Total War: WARHAMMER II

Total War: WARHAMMER II

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Statesman
   
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Tags: mod, Campaign
File Size
Posted
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4.402 MB
17 Mar, 2020 @ 10:15am
18 Jul, 2021 @ 6:55am
22 Change Notes ( view )

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Statesman

Description
WHAT THE MOD DOES

This mod is designed to make the statesmanship side of the game more interesting by making the building choices more complex. Many buildings have been given negatives as well as positives to make decisions more difficult and balancing construction a larger priority.

This mod is included in my complete overhaul, The End Times, which can be found in the Links and Support section at the bottom of this page and so is not needed with that mod. Statesman is compatible with anything that uses vanilla buildings. Save game compatible.

Each race has a different balance to consider which I will outline below.

HUMANS

The humans of the Warhammer world have to balance their corruption far more. Growth and increased food supply will mean squalor, bringing Skaven while increased industry will lower life expectancy therefore giving a greater undead presence. Taverns will make the people happy but lets chaos spread through the accompanying corruption.

DARK ELVES

The slave mechanic of the Druchii has been utilised to balance their choices. Many buildings will alter the income from slaves as well as many altering the slave decline rate, meaning that the economy has to be balanced around the amount of war and raiding that is going on and decisions have to be made as to whether short bursts of cash or longer use of the slaves are more useful. Much like other factions, they also have to balance corruption levels.

SKAVEN

Skaven food and corruption are of great import to building. Buildings that increase the population will let the cities expand but also consume food and increase skaven corruption levels, negatively affecting public order. Buildings that lower the population will provide food and give untainted but stunt growth and some will bring public order. Gathering skaven or weapons into one place will increase the chance of rebellion but employing Eshin tactics to route out the dissidents will increase the public order. Ports will spread disease and rats to nearby provinces when Skaven owned and to the province they are in when other factions occupy them, letting the plague rats spread by ship.

LIZARDMEN

The Lizardmen of Lustria often have to balance their growth levels. When the Slann are scrying they increase research greatly but are spending time absent and so the cities do not develop as swiftly, making a balance between province growth and technology. They have to deal with the ratmen who are drawn to the food, and can do this by trading recruitment slots from deploying forces at home in stead of on campaign or by cold hard cash.

GREENSKINS

The Greenskins have to balance the relations between orc and goblin to keep order, all the while keeping there from being any doubt that you are the biggest boss. It can be expensive to make your tent the biggest and most impressive, and stashing cash can be risky, lowering public order. Alternatively, you can increase raiding at the cost of troops as some are needed to guard your stashes. Monsters will eat the Skaven that come for your food but they'll also snack on a few gobbos, lowering growth.

VAMPIRES

The Sylvanian counts have to balance the usage of their dark magic. Often, their buildings use this magic to spread corruption but this stops it being used to raise more hordes for battle. They will have to contend with the balance between the mortals they subjugate and the magic needed to fill the land with undeath. The Coast have the balance of loot and its protection and killing mortals to increase undead.

TOMB KINGS

The Tomb Kings of Nehekara face challenges in restoring their mighty kingdoms. Increased tombs and crypts will increase the subversion by Necromancers who find the land rich in dead to raise. Combat these incursions by restoring the statues, though this use of resources for restoration slows the technology rate, though this in turn can be countered by some buildings which use canopic jars and increase research rate.

DWARFS

The Dawi have the same threat from the Skaven on their food supply as others and can employ rangers, slayers or guards to combat them but this will cost them gold, meaning more bodies are dedicated to industry and away from war, lowering recruitment slots. Providing the troops with Dwarfen Ale negates this by increasing the appeal of soldiering, but at a cost.

HIGH ELVES

As is the Asur way, Influence is of vital import. Buildings will use influence or give it, establishing Embassies will help extend your diplomatic reach while gathering the masses will spread rumour and gossip that will undermine your efforts.

WOOD ELVES

Outposts now have a recruitment option, though it comes at the price of maintaining the troops there and patrolling the Worldroots that connect it to Athel Loren to keep the supply chain. Other outpost options give a different balance that varies depending on the cost and gain. At home, the balance between using the resources to keep relations between elves and forest Spirits and using them for financial gain to support troops is a delicate one, though their advantage is very much in Athel Loren, the funds there supporting the costs of the outposts.

NORSCA

The Norscans benefit from Ports more greatly, but have greater issues than many controlling their unruly populace, needing to offer up sacrifices of blood to the chaos gods, which stunts growth, or of loot.

HORDES

All Hordes have growth and income from their main horde building. Beastmen also have their support buildings that dedicate them to either Khorne or Nurgle, buffing and debuffing troops in that army accordingly.

LINKS AND SUPPORT
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1980004789 for The End Times Overhaul, which this is designed primarily for use in conjunction with.
https://discord.gg/48tWqDq For my discord server for my Warhammer 2 and Empire Total War mods
https://www.patreon.com/TheEndTimes I have patreon now for anyone who wishes to donate to what are becoming bigger and bigger projects. The mods are, of course, always free but donations are massively appreciated.
39 Comments
justastra 12 May, 2024 @ 12:25pm 
Making the Skaven public order building decrease public order is a bit much. It doesn't make sense and makes it mostly useless.
Rasteel 17 Sep, 2021 @ 10:24pm 
Really like the premise of this mod. However it seems it is currently removing walls from minor settlements, at least for the empire; not sure if that is the intent or a symptom of being out of date.
Thanks for your hard work, great idea for a mod!
Marcus Aurelius 16 Jul, 2021 @ 9:18pm 
Hello! Thank you for this great mod. Should I wait for an update? Thank you!
The Duke  [author] 24 May, 2021 @ 1:04pm 
Thanks, today's update will have sorted that
Bastilean 24 May, 2021 @ 3:24am 
This mod has an old patch version of HE eagle building chain.
Pie Lie 7 Jan, 2021 @ 9:57pm 
Totally breaked a game after latest patch. Infinity load pure game with this mod. Check it.
Pie Lie 20 Dec, 2020 @ 6:55am 
Good work. Big thanks for CTT support.
Badmagick 14 May, 2020 @ 10:34am 
Also civic Skaven buildings give no Untainted hence you cant even balance the corruption if you want
The Duke  [author] 14 May, 2020 @ 10:31am 
The civics arent the thing that gives public order, you'll find positive public order on the assassins building and the discovery building
Badmagick 14 May, 2020 @ 10:19am 
So im looking at your Skaven buildings and im seeing all the civics giving minus public order, even some military do... even the taskmasters which was suppose to help you with public order is now giving minus...

It's almost impossible to keep public order up. You need to balance this out in my opinion