Total War: WARHAMMER II

Total War: WARHAMMER II

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Norsca Overhauled Updated Oct 2020
   
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Tags: mod, Overhaul
File Size
Posted
Updated
1.061 MB
23 Jul, 2019 @ 7:20pm
5 Oct, 2020 @ 10:43am
11 Change Notes ( view )

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Norsca Overhauled Updated Oct 2020

Description
Mod Description: A full scale overhaul of the Norsca & Wintertooth factions. Lords, units, buildings, garrisons, technologies, the works. The goal of which is to provide a more consistent early game. With a smoother progression of power both in economy and army strength that is more logical and in line with the TWW2 standard. They are still challenging and unique campaigns, but in a new fun and engaging way.

The vanilla state of the Norscan campaigns was abysmal, tedious, unpredictable, and generally not the most fun campaign start. It is clear that CA did not do any balance or mechanic passes when transitioning Norsca from tww1 to tww2. They just copy pasted the whole faction and because of that there are glaring issues. tww2 is a much different game than tww1. Power curves are different, campaign progression is different, diplomacy is different, the world map is different.

The northern frozen wastes are a harsh land that no one wants to live in, not even the Norscans. So to reflect that this mod re-designs how the northern provinces work.

Buildings and Economy:
-All buildings for mainland Norsca have been re-designed to cost less, build faster, and provide significantly more growth (Providing less overall but is now more focused on giving you the proper means to invade new lands)
-Access to walls added to all major settlements, all garrisons re-balanced to be more in line with tww2 standards
-Outpost building chains are now significant and impactful to your invasion of new lands. Chaos osmosis, Strong Garrisons, and Building Chain Consolidation.
-The penalty for global recruitment was reduced significantly, but still worse than other factions

Technologies:
-Norsca lives and dies by technologies in vanilla. Norsca is very weak early on and become ridiculously overpowered as you work through the techs. I have re-balanced the power curve to give Norsca more power initially from other aspects of the overhaul and toned down their over the top endgame from techs.

Chaos God Alignment:
-Razing a settlement now gives +7 favor (up from +6)
-all god alignment gifts re-balanced and now reflect the gods favored number in the lore

Units and Army:
-A balance pass across the entire roster to reflect the tww2 standard. Small changes are everywhere, but some notable ones are.
-Frost Wyrm: Significantly more beefy
-Frost Wolves: Much tougher
-Marauder Horsemasters: Actually useful now

Lords:
-Wulfrik and Throgg skill trees and items tweaked. Their progression of power is smoother now, makes more sense campaign wise and lore wise.

Some of the more notable changes:
Wulfrik: Does AP damage on foot now, more even focus between marauders and mammoths
Throgg: Causes Terror, has Frenzy, +15% speed to army


To-Do List:
-Remove old outpost buildings from building chains (I don't know how, so they are just blank buildings atm)
-Shift around skill trees for lords

Suggested other mods:
-Mixu's Tabletop Lords https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1243153086
36 Comments
MadGold 15 Sep, 2022 @ 5:29pm 
great mod, thanks very much :).
SkeletalArm 27 Dec, 2021 @ 3:42pm 
How's the mod a year later?
Gruz  [author] 26 Dec, 2020 @ 8:26pm 
Seems to load fine for me, shouldn't need update
Morgoth Of WA 26 Dec, 2020 @ 11:07am 
update plz?
Ciaphas Cain 16 Oct, 2020 @ 5:57am 
Ah this sounds interesting, was just thinking about starting a Norsca campaign too :D
War0797 6 Oct, 2020 @ 6:48am 
@Gruz Thanks for the fix. Keep up the good work.
Decado 5 Oct, 2020 @ 4:20pm 
OK. Thanks for the info. I'll pass and check back in should someone make a compatibility submod.
Gruz  [author] 5 Oct, 2020 @ 4:01pm 
CTT overhauls the entire concept of how balance and unit stats are formed in tww2, I doubt that mod is compatible with any other overhauls in the slightest. If u want to try mashing multiple overhauls together I'd put CTT last in the load order since it changes entire core game mechanics. You want to make sure they all load in fully so your game isn't a total mess.
Decado 5 Oct, 2020 @ 3:18pm 
I use the CTT overhaul, which tends to be friendly toward campaign tweaks, but not unit changes. Would this mod override the CTT unit stats? Load order thing or should I just forget about it?

Building/econ/tech/gods changes sound interesting.
Gruz  [author] 5 Oct, 2020 @ 10:43am 
@War0797 Fixed