Total War: WARHAMMER II

Total War: WARHAMMER II

393 ratings
Lore Series: Hertz Dynamic Supply lines
2
2
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Campaign
File Size
Posted
Updated
445.380 KB
13 Dec, 2020 @ 2:07pm
12 Jan, 2022 @ 8:24am
4 Change Notes ( view )

Subscribe to download
Lore Series: Hertz Dynamic Supply lines

Description


Mod Version: v1.11

Hertz dynamic supply lines is a mod that replaces the vanilla Supply Lines mechanic with one that is distance based and supply lines are no longer based on the amount of armies you have.

(This mod is save-game compatible)




Its like liquid gold for a modder




Full Garrison Control
When you use this mod the supply cost of your army will increase the further you are from your closest settlement.

The army upkeep starts at -15% when an army is standing close/next to an owned settlement and will increase the further away you are exponentially.

Mixed Horde factions such as the Vampire Coast (Legendary lords and Fleet horde armies) or Dark Elves (Black Arks) have special rules.

The horde armies of these factions themselves don't use the dynamic supply lines or the vanilla supply lines so won't increase/decrease in upkeep when moving around the map. Any default army of the same faction will calculate the distance of the closest horde army if the closest settlement is further, and base the supply line upkeep on that distance instead of settlements.
Horde army upkeep starts at -5% when an army is standing close/next to the horde army.

Full horde factions (chaos, beastmen, etc) do not use supply lines.


(This mod is save-game compatible)



Does this work with X overhaul?
Yes this mod works with any custom faction or overhaul.



Does the AI use this?
No since the AI does not use supply lines in the vanilla base game, it doesn't use these either. It would not know how to work with it.










89 Comments
Haerzog 5 Nov, 2022 @ 6:41pm 
The mod also needs a carve-out for wood elves. Impossible to operate using the world tree network properly unless you are going there explicitly to conquer the local province. This precludes taking advantage of most of the confederation quests.
TBoneSteakly 15 Jun, 2022 @ 5:12pm 
shoud be increased
J 15 Jun, 2022 @ 3:09pm 
shoud be reduced
LIBRA 16 Dec, 2021 @ 2:37pm 
Could someone update it ?
Metamorphosis 18 Nov, 2021 @ 3:41am 
Makes low-economy factions unplayable and sacking profitless, especially for factions that don't operate on supply lines in the lore like greenskins and norsca. Have fun leaving your territory for two turns for a 3000 gold sack city and your upkeep quintuples.
TBoneSteakly 18 Sep, 2021 @ 8:59pm 
Is it possible to include vassal, or perhaps even allied settlements, to the upkeep calculation?
Zzz 5 Sep, 2021 @ 7:04pm 
I was wondering if you could add something to this mod so that when your army is in raid stance it reduces the upkeep penalty, simulating the army living off the plunder and foraging during raiding.
The reason I think this is a good idea is that the upkeep penalties scale up pretty damn quick, even when your army is still within a province or region that you own, sometimes making it near impossible to attack anyone because your money would drain so quick that it is unfeasable to actually send your army out. Something that could take the edge off a bit would help immensely.
Drakken 23 Jul, 2021 @ 6:05am 
I love the mod, but IMHO there really should be a cap. It would not really cost 3-5 times more to supply an army at a distance since they would have left with all of their supplies for the campaign as soon as they left friendly territory. I am thinking 2.5 times upkeep might be a good place to cap the costs at.

Thanks for all the work you do!
Numahr 14 Apr, 2021 @ 11:51am 
This is a gem of a mod. Please keep it updated :)
Leaf 5 Apr, 2021 @ 3:21am 
does this work with supply lines reworked mod? if not is this better?