Total War: WARHAMMER II

Total War: WARHAMMER II

36 ratings
Balanced Wood Elf outpost economy scaling
   
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Tags: mod, Campaign
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206.611 KB
11 Dec, 2020 @ 3:57pm
1 Change Note ( view )

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Balanced Wood Elf outpost economy scaling

Description
Due to popular demand, I’ve created a final version of “Scaling Wood Elf outpost economy” saga, as people wanted a balance between the two mods, they demand, and they shall receive! Choose your version at your heart’s desire!

Why did I make this mod?
Currently as the wood elves, your income comes to a halt when you have upgraded all your magical forests, now you can generate additional income from your outposts.

The mod manager says the mod isn't updated!
THE MOD WORKS PERFECTLY NO MATTER WHICH UPDATE IS IN EFFECT, as the code is super simple and doesn't replace any code, it only adds to the existing code. I know it looks ugly on the menu with the "! mod is not updated" mark behind it, but I am too lazy to reupload the same mod version every update to cleanup the "! mod is not updated" mark.

Is this save compatible?
Yes with other mods, no with my other wood elf outpost economy mods, you will have to turn them off.

Is this income not a bit too much?
No, as wood elves have no other source of income except for their magical forests, this means that in the late game other factions eclipse them in terms of income due to them being able to gather income from their settlements.

Is this mod compatible with mod X?
Yes, as this mod simply adds another line of code (or buff in other words) to the existing sacrificial grounds building, meaning that this mod will always be active no matter what they do to the sacrificial grounds building. However my other mods have this line in them as well, so they wont work with my other wood elf outpost economy mods.

Will this totally rework the way I play the wood elves?
Maybe, this buff will allow the player to build an empire of outposts with only 1 magical forest, this means that it is not mandatory to gain control of the other magical forests in order to get more income. Keep note that this effect is only present on the sacrificial grounds building meaning that you will still choose the growth building over sacrificial grounds in the early game, in order to grow your magical forests.

When will this change be noticeable as the wood elves?
With only one magical forest fully upgraded (which takes a lot of time) you will get 200 income for every sacrificial grounds building, meaning that if you manage to fully upgrade athel loran too its maximum potential and take 15 outposts you get 400 gold per outpost, this might seem overpowered but consider that the wood elves have no option to increase the garrison or have access to walls to defend themselves, this means that your armies will serve as your main defence force instead of garrisons, not to mention that upgrading athel loran takes quite a bit of time and money invested into it, it would be unfitting if all that hard work didn’t pay off.

Is this change stronger for certain wood elf factions?
This change does not affect the strength of the wood elf factions, as this buff solely relies on you controlling land and building outposts which depends on the wood elf faction you choose to play. It is a slight buff to Drycha as she does not have access to the oak of ages, and this buff acts independently of the effect that the oak of ages grants.

Don’t you think more income is a little more fair?
I can certainly make a separate version that buffs it to a higher value but as it stands now, I don’t want to go overboard with this change as giving the player even more base and scaling gold per outpost would exceed the settlement income for some other factions who might have invested more time and gold into their settlements.

Could you not have stuck this effect to the main settlement building as I now have to choose between building sacrificial grounds and a unique resource building or port?
Yes, I made it this way as the outpost settlement buildings look identical, but are in reality each individual structures (8 different version for the locations on the map) not to mention there are unique versions for each faction capitol, so for the sake of consistency I choose to stick this effect to a singular building that no one would ever build without this effect (I don’t mean to hate on the other buildings but I want all buildings to have a use where the player will consider all options, not simply spam 1 singular type of building) in an outpost which would be available to all outposts, no matter where they are located.
An even better solution would be to take this mod in conjunction with the “Wood Elves - Outposts Enhanced” mod, as with these two mods you solve the garrison, having to choose between a resource/port building and the late game economy issue that the wood elves currently have.

I have a patreon now!
So, uhm, if you like what you see, and you'd like to see more, or have any suggestions, I'm right here!
https://www.patreon.com/torakmodding
14 Comments
HungryBat  [author] 19 Oct, 2021 @ 12:45pm 
I have a patreon now!
So, uhm, if you like what you see, and you'd like to see more, or have any suggestions, I'm right here!
https://www.patreon.com/torakmodding
HungryBat  [author] 17 Oct, 2021 @ 2:21pm 
My dear subscribes, you have shown that you have an interest in my modding! Therefore I present to you my final work! A full in depth rework to the outposts, that should make for a fun and strategic gameplay experience along with more possibilities for army design flexibility!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2630818297
HungryBat  [author] 11 Sep, 2021 @ 4:53am 
I cant see who it was but thanks for the two awards!
TwinkieMaster 17 Apr, 2021 @ 4:06pm 
Thank you for the update!!!!
HungryBat  [author] 11 Apr, 2021 @ 11:16am 
@Twinkiemaster, i know it might seem odd but the mods are fully functional
The game does say the mod isnt updated but it still works perfectly, i will check if i can remove the ! Mark that says the mod needs an update
TwinkieMaster 11 Apr, 2021 @ 9:59am 
Are either of these mods going to be updated to work with the new patch. I really like them and miss my wood elf campaign.
HungryBat  [author] 4 Feb, 2021 @ 7:16pm 
with total war warhammer 3 coming up, do you guys think I should reduce the income to 100 + 2% in the warhammer 3 version? as I myself have an easy time playing the wood elves with the "wood elf outposts enhanced" as they need no time to develop their settlements and get instant benefits plus the big bonus from post battle.
or should i just make another seperate version?
HungryBat  [author] 24 Jan, 2021 @ 1:44pm 
this wood elf outpost mod does not stack with the other mods, as they have the same code that the other two outpost mods, but maybe the game overwrites one of the lines, so it might just work.
you can however stack the two other wood elf outpost mods
Maximus 24 Jan, 2021 @ 3:18am 
Hi,great mods my friend,i am curious to know if these buffs stack?
HungryBat  [author] 22 Dec, 2020 @ 11:51am 
fixed a mod name issue "new file_" to match the mod name as it was sloppy writing on my part.