Total War: WARHAMMER II

Total War: WARHAMMER II

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Gentler Razing
   
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Tags: mod, Campaign
File Size
Posted
Updated
263.333 KB
23 Nov, 2021 @ 8:14am
25 Nov, 2021 @ 11:36am
2 Change Notes ( view )

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Gentler Razing

In 1 collection by prop joe
Prop Joe Mods
58 items
Description
"Furthermore, I consider that razing Carthage would require a lot of time. Like, a lot. It's a big city."
Cato the Censor (234–149 BC)

This mod changes the way razing works by making raze only remove 1 level from the settlement (if it's not a level 1 settlement). So if a level 2 settlement gets razed, it gets downgraded to level 1. You still lose all the secondary buildings except ports. With multiple armies (since razing costs all movement points) it's possible to raze the same settlement in the same turn (but the vanilla gold sacking penalty still applies).

This obviously has big repercussions on the game, but it would require a lot more playtesting from me to tell you what those are. If this sounds interesting, try it out and provide feedback.

With Vandy's Mod Configuration Tool you can change how much levels the settlement loses when it gets razed from the default 1.

Compatibility:
This is a 100% script mod, it's compatible with literally everything.
Should work in Multiplayer.

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16 Comments
Polident_medio 2 Dec, 2024 @ 8:21am 
This is a great mod, really shows how a small tweak can have a profound change in the campaign experience. I think the best default value would be 2 levels though, which is the damage a sack+occupy would give. And also otherwise some factions might not be very fun :)
My experience with ai (and setting at 2) is they are fine, even slightly better than vanilla given their poor razing choices. Rebellions are fine too.

Now we have a more interesting question when going for damage: sometimes it might be faster to occupy+abandon, but we suck up po penalties. Sometimes being in the settlement will put the army in a dangerous place, though.
By not being random, we can make a decision instead of having to react, which is good game design and 1000% better than what vanilla offers.
prop joe  [author] 17 Apr, 2023 @ 10:40am 
didn't play enough of the game with this mod to judge what the AI does, sorry
prop joe  [author] 17 Apr, 2023 @ 10:39am 
WH2 doesn't get patches or changes, this mod is unlikely to ever break
guto8797 16 Apr, 2023 @ 6:04pm 
I know its been a while, but is the mod still functional? Since its a script, I presume it would work with SFO and such.

How does the AI handle it? Do they stick around to raze multiple times?
Echo 21 Feb, 2022 @ 4:19am 
I wonder how this impacts a Beastmen campaign.
D3LTA WAV3 25 Nov, 2021 @ 12:22pm 
Nice, thanks dude.
Jim 25 Nov, 2021 @ 11:39am 
Perfect!
prop joe  [author] 25 Nov, 2021 @ 11:37am 
Updated:
I added a setting for Vandy's Mod Configuration Tool so you can change how much levels the settlement loses when it gets razed.
Numahr 25 Nov, 2021 @ 9:27am 
very interesting idea! I think it can have interesting consequences and feel quite loreful in some contexts.

If one combines it with the mod that restores WTW1-style occupation restrictions, it can generate a lot of "inertia" in wars where even winning battles will not wipe out the enemy. As you say, for good or for bad... But maybe closer to the lore where wars never end for centuries between given blocs
D3LTA WAV3 24 Nov, 2021 @ 10:13am 
Can you make a a less gentle version that razes 3 levels?