Total War: WARHAMMER II

Total War: WARHAMMER II

100 ratings
Global Unit Cap - Military Infrastructure
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Campaign
File Size
Posted
Updated
438.031 KB
3 May, 2019 @ 3:40pm
18 Mar, 2021 @ 12:04pm
20 Change Notes ( view )

Subscribe to download
Global Unit Cap - Military Infrastructure

Description
TWW2 is no longer getting patches or DLC, so my mods are also considered final and will not receive any more updates. Therefore I disabled comments on all of them to avoid constantly getting notifications for the same dumb questions that have been answered a thousand times already. Any comments or announcements I might make in the future will be posted under my collection here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1766089433

-----


Adds a global unit cap for the player faction. It does not limit any specific unit type, instead there is a global cap to how many total units you can have. The limit is raised by building more military recruitment buildings in your regions. Having more units in your armies than your military infrastructure can effectively support is possible, but will cause increasingly severe penalties. Having better infrastructure than required will provide extra benefits to your armies.

The goal is to encourage the player to use all or most provinces for recruitment and army support, instead of having only one or two recruitment provinces and using all other regions just to increase income, which is the optimal strategy in the vanilla game.

-------------------------------------------------------------------------------------------
-Hover over treasury button (see screenshot) to see current unit count, cap and how much of the cap you are currently using
-Your global cap is raised by any building that is located in the two categories of military buildings in the building browser (Basic Military and Advanded Military, the category names are different for some factions)
-Other buildings do NOT raise the cap even if they unlock units - landmarks or special buildings do NOT raise the cap! (the very rare exceptions are listed separately)
-The display updates when you make changes during your turn (add/dismiss units, buildings) but the effect only changes at the start of a new turn
-Every eligible building raises the cap by three points plus the "bonus points" value you chose in the MCT (default 0).
-NOT SUITABLE for playing horde or semi-horde factions (Chaos, Beastmen, Vampire Coast) - disable the mod when playing them
-has no effect for Tomb Kings
-------------------------------------------------------------------------------------------

To play with a higher or lower starting amount of free units, or change how many points a buildings adds, you need the Mod Configuration Tool: Reborn (MCT2)
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2136347705

AI factions are not affected by this mod. The AI does not build a sufficient number of recruitment buildings, and most AI factions will not have enough territory anyway. Also the AI has no idea about the limits and there is no way to teach it, so applying the system to the AI would just totally cripple it. That said, the AI already builds in every province as if it were its only province, so it does not exploit the game the same way the player usually does, by maximizing gold production in most regions. Basically this mod just levels the playing field.

List of effect stages:
large bonus (<=55% of cap used) -20% attrition, -20% recruitment cost, +1 local recruitment
medium bonus (<=70%) -10% attrition, -15% recruitment cost
small bonus (<=85%) -5% attrition, -10% recruitment cost
neutral (<=100%)
small penalty (<115%) +10% unit upkeep, -5% replenishment
medium penalty (<130%) +25% unit upkeep, -10% replenishment, +1 turn local recruitment duration, +2 turns for global
large penalty (>=130%) +50% unit upkeep, -20% replenishment, +2 turn local recruitment duration, +3 turns for global


KNOWN ISSUES:
-when playing the Empire, you'll occasionally get an event where an Elector Count is attacked by some spawned enemy force like Norsca or Greenskins, and you have to choose whether or how to help them, with sending a military force being one of the options. This force counts towards your unit count for that turn... and oddly enough, it is created even if you do not actually pick that option! Apparently the game creates the force at the beginning of that turn, and if you don't pick that option, it is destroyed again, but your unit count for that turn was already done by then. So you'll have to live with a penalty for that one turn whenever that event occurs.