author] 21 Sep, 2017 @ 8:28am 
@Malanthor
Hi thanks for you feedback! Reiksmarshal buffs the whole army, he also buffs cav. with vigour loss resistance. And whitch hunter general gives morale to the army which is normal, I didn't mention anything like an army of witch hunters. They also have corruption reduction, it is just smaller than grand theogonist, which is normal. About enemy agent succes chance, it is just a minor thing but since I will keep the morale buff on them, I will probably not buff them anymore with that.
Malanthor 20 Sep, 2017 @ 11:06am 
Why do witch hunter general have tax income and morale vs undead for army? The witch hunters are not an army, nor specialiced against the undead but people dedicated to rooting out internal corruption, makes alot more sense to keep the +5 against corruption and instead of the morale boost give them reduced enemy agent success chanse in local region as those things are the essence of what they do.
Also the reiksmarshal is the overall army commander of the empire, why do he only buff cavalry with vigor loss reduction? Makes more sense to have him buff the whole army. He is not the cavalry commander after all.
Good work, thanks for making it compatible for sfo.
shaky_rivers  [author] 14 Sep, 2017 @ 2:53am 
@bob - If your using SFO only use this mod and not the other one. I've heard of no other CTD from other people and tbh I'd doubt think this mod would cause a CTD as it edits only one table.