Total War: WARHAMMER II

Total War: WARHAMMER II

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RuNeLess's Climate & Buffs Overhaul English (Empire New System Updated!)
   
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Tags: mod, Campaign
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2.281 MB
20 Nov, 2018 @ 4:51am
7 Dec, 2018 @ 1:33pm
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RuNeLess's Climate & Buffs Overhaul English (Empire New System Updated!)

Description
A complete overhaul for the climate system of TWH2.

【Update in 08/12: "Legitimacy" system for the Empire】

Read this before use it
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The work of Brosheezi has provided me with very important inspiration, so all hail to his mod. But since Brosheezi has no plan to put vampiric climates into his mod, I made my own one.
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—— CHANGELIST ——
Due to the limited number of words allowed by STEAM, only an outline can be introduced here.

【EMPIRE】
—— Legitimacy ——
Karl Franz has just taken the throne. Although he has barely won more than half of the votes by diplomatic means, he still faces a variety of problems. To prove that he was the most reasonable, legitimate and most appropriated emperor of the Empire, he had to gain legitimacy to unify the loose country and gain the support of his subjects.
Legitimacy comes from a variety of sources, it can be gained through the unification of the Empire, the promotion of legendary lords, and the victory of war.
But be careful: defeat, rebellion or civil war with other elector counts will reduce your war support rate, while threats from internal order and the outside will also affect your legitimacy.
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All humen factions are green to Ulthuan, but will reduce the favor of high and dark elves, which will not be repeated later.
Having small additions to temperate and broader human habitats and a replenishment bonus in the coastal areas of various colonies.
6 Important cities of Altdolf, Nuln, Middenheim, Talabheim, Marienburg and Averheim.

【GREENSKINS】
Now have different buffs in the 'green' regions of the Old World.
Mostly 1 buff together with a debuff in one region, take good use of them.
Have lots of bonuses in Dwarfholds, however strongly angers dwarfs.
Having a bonus to the general replenishment rate in the 'green' areas, while debuffed by public order.

【DWARFS】
Basically only suitable for mountain areas. Dislike non-dwarf factions that invade the mountains.
Have less debuffs in 'orange' regions.
Having 14 Dwarfholds which provides many bonuses to them, including replenishment bonus. Be focused on mountain areas.
Having a 2% debuff to the general replenishment rate.

【BRETONNIA】
Having small additions to temperate and broader human habitats, while less than the Empire.
Having bonus in Imperial Cities, but occupying them will reduce Calvary for 60.
Having fewer penalties than in other factions in Chaos Wastes and Frozen Tundra, getting more calvery on these lands.

【VAMPIRES】
Having 8 cities on the Desolate lands. Including 6 in Sylvania, Mousillon and Lahmia.
Having bonuses in such region while angers the Empire and Bretonnia.
Having vampiric corruption bonus and small buffs in human regions, while having public order deductions.
Disunity among vampire factions.
Kemmler will be more adapt to Chaos lands than Ulthuan.
Kemmler will be adapt to Magical Forests, and having special global bonuses there.

【BEASTMEN & CHAOS】
After testing for a day, I confirmed that the climate bonus really only worked for the occupied areas, so the Beastmen and Chaos Climate buffs were temporarily cancelled.
New mechanism will come in later updates.

【WOOD ELVES】
Now having climate suitability.
Climates affect public orders, global-recruitment capacity, and maintenance cost for certain units.

【HIGH & DARK ELVES】
Adapt to Ulthuan for all elf factions. Dislike non-elf factions which occupys Ulthuan.
Slaves die faster in cold regions to force Dark Elves competing with the Higher Elves for Ulthuan.
Battle & development buffs in Ulthuan.
'Arrogant' for High Elves, unifying the island will also cause incremental diplomatic debuff to all non-high elf factions.

【LIZARDMEN】
Having 4 remaining Temple Cities: Hexoatl, Itza, Tlaxtlan, Xlanhuapec, which provides important global & local buffs.
Dislike non-lizardman factions which occupys Lustria.
The locations of temple cities are unchangeable, so having debuff for development elsewhere.

【SKAVEN】
Having 2 cities on the Vermin Wastes: Skavenblight, Hellpit.
Having a special climate type: Tainted temple-city ruins. Only the Skaven & Lizardmen can identify this climate.
Great growth, construction and GDP buffs in all kinds of major cities, while also increases food consumption and the probability of loyalty loss of the local garrison.

【TOMB KINGS】
Fine tuning the adaption for Khalida and Khatep so they become easier at the beginning of the game.
Tomb kings will compete with each other to unify Nehekhara. Peace is difficult.
The desert provides a global bonus for the Tomb Kings, and all of that adds up to a remarkable amount.
Settra has a mechanism just like 'Arrogant' of High Elves.

【PIRATES】
Modified the climate suitability of pirates. Now mostly coastal, and no more foolish mountain thieves.
Pirates are no longer suitable for farming, but they get a bonus for robbery.

——————————

—— NEXT UPDATE ——
'Dynasty Revival' system for TMB.
Balance tweaks.
77 Comments
Cornithian 3 May, 2020 @ 6:56am 
This is (was) the single best climate mod for TWW2; I miss it.
Tiranno Matto 12 Jan, 2020 @ 5:38pm 
Any chance that you will update your english version?
Hadouken 2 Oct, 2019 @ 2:21am 
update plz
Dr. Oz The Great And Powerful 11 Sep, 2019 @ 10:06am 
Update?
Userpereuser 11 Jun, 2019 @ 1:59am 
Crushing when trying to start new campaign.
EndlessSauron 15 May, 2019 @ 5:57pm 
Any chance of an update for this mod?
SenseiJT92 10 May, 2019 @ 3:42pm 
thanks for the credit!
Olof Plays 10 May, 2019 @ 12:04pm 
This will be updated? :D
Cornithian 20 Apr, 2019 @ 2:18pm 
Eagerly waiting for the new settlements to be updated.
CodeFreedom_ 9 Feb, 2019 @ 8:34pm 
i have also verified that this mod is no longer compatible with Cyrssnos Unlocker Mod.