Total War: WARHAMMER II

Total War: WARHAMMER II

437 ratings
Dynamic Garrisons 2
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Campaign
File Size
Posted
Updated
3.055 MB
30 Nov, 2017 @ 7:09pm
19 Feb, 2024 @ 2:20pm
48 Change Notes ( view )

Subscribe to download
Dynamic Garrisons 2

In 1 collection by Iron
Warhammer 2
29 items
Description
This mod provides the following:
- City garrisons that provide an immersive reflection of the city's place and purpose in your empire, instead of cookie cutter copies in every city.
- A varied experience when assaulting or defending cities instead of fighting or commanding the same lineup of defenders in every battle.
- A Hero commander for every single garrison. (No army should be missing a commander in Warhammer. What are they thinking?)

This mod strips down the garrisons provided by the Settlement building chain for every faction to a smaller base of core troops, but almost every structure you build in your cities will provide garrison units of their own and upgraded building chains will provide better guardians. These defenders will represent the buildings they come with, perhaps hired guards for economic building chains and perhaps unique units in residence or in training for military structures.

Military infrastructure will provide the best garrisons while economic will provide the worst, and other buildings will be in between, so a city focused on troop recruitment and army support will logically be a tough target to assault, while cities focused on trade and industry will be more vulnerable to attack and require a watchful eye.

Naturally, cities with more building slots will grow to have larger garrisons, meaning that capital cities will obviously end up with better garrisons than other cites. To give the player more choice in this, the garrison structures for smaller cities (4 building slots), have been left as strong as they are in the base game so that players have the ability to make any city a well-defended stronghold if they are willing to dedicate 1 of their 4 valuable building slots to defense. The defense building chains in major cities now provide fewer, but more elite, units than the base game, and still upgrade walls and siege holdout time as normal.


FAQ
- Save game compatible
- I do not know about compatibility with other mods, just try it
- Greenskin garrison units that require certain technologies before they are available for recruitment will also not appear in their proper garrisons until those technologies are researched. Until the research has been finished, the structures will not list the missing unit. Example structures that will gain their missing units after the proper research are: Goblin Workshop, Sacred Spider Grounds, Squig Cages.
- Province capital walls have no more than 3 units by design while minor settlements have a larger amount of lower tier units. Province capital walls add elite units to the garrison instead of many core units, and province capital walls have less opportunity cost than minor settlement walls. This also prevents province capitals from going over the 20 unit limit.


Other Mods by Iron

Culture-Restricted Join War - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1577921899

Unit Rarity: Core, Special, Rare - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1285998815

Militia Recruitment - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1217233152

Horde Population Rework - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1471090639

Reduced Siege Length and Defender Buffs - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1429039498

Climates and Colonies - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1746807544
Popular Discussions View All (1)
0
23 May, 2020 @ 5:21pm
Suggestions for a few changes in the mod
Warsmith Forrix
312 Comments
Skraever 22 Sep, 2024 @ 7:30pm 
I have one question, does the settlement units get changed by the other buildings units?
Playing skyre and for some reason the garrison for the city is clanrats and skavenslaves, unsure if the unit card is bugged or not.
(I put economy and military estructures)
Lobuno 21 Apr, 2024 @ 2:09am 
@NeoKorp: I just examined this mod with RPFM, it doesn't include any changes to unit stats. So, if you are playing with SFO, the unit's stats will be the same.
BUT...
This mod doesn't include neither takes into consideration any unit introduced by SFO (or any other mod). So those units won't be included in garrison, or at least not with the priority changes introduced by this mod.
SO.. no, I wouldn't use this mod with SFO as it's designed for vanilla ONLY.
NeoKorp 5 Mar, 2024 @ 2:45am 
Works with SFO, not sure if the stats are the same though. Someone needs to check that out.
BUT not perfect in terms of which units to spawn. Tested using Empire and the captains got replaced >,<

I think the AI is affected by this mod. Wonder how jacked their bases are when fully upgraded.
Behrzerker 6 Mar, 2023 @ 4:34pm 
Tested myself, and yes, one more necrotect was added by this mod on top of the ones added by piercebuster's reporting for duty and possibly another mod. Hence why using more than one garrison upgrade mod isn't recommended, so I've removed this one.
Behrzerker 5 Mar, 2023 @ 10:20am 
Currently playing as the Tomb Kings and I have three necrotects garrisoned in my province capitals provided by a single building, the necrotect work camp, a slave building ; and I wonder if that's because of your mod adding one or even two necrotects on top of another mod I may have. Three is just too much and it takes the place of more important, useful and valuable units. I'd just need to know if that's the mod I should remove in order to prevent that.
Rigel 12 Oct, 2022 @ 10:43am 
I second Thaddius, I miss using this mod.
ThaddiusX 29 Aug, 2022 @ 7:08am 
This is so sorely needed in WH3. Will you consider releasing it for WH3? That'd make for a whole lot of happy puppies. :-)
skoobeldoobel 12 Mar, 2022 @ 7:58pm 
Also the eternity chamber building loses its garrison at tier 5? Why? It had a couple of decent units at tier 3
skoobeldoobel 12 Mar, 2022 @ 7:54pm 
Doubt this is being updated anymore, but man, the walls buildings need a buff. Tier 5 lizardmen wall provides 1 saurus warrior, 1 terradon rider and 1 kroxigor. All that in a building that takes several turns and costs 10000+ to build, takes up a building slot, and does absolutely nothing else. I know you want them to have 3 units, and that's fine, but at the least have the units be good. I mean, is there any reason why the saurus warrior isn't a temple guard unit? Basically every other building provides a better garrison than this. Maybe the building could give a buff to defender, like melee defense, leadership, ward save, ammunition etc
Picasso Sparks 18 Jan, 2022 @ 7:57am 
Really like how this mod makes defending sieges more interesting and worthwhile, especially in the early game. And makes attacking less of a steamroll. Nicely done.