Total War: WARHAMMER II

Total War: WARHAMMER II

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YpsiNine's Campaign Tweaks
   
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Tags: mod, Campaign
File Size
Posted
Updated
378.460 KB
31 Jul, 2021 @ 4:25pm
26 Aug, 2021 @ 8:20am
3 Change Notes ( view )

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YpsiNine's Campaign Tweaks

Description
This is just a small mod with a few small adjustments that I've added together. It currently has four parts:

  • No AI should pester you about alliances, military access or non-aggression pacts.
  • The characters in the recruitment pool will leave after anywhere from 8 to 10 turns before new ones arrive (instead of the normal 10 to 15 turns).
  • Characters that have been wounded will stay wounded for 8 turns (instead of the normal 5 turns).
  • The turn time penalty for the dissolution of a lesser diplomatic agreement like non-aggression pact, trade or military access have been reduced to 5 turns (instead of the normal 10 turns).

Point one was partly inspired by Jadawin's "No United Against Us & No Alliance demands from AI". Compared to his mod however I've decided to keep the "United Against Us" events because I find that it adds a bit more randomness and challenge to the game. Also, you will now not get any military access demands.

Point two is basically just that you don't have to wait forever to recruit a character with a decent trait. But it's not so fast that you see the character you want slip through your fingers because of lack of funds or other issues.

As for point three, it's just a way of slightly slowing down the AI LL and hero spam. It applies to you too, so make sure to keep your characters alive, otherwise they will be out of the game for some time before coming back.

Regarding point four, it's just a way for me of lessen the importance of these agreements time-wise, you will still have to wait some time after cancelling one of them before doing something less optimal if you want to preserve a good diplomatic status among the other factions.

I might or might not add more small tweaks to this mod as time goes by, we shall see.

As for compatibility I recommend using Kadrin's Mod Manager instead of the CA launcher to see if there are any conflicts. I don't use big overhauls so unfortunately I can't tell you if this is compatible with X or Y.

Can easily be combined with any of my other mods: