Total War: WARHAMMER II

Total War: WARHAMMER II

40 ratings
Skaven Food from Slaves
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Campaign
File Size
Posted
Updated
642.302 KB
23 Feb, 2018 @ 12:58am
1 Jun, 2018 @ 4:36pm
3 Change Notes ( view )

Subscribe to download
Skaven Food from Slaves

In 1 collection by Stibbons
Skaven Tweaks
3 items
Description
The Skaven food mechanics has always felt iffy to me. I like the idea, and the amount lost outstrips supply quickly. It gives a sense that Skaven are always moving, always fighting and stealing to grab as much food as possible or they starve. Apathy is death. For a kratocratic society based on slaves, intimidation, and general bad will, raiding and murder with the Skaven faction felt a bit...lacking. The problem is that food is so clustered around passive sources (Skavens best farmers yes-yes!) and the more active ones are far too weak.

Most mods I see to tweak the food for Skaven either shove food everywhere and turn it into a backround nuisance, or try to fix this by using the existing building based system. These are good options, but they didn't feel right when I played them. I made this to try and alleviate that problem, and make the Skaven feel more Skaven.

I tried to balance this to reward aggression and give a curve of food far greater than the base game's passive food generation from far apart (and specific!) buildings. Putting much of the bulk of food gain into captives/slaves, raiding, and razing. To give the effect that in order to stay in the green with Skaven, you have to MOVE. I wanted to make food more similar to the Dark Elves slave mechanics, but due to how simplistically food is generated and its lower number; I couldn't get it quite the same. The intent is that as long as you're fighting, you'll have a surplus, but start to lose or stagnate and you'll run deficits. You can expect food gains of 30ish for 400 captives, and 60ish for 800 or so.

This mod should be compatible with all Skaven food mods bar any that change the value from raiding or combat like this. The tech and skills are added lines, and shouldn't conflict. If the other mod's raiding value is different from mine they might not play well with one another.

Changelog:

Doubled the base multiplier for after battle conversion to food.
Increased the maximum food gained from battles from 20 to 70
The technologies Ferocious Plans, Devious Plans, Monstrous Plans, and Ruthless Plans give a factionwide +5% to captives captured.
The technology Take Everything! also gives +15% captives captured in addition to its previous effects.
The Lord skill Miiine All Miiine! now gives +5/10/20% captives captured in addition to its previous effects.
Sending captured units off as slaves gives +15 food instead of +2.
Razing a settlement now gives +15 food instead of +2 (same effect).
Raiding food income increased to 4 from 3.

If there's any weird things going on feel free to comment on them. I only did a few hours of balancing for this, so there may be some edge cases.

Feel free to check out my workshop for my...less Skaven friendly Warp Lightning and Warp Bomb tweaks.
22 Comments
Likuor_Lolli 19 Mar, 2024 @ 4:34pm 
There are an update for this mod?
Behrzerker 18 Mar, 2022 @ 9:30am 
Does it work with Throt ?
Nastorozhenny_Apelsin 8 Feb, 2021 @ 5:10am 
Update please
BlueythingyVEVO 2 Jun, 2020 @ 8:18pm 
an update for new dlc?
Stibbons  [author] 4 May, 2020 @ 5:36pm 
Heh. It might. Really I've stopped supporting this just because I feel that CA has done a great job of reworking the food situation with the Undercity. I probably won't be changing it.
Deviant 4 May, 2020 @ 11:22am 
Thanks for the great mod! The mod works great and forces you to play much more aggressively. But here is "Sending captured units off as slaves gives +15 food instead of +2." it's overkill. I think 5 food will be enough ...
Dr. Oz The Great And Powerful 17 Sep, 2019 @ 9:38am 
update?
Stibbons  [author] 3 Jan, 2019 @ 10:05pm 
I tend to not use the beta patches and I won't change anything specifically for them until they come out as release patches.
Stibbons  [author] 3 Jan, 2019 @ 10:04pm 
I have no tested it myself so I can't guarantee it, but CA hasn't really touched on much of the tables I changed so it will probably work for the beta test patch.
Wylhjelm 3 Jan, 2019 @ 2:08pm 
Hello! Is it compatible with coast_beta?