Total War: WARHAMMER II

Total War: WARHAMMER II

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SFO: Grimhammer II: No Garrisons SUBMOD
   
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Tags: mod, Campaign
File Size
Posted
Updated
528.355 KB
23 Aug, 2018 @ 11:58am
25 Jan, 2022 @ 3:33am
7 Change Notes ( view )

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SFO: Grimhammer II: No Garrisons SUBMOD

In 1 collection by Venris
SFO: GRIMHAMMER II OFFICIAL COLLECTION
26 items
Description
This is submod for SFO: Grimhammer II. It changes how garrisons work. So removes all units but ale removes all penalties with new lords and add bonuses to garrisoned ones.





Notice: DO NOT REPORT BUG OR BALANCE ISSUES, UNLESS YOU HAVE TESTED SFO: GRIMHAMMER II WITH NO OTHER MODS ENABLED!

SUBMOD REQUIRE MAIN MOD TO WORK PROPERLY

100% SAVE COMPATIBLE



Changes:

- Additional upkeep per new lord removed.
- All garrisons removed.
- Tomb Kings army capacity increased by 2.
- Bretonnia low level peasantry penalties removed.
- Upkeep reduction for garrisoned lords increased to -50% from -10%.
- Province tax bonus for garrisoned Tomb Kings lords increased to +20% from +5%.



[discord.gg]
33 Comments
Homuya 28 Sep, 2021 @ 3:39pm 
Is this still working?
TémpuS)(FátumA 1 Jun, 2021 @ 1:10pm 
That's a good one. Waiting for an update!
Father Maxwell 28 Mar, 2021 @ 10:52am 
does this still work?
vixisdead 2 Oct, 2020 @ 6:21pm 
Instead of the +2 Army Cap, I think it'd be better to instead add a +1 to tier 3 settlements, because as it stands this mod just neuters the Tomb Kings. Settra does not garrison, Settra conquers. :lunar2019madpig:
Vulpes_Inculta 13 Apr, 2020 @ 6:28pm 
From my experience it's quite the contrary. The AI is trying to protect it's settlements but it doesn't seem to manage that well without garrisons. I mean, I just took a walled province capital that was protected by a single goblin warboss, and that was recruited only when my army closed in.
MagicTurtleV 21 Mar, 2020 @ 7:01pm 
@ƔALERIUS

From my experience playing the game on higher difficulties the Ai is always garrisoned
ste cheese 26 Dec, 2019 @ 11:07am 
Has anyone been able to find a version of this for vanilla?
Valerius 20 Jun, 2019 @ 1:45pm 
First things first - thanks for the update.

@AI behaviour...
As we're running a long-term session in MP and TW:WH2 is a bitch, when it comes to MP compatibility and mods, I cannot test it myself atm, so is anybody capable of answering the following?

- Does AI (neutral/hostile/friendly empires) adapt* to that new way of defending cities or will it react as if nothing changed?

(This intel is wether written within the description, nor the FAQ.)
PetroOmg 20 Jun, 2019 @ 12:18pm 
Thank you very much! I know what I'm doing this weekend.
Venris  [author] 20 Jun, 2019 @ 9:35am 
Updated.