Total War: WARHAMMER II

Total War: WARHAMMER II

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Public Order: Expanded
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Tags: mod, Campaign
File Size
Posted
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1.781 MB
16 Dec, 2018 @ 5:29pm
23 Aug, 2021 @ 7:05pm
29 Change Notes ( view )

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Public Order: Expanded

In 1 collection by PrussianWarfare
PW's Mod Collection
53 items
Description
Warning: Increases early-game difficulty!
Please scroll down for the FAQ!
Save game compatible! Affects both the player and the AI!

Hello everyone, welcome to the last public order mod you'll ever need for your campaigns!

Ever since Total War: Warhammer dropped, I felt that public order as a mechanic was very lackluster. Gone were the days of Empire: Total War, where you had to keep two categorizations of your population content. Excluding the High Elves, public order is only used to keep rebellions from spawning in your territory. Other than sporadically rolled campaign events, corruption creeping under and in your borders, and conquest, you as the player only need to have your public order trending in a positive direction to ignore rebellions entirely!

What this mod does (and will eventually do):

1) Adds campaign rewards / punishmments based on public order within the settlement.
Expand upon the High Elves public order mechanic to provide campaign effects depending on how happy / unhappy the settlement is. These effects are designed so that the bonuses are enough of a reward to seek out / punishments are enough of a detriment to avoid, while also not disrupting campaign difficulty significantly.

These bonuses / maluses for all races are:
a) Province tax rate
b) Province construction cost
c) Player army leadership in the province
d) Province unit recruitment cost
e) Movement range in the province
f) Faction-wide technology research rate
g) Province growth

2) Implements incursion armies as a domestic threat.
Once public order within a settlement drops into the negative, there will be a scaled random chance that a pseudo-rebellion army will spawn and try to take the province from you! Incursion armies are appropriately composed in unit fielding based on what period of the game you are in (early, middle, late) and can vary depending on:
a) Corruption levels (Inside and adjacent to the province)
b) Culture
c) Geography (Dwarf incursion armies with greater ratio of slayers if spawned around Karak Kadrin)

I recommend not letting public order drop so that you'll suffer both an incursion army and a rebellion army!

3) Expands on re-emergent faction mechanics!
Are you sick of never seeing some factions on the game-board since you only see the AI blob in one color? Us too! Now if you or the AI destroy one of the following factions (Reikland, Karaz-a-Karak, Vampire Counts, Grimgor's 'ardboyz, Couronne, Lothern, Naggarond, Hexoatl, Skavenblight, Khemri, or The Dreadfleet) and take their city, then you're in for a suprise! You'll get some events in your feed over the course of several turns that will coalesce in the faction leader going for a double or nothing stake off for their capital back!

4) Tweaks existing conquest mechanics when occupying different climates. (ON THE HORIZON)
Do you think it's weird that the AI is able to counteract uninhabitable climates? Does seeing Alarielle able to reasonably settle the Northern Chaos Wastes fill you with agita? This'll fix it.

FAQ
1) Is this mod save compatible? What will happen if I subscribe to this mod mid-campaign?
Yes it is, as the mod does not touch the startpos.esf file. I do not recommend taking this mod out mid-campaign.

1a) Is this mod compatible with any mod that changes rebels, such as Cataph's Less Rebel Rebels mod?
Yes!

2) What is the mod not compatible with?
Incompatibility will arise with anything that messes with public order. Use it for multiplayer campaigns at your own risk, due to the way script mods function.

3) Well, what about the campaign overhaul I use? (Grimhammer, Lucky's, Vox Populi, Radious, etc.)
Okay so the mod works with Grimhammer to an extent. I've gotten variable reports that either it works without a hitch, it causes other SFO submods to show as blank screens, etc. So experience may vary until an official submod is made (not high on the priority list as we want to finish the mod first). Otherwise, this probably doesn't work with existing overhauls except Cataph's CTT.

4) Wow I would like to support this mod but I can't seem to find a patreon link.
You'll find none of that here. If you want to support the team, we would highly appreciate giving the mod a rating and a favorite, instead. It helps improve the mod visibility so more people like yourself can find out about this mod.



Shoutouts

This mod would not be possible without Ydok4, Vandy, DrunkFlamingo, JvJ or the other peeps in the C&C Modding Den. If you want to have a place to talk, joke around, and learn how to mod, here's a link to join![discord.gg]

Secondly, this mod was inspired by Happiness Matters by Zarkis.
Check out his mod here!

Thanks for reading!
305 Comments
Miakis 15 Dec, 2022 @ 12:58am 
Hey I'm sorry if this has been asked or addressed before but I couldn't find the information. Are there plans to have a similar mod for TW Warhammer 3? I know they have the happiness mechanics already but I love the challenge of the incursion armies and that negative public order could spawn an army rather than having to wait until -100 public order. Thanks for any info!
CaptainKampfkeks 10 Aug, 2022 @ 6:40am 
This mod unfortunately crashes my game at start-up. I narrowed it down to this one. It could be an incompability with my vast modlist, but I don't think I have anything else touching upon public order like this. Oh well, what a bummer.
Kel'Thuzad 5 Apr, 2022 @ 6:47pm 
Playing as the barrow legion, the -25 to -50 and -50 to -75 flavor text when checking public order does not display.
Vollhov 11 Aug, 2021 @ 6:50am 
Please correct the intrusion. It cannot be disabled through the setting !!!
ThatWasMyPlan 11 Aug, 2021 @ 4:49am 
hmmm sounds interesting. belive it will be a pain in the ass with pop mechanics but, let give it a try.
Vollhov 7 Aug, 2021 @ 4:07am 
Why are there so many rebel armies after the first turn? In the Mod Configuration Tool settings, I disabled the appearance of such armies, but they still appear.
Lukasao 22 Jul, 2021 @ 10:45am 
same as Mars, incursions can't be disabled in MCT, it's kinda vexing because if incursion army captures a settlement sometimes it gets bugged and settlement is untargetable and thus remains in hands of rebels forever
Rib Roast 18 Jul, 2021 @ 5:42pm 
has anyone tried this in a multiplayer campaign? id like to know if it works before i get 70-100 turns into a campaign
JeffreyFo 18 Jul, 2021 @ 9:20am 
Yeah, cant disable incursions currently.
Mars 16 Jul, 2021 @ 8:34pm 
Also if added mid campaign I'm getting two "troubled / indifferent etc. populace" icons below settlement tab.