Total War: WARHAMMER II

Total War: WARHAMMER II

188 ratings
Supply and Demand
   
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Tags: mod, Campaign
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225.474 KB
28 Oct, 2017 @ 3:58pm
17 Nov, 2020 @ 10:01pm
10 Change Notes ( view )

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Supply and Demand

Description
“The line between disorder and order lies in logistics…” – Sun Tzu

This mod is simple but adds complexity. By implementing a rudimentary supply Meta-game into the campaign, it adds a new layer of depth that promotes a more strategic way of thinking. Depending on the "Stance" "Situation" and "Location" of your army you will now pay different upkeep costs and recruitment costs as a direct result. With careful management of forces you can now save money on your stacks to help support the building of more stacks to better stop the AI from back capping all game. If "Garrisoned" or "Encamped" for Horde factions, upkeep and recruitments costs are reduced. Raiding your enemies lands to steal income now also helps to sustain the army doing it resulting in a bigger net income for the action. To compensate, armies in enemy lands cost more to upkeep (unless pillaging) with sieges being even more expensive. This makes raiding, camping, garrisoning etc an essential part of your economy, now the Stance system can properly reward or punish you for army positioning in the way that matters most. Your Treasurey. This adds a sense of urgency to conflicts that they didnt have before. Sustained wars with multiple sieges and forces out of country can easily outpace your capacity to fund it. With this mod your income will never be static or predictable. Every movement of every army changes your current perspective budget. Every dollar counts. Therefore every move matters. It gives decisions more weight. This really ties the game together for me, with Mortal Empires massive map, this helps break up the tedium of army management. It makes you carefully evaluate each option available in an attempt to maximize profit. And thinking is why I play these games. The mod also adds a few additional quality of life changes to the defensive stances I felt made sense. The biggest being the "Encamped" stance now provides passive Exp to units in the army to simulate drilling them. Below is the full list of changes added to all "Stances" and "Situations" and their corresponding effects. No existing effects were changed in the making of this mod, so this should work with any mod you throw at it. Examples pictures are above. Built for Mortal Empires. Built with love. Built for you. Enjoy.

SPECIAL NOTE: WORKS WITH SAVED GAMES. ADD AT ANY TIME.

Stance: None
+10% to Upkeep for all units in this army while in foreign territory

Stance: March
+10% to Upkeep for all units in this army while in foreign territory

Stance: Use Worldroots
+10% to Upkeep for all units in this army while in foreign territory

Stance: Use Underway
+10% to Upkeep for all units in this army while in foreign territory

Stance: Use Underway
+10% to Upkeep for all units in this army while in foreign territory

Stance: Use Beast-Paths
+5% to Upkeep for all units in this army while in foreign territory

Stance: Ambush
+10% to Upkeep for all units in this army while in foreign territory

Stance: Ambush (Beastmen)
+5% to Upkeep for all units in this army while in foreign territory

Stance: Stalking
+10% to Upkeep for all units in this army while in foreign territory

Stance: Channelling (Basic)
+10% to Upkeep for all units in this army while in foreign territory
+15% to magic resistance for all units in this army

Stance: Channelling (High Elf) Lileath's Blessing
+10% to Upkeep for all units in this army while in foreign territory
+15% to magic resistance for all units in this army
+2 to Untainted in local region

Stance: Raiding
-10% to Upkeep for all units in this army

Stance: Raiding (Beastmen)
-5% to Upkeep for all units in this army

Stance: Raidin' Camp (Orcs)
-10% to Upkeep for all units in this army
-10% to Recruitment Cost for this army

Stance: Hidden Encampment
-10% to Upkeep for all units in this army
-10% to Recruitment Cost for this army

Stance: Encamp
-10% to Upkeep for all units in this army
-10% to Recruitment Cost for this army

Situation: Mustering
+10% to replenishment for all units in this army

Situation: Laying Siege
+15% to Upkeep for all units in this army

Situation: Garrisoned
-15% to Upkeep for all units in this army
-15% to Recruitment Cost for this army
+100 Exp to all units in this army each turn (Doesnt effect Lords or Heros)

Tomb Kings and Vampire Counts are not included as their economies dont work the same and they kept crashing the game when I tried to add them.

128 Comments
J 7 Oct, 2024 @ 2:22pm 
pls update
Shatilov 18 Jul, 2021 @ 7:17am 
otherwise the mod is working perfectly well. you can delete the table below using RPFM
Shatilov 18 Jul, 2021 @ 7:17am 
this mod contains Diplomacy changes, probably left by mistake. it changes diplomacy and affinity between most races.

campaign_cultural_relations_tables

should be deleted/
Ranmyakki 20 Jan, 2021 @ 3:13am 
I presume this mod still functions perfectly fine considering the comments??

Also, it would be interesting to see the changes Drakken said, or something of similar vein.

Thanks a ton for a great mod Wiid!!
Mosley was right 20 Dec, 2020 @ 10:15pm 
Awesome mod! Thank you!
Mosley was right 20 Dec, 2020 @ 10:14pm 
@Drakken Give this man your undivided attention!
Drakken 9 Dec, 2020 @ 7:11am 
Cont'd

Just to give you a comparison... As the mod is now it is cheaper to support an army encamped deep in foreign territory than to support an army marching normally right outside of your capital in the heart of your empire. I think the mod will be even better with these balance changes.

Thanks again Wiid for your great mod!
Drakken 9 Dec, 2020 @ 7:10am 
Cont'd

I think that having your troops encamped in foreign territory should have a different effect as encamped in your own territory. For example currently encamping in your territory and you get a 10% reduction in upkeep and recruitment. However, if you encamp in foreign territory you actually get a 20% reduction in upkeep (by cancelling the 10% penalty and adding another 10% reduction) and also still get the 10% reduction in recruitment.

I would think that encampment in foreign territory should only cancel the 10% increased upkeep for being in foreign territory. Perhaps keeping the 10% reduced cost of recruitment in foreign territory makes sense when encamped since you are forced to use global recruitment at that time.

Drakken 9 Dec, 2020 @ 6:36am 
@ Wiid

Love the mod. I would like to offer some ideas if you don't mind. I think there is too much uniformity in the values for the different stances.

I would argue that putting an army into march mode should increase its upkeep by 5% in your territory and to +15% in foreign territory. Troops moving faster means less chance to forage and increased effort means troops will eat more, machinery/equipment might need more repair, and so on.

I would argue that sitting in ambush/stalking stance also should have increased upkeep +15% in foreign territory for the same reason. An army in ambush stance is trying to stay hidden so there is less chance to forage for supplies locally hence more upkeep/supply is needed. Perhaps even increasing to +5% in your own territory as well.

Having your armies in these stances should be different than when they are in no stance. It adds to the strategic depth in a logical way.
Fundayz 17 Nov, 2020 @ 5:26pm 
noice!