Total War: WARHAMMER II

Total War: WARHAMMER II

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Elite Unit Cap
   
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Tags: mod, Campaign
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19 Sep, 2021 @ 2:46pm
5 Nov, 2021 @ 5:41am
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Elite Unit Cap

In 1 collection by BAGHolder
The Last Alliance
8 items
Description
Intro:

Introduce Unit Cap for elite units in the following factions: Bretonnia, Empire, Dwarf, High-Elf, Wood-Elf, and Dark-Elf.

The main reason I do this is to limit the foreign units recruiting in my other mod: The Last Alliance. So home culture units will still take the main role, while foreign units take a supporting role.

One could use Population Mechanic to limit unit recruiting, but the population mod has some caveat on replenishment and made game very slow. There are a number of other unit cap mods, which also caps basic units and limits the game fun.

Note that this mod will also slightly limit elite unit recruiting in each home faction.

Function:

Each faction has 5 best units subject to the elite unit cap.

Bretonnia: Blessed Trebuchet, Royal Pegasus, Royal Hippogryth, Grail Knights, Grail Guardian.
Empire: Rocket, Luminark, Steam Tank, War Wagon, Demigryph Knight.
Dwarf: Ironbreakers, Hammers, Bugmans Ranger, Organ Gun, Canon.
High-Elf: Sister of Averlorn, Arcane Phoenix, and the three dragons.
Wood-Elf: Treeman, Hawk Riders, Waywatcher, Deepwood Scout, Bladesingers.
Dark-Elf: Hydra, Black Guard, Darkshards, Shade, Black Dragon.

How to raise unit cap:
Within each home faction, major special city +4 to cap; level 5 major settlement +2 cap; some landmarks +2 to the cap. So elite units for home faction are slightly limited, doomstacks are harder to field (about 5 province for 1 doomstack), and balanced army are encouraged.

How it works for my last alliance mod as a foreign faction:
Every level 5 embassy, level 5 Haven, and a few special ports will grant +2 to the cap. So each faction will have very limited access to foreign elite units: typically around 10 elite units in mid-campaign, and at most 30 elite units when embassy and haven is built at every build-able location.

Non-elite units have no cap.


Compatability:

Should be safe to add or remove mid-campaign. I cannot think of any mod conflict; but if there is another mod who do unit cap or altered the main unit table (SFO), then this mod may not work fully.

Only use this mod if you would like some simple elite unit limitation and more balanced army.

If there is a particular unit that is OP and should be capped, let me know.