Total War: WARHAMMER II

Total War: WARHAMMER II

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Climates & Colonies
   
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Tags: mod, Campaign
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270.739 KB
19 May, 2019 @ 8:00pm
20 Jul, 2021 @ 7:44pm
17 Change Notes ( view )

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Climates & Colonies

In 1 collection by Iron
Warhammer 2
29 items
Description
Thanks to the great Brosheezi mod below for guidance and ideas
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1180702987


This mod makes a number of changes regarding the climate preference mechanics in order to accomplish three goals:
- Differentiate between hostile environments that could be colonized by humans/elves/pirates due to sea access and interior environments that would be much more troublesome to inhabit.
- Make differing climates more meaningful to the experience of playing each race. It should be more difficult and slower for factions to expand into foreign climates, and mountain ranges should provide more significant barriers.
- Provide a 'Home Terrain" advantage for factions that are losing ground to invaders that are not well suited to the local environment.

This has been done with the following changes:


-Norsca has been changed from Chaos Wastes to a new Fjords type climate. In my understanding of the lore, while Nosca is indeed populated by Chaos worshipping tribes, its lands are not the insanity-causing hellscape of the actual Chaos Wastes. Fjords are unsuitable for most non-Norscan factions but not uninhabitable (except for the cold-bloods).

-Mountains are uninhabitable by non-dwarf/skaven/greenskin/khatep factions. While the men and elves can live in the mountain ranges, building prosperous cities there should be unlikely.

-Jungles and Deserts and Magical Forests are uninhabitable by most non-native factions.

-New climates Coastal Jungle and Coastal Desert are used for colonizable sections of jungle and desert land. Coastal climates are unsuitable for most sea-faring species, meaning they are slighlty more troublesome to develop than their suitable homelands.

-Occupying Ulthuan, Athel Loren, and the heartlands of the Karaz Ankor incur diplomatic penalties with High/Dark Elves, Wood Elves, and Dwarfs if you are not an elf/dwarf. This makes it harder to maintain alliances with these factions if you are also occupying their homelands.

-Small public order penalties to Wood Elf outposts to symbolize the obvious difficulties of the creation of a Wood Elf empire.

-Dark Elves have their own special set of modifiers to represent how they have adapted as a society in exile. The point of this system is that "civilized" race should consider Naggaroth a "suitable" place to live. Instead boreal and mountains and jungle are still unsuitable or uninhabitable for Dark Elves, but they have significantly reduced penalty to all unsuitable and uninhabitable terrain to represent how they have reshaped their society around these environments and slave labor. This means that all Dark Elf factions suffer a slight handicap at start compared to High Elves, from inhabiting unsuitable terrain, but they are easier to expand with and have the versatility to create successful settlements in any terrain type.

-Various other changes to all faction climate preferences for intuitiveness.

-Faction climate specialites (Khalida, Khatep, Alith Anar, Tretch, Ungrim) have been respected, but some have gone from unihabitable to unsuitable instead of fully suitable..

-Public order for unsuitable climate: -1 -> -3
-Public order for uninhabitable climate: -3 -> -5
-Growth penatly for unsuitable climate: 0 -> -3
-Increased construction costs
-Increased construction times


Other mods by Iron:

Unit Rarity - Core, Special, Rare - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1285998815

Dynamic Garrisons 2 - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1217232901

The Imperial Court - Empire Offices Mod - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1229069188

Reduced Siege Length and Stronger Defenders - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1429039498

Militia Recruitment - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1217233152

Iron's Climates - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1441896450

Reduced Siege Length and Stronger Defenders - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1429039498

Horde Population Rework - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1471090639&tscn=1534335564
60 Comments
Tofu 18 Jul, 2022 @ 8:18am 
Is there one for SFO?
Iron  [author] 18 Mar, 2022 @ 6:03am 
@Seyres Yes, it effects AI as well. It will slow AI expansion into territory that you would be less likely to find them.
Iron  [author] 18 Mar, 2022 @ 5:58am 
@several goblins - dealing with "unpleasant" terrain will be frequent with this mod, and is manageable. This will be true for any characters with campaigns that take them out of their normal element into hostile lands. You seem to already get the gist of why an undead invasion of Ulthuan would be more difficult endeavor than human realms. They would not even have the normal massive amounts of fresh human corpses available for their army. The main point is that there is a reason that there is not generally a big undead presence in Ulthuan, and that needs to be represented.
several goblins 18 Mar, 2022 @ 12:32am 
Why is Ulthuan "unpleasant" for Vampire Coast? It's basically just a very long temperate coastline... like, maybe there's some "protective magic" similar to the magical forest climate, but in that case you'd expect that e.g. the Empire would also find Ulthuan "unpleasant". I noticed this while playing Noctilus's Vortex campaign, which strongly encourages you via its quests to initially expand into Ulthuan.
Seyres 7 Jan, 2022 @ 7:48pm 
Does it affect the AI as well?
Rips 17 Oct, 2021 @ 10:32am 
The mod adjusts the habitability as described. Tho' for the HE who are an Empire faction but normally has jungle as green and temperate as amber, it sets them to the base Empire climate preferences I think.

Which possibly is correct anyway lorewise, as the HE despite campaigning in the jungle should struggle to build their cities there, since they're still just Empire humans at the end of the day.. Not sure if this is what the Mod author intended?

Also does the CoL Tomb Kings factions still have a mountain suitability as well as desert and wasteland with this?

Would be good to confirm the updated climate preferences this mod gives affect the AI and stop them being able to seemingly settle anywhere with no penalties?
JP 16 Aug, 2021 @ 8:32am 
Playing as Clan Angrund, occupying Ulthuan doesn't give me diplomatic penalties. Other dwarf factions occupying the island still gives the penalties, but not Belegar (or maybe player?)
Iron  [author] 20 Jul, 2021 @ 7:53pm 
Updated for the Silence and the Fury. Please let me know if you see a province with a weird climate or a faction with a weird climate preference.

@Chiron I did align Khatep's mountain preferences (he still finds them unsuitable, but he can make it work :) )
Chiron 22 Feb, 2021 @ 3:14pm 
Also, is it a mistake that Khatep has Karaz Ankor as suitable but not Mountains? It seems like they should be flipped, Especially considering Khatep is on the other side of the planet from any dwarves
Chiron 22 Feb, 2021 @ 3:10pm 
Any chance you would throw Azhag a bone and let him have suitable boreal? it seems a shame his unique "temperate suitability" isn't replaced with anything.

It obviously makes sense for all greenskins to inhabit the temperate areas, but letting Azhag take Boreal means they'd be able to focus on destroying Kislev if the player wanted, even though it is definitely pushing it for the greenskin race