Total War: WARHAMMER II

Total War: WARHAMMER II

42 ratings
(technologies) tech research rate bonus tweaked and improved per race (warad_tww2_researchs)
   
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Tags: mod, Campaign
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Posted
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97.585 KB
5 Oct, 2017 @ 7:10am
25 May, 2020 @ 4:06pm
15 Change Notes ( view )

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(technologies) tech research rate bonus tweaked and improved per race (warad_tww2_researchs)

In 1 collection by ADRIEN manowarad WRP crossbowlov
Total WARAD Warhammer 2
19 items
Description
ahoy !

=> contact me if you need more details !



[description]

=> this mod is part of my compilation (all together make a small tweaked vanilla experience and keep all vanilla aspect useful !)

=> this is a pretty simple mod adding a base research rate bonus for each race of the game (touching all factions in the game)

=> this mod is meant to make all race's technologies faster AND balancing in case of some races (some races need more than others)

*IMPORTANT NOTE*: keep it in mind, this is NOT a cheat mod

=> this allow any PLAYER AND AI faction to have a big part of their technology around turn 90

=> you still need your buildings/agents/actions/other bonus to get a real smoother tech research ! (= this is NOT a cheat mod)

=> AI USE IT TOO !



[details]

=> added +50% research rate to:
- BEASTMEN
- WELVES
- ROGUES
- GREENSKINS

*NOTE*: not much bonus needed considering the way these races are designed


=> added +100% research rate to:
- HUMANS
- NORSCA
- TOMB KINGS
- DWARVES

*NOTE*: dwarves can easily get research bonus from characters, the other dont need much more bonus considering the way they are designed


=> added +150% research rate to:

- BRETONNIANS
- HELVES
- SKAVEN
- LIZARDS

*NOTE*: most of them need buildings first and got a fair amount of techs to get, some of the races like high elves got some good research bonus from characters but harder to get


=> added +200% research rate to:
- CHAOS
- VAMPIRES
- DELVES
- VAMPIRE COASTS

*NOTE*: chaos (including AI late game invasion) needs a good boost to get all its advantages, it also allows some "slower starting" factions to still get techs advancing and not be too late



=> these added bonus are by default in all factions from turn 1 (they are added to the faction base value)



[compatibilities]

=> The mod is compatible with any mods

=> Fully playable in SP and MP (if other MP players got same mods of course)

=> All my mods will always be up to dates with any DLC / FLC / patch as fast as possible



[use]

=> You can safely add or delete this mod with ongoing campaigns



[end]

NOTE: "warad" means WARriors of ADrien (me), its a real long story, some know, some dont, some will...

=> check out my collection to see what i think essential, or to check the mods i make:
- i like simple mods (no scripts, no startpos for example)
- i like the original game, just with minor tweaks to allow a richer gameplay in every ways for everyone
- i play only with roleplay in SP and MP (campaigns and battles), and i never get tired of this !

have a nice tech researching !
35 Comments
ADRIEN manowarad WRP crossbowlov  [author] 14 Jul, 2021 @ 8:35am 
mod still up to date for silence and fury !
ADRIEN manowarad WRP crossbowlov  [author] 18 Mar, 2021 @ 12:35pm 
still up to date for rakarth patch !
ADRIEN manowarad WRP crossbowlov  [author] 18 Dec, 2020 @ 8:52am 
@crueldamoiselle

have fun ;-)
Guts 18 Dec, 2020 @ 5:57am 
Thanks ♡
ADRIEN manowarad WRP crossbowlov  [author] 3 Dec, 2020 @ 1:53pm 
still up to date for WE patch !
ADRIEN manowarad WRP crossbowlov  [author] 6 Jul, 2020 @ 11:51am 
@Just4Fun

1) making a "wait for 30 turns" needs a script, which will complicate the mod and make the game heavier (which i dont want)

2) i INTENDED to affect the balance, ESPECIALLY the "opener" (so the game is fluid for everyone from start), i did these % by taking into account that we have them from start

3) i play a LOT in H2H, and if you want to talk about balance, there are far worse affecting balance, the research mod does not break the 20 starting turns in H2H more than other mods

4) talking about global balance pve or pvp: EVERY RACE on the map (players and computers) are affected by my mod, this way they all benefit the same way (even with these research boost, the global game balance does not change that much, even TKs are not that buffed in this situation)

5) i have a solution for you: you can enable (with your friend) the mod AFTER 30 turns (this mod is save compatible), that way you have the experience you are looking for ^^
ADRIEN manowarad WRP crossbowlov  [author] 6 Jul, 2020 @ 9:53am 
@Just4Fun

=> also, some races have a tech tree making them OP if they have everything (dwarves, GS, Helves...) while others are simply very good (VC, WE, humans...), so when VC are finishing entirely their tech tree: dwarves are not meant to finish at same time

=> each race can boost differently their research rate (buildings, characters, mechanics, events...), some can easily boost it, while other are slower

hope its clearer ^^
ADRIEN manowarad WRP crossbowlov  [author] 6 Jul, 2020 @ 9:52am 
@Just4Fun

=> the mod is intended to be effective from turn one

=> bonus were adjusted in my mod to take every aspect in the analysis
- bonus were made to allow most techs to be done between turn 100 and 120
- some faction have a lot of research taking one turn
- some factions dont have much techs and can handle themselves
- some factions need more their tech effects than others as they can be easily outmatched
(for example VC and chaos are depending a lot on their techs to boost some early units)
- more details i havent thought to write ^^

=> VC are boosting a lot of low units and the way they got their tech tree is really making them losing time for other techs, while GS have stable mechanics and a balanced tech tree where everything is tied
ADRIEN manowarad WRP crossbowlov  [author] 4 Jul, 2020 @ 1:26pm 
thanks ;)
ADRIEN manowarad WRP crossbowlov  [author] 22 May, 2020 @ 5:08am 
WAAAGH! patch update !

=> lowered greenskins bonus from 150% to 100% (they have less techs now and access them from start !)

have fun !