Total War: WARHAMMER II

Total War: WARHAMMER II

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Mega Campaign Overhaul
   
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Tags: mod, Campaign
File Size
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1.311 MB
31 Dec, 2021 @ 10:05am
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Mega Campaign Overhaul

Description
New Version Mega Campaign Overhaul 2

INTRODUCTION


The intention of this mod is to turn the game's campaign into a real challenge but above all to make it more fun, where the player always has something to do regardless of the turn, also accelerate the progression of the game and make the campaign map be much more alive.

This mod contains too many changes to explain them all, some things I will explain more fully and others I will only comment on, it is possible that I miss a change there are many things.

A legendary difficulty is recommended for this mod.

This mod is my personal work, for 3 months since I started this mod I have been adding things and testing so that everything works as expected, keep in mind that this mod is as if it were 30 or 40 mods. I hope you like it and enjoy it. Thanks to Modding Tools: Campaign Autorun[//] who helped me test some parts of the mod faster.



DESCRIPTION

-All the benefits of AI have been removed both in campaign and in battle except for: Recruitment cost, maintenance cost, growth and influence.

-The autoresolution has been modified so that it is more adjusted and is very similar to the mod
Better Auto Resolve (kind of outdated) [//]

-Magic now has twice the impact in the game, this means that it can store twice the initial winds or that the magic recharges twice as fast, this makes the magicians have much more impact in battles.

-The level of many buildings has been reduced, this allows them to be built earlier and in smaller settlements.

-The economic management of the AI ​​has been improved, the AI ​​does not manage money like a player, so it was given the necessary money so that more or less spends the same as a player can produce.

-AI recruitment has been improved, now it will recruit more expensive units and also has access to much more variety, I have used its recruitment system against itself and should see changes even in the initial turns of the game, tables have also been generated specific recruiting for legendary lords.

-All AI factions are now aggressive and considered as major factions.

-The AI ​​captures more and ravages and loots less. The AI ​​continues to play like vanilla but the conditions of this mod favor its stalking and takedown style.

-Basic recruitment increased to 5 slots

-All units now only require 1 building for their recruitment (there are 3 units that are not affected since the game for unknown reasons did not let me modify it)

-Global recruitment increased to 4 slots and the overtime penalty was removed. All Global Recruitment Time Reduction Effects have been removed and replaced with Bonus Recruitment. all non-horde factions now have a +1 global recruitment on one of their buildings. Dark Elves, Beastmen, and Vampire Earls factions now have access to Global Recruitment and can camp.

-All regions are habitable for all factions. This allows the AI ​​to expand smoothly, even indigenous factions still have an advantage on their own grounds due to the removal of cheat such as attrition.

-Now 2 ROR units can be recruited and access is from lvl 4 to 16

-The stances have been modified, my other mod has been included in this
Stances changes and standard ambush[//]

-The control radius of armies and settlements has been increased, if an army is placed near another it is very possible to block its movement, it also makes it easier to attack a target with several armies.

-Colonize a settlement no longer causes casualties.

-Increase of initial funds to 10,000. It seems like a lot ... believe me, it is not. Each faction has the ability to recruit 4 or 5 armies (minimum)

-The generals to recruit change faster.

-The growth required to level up settlements has been reduced.

-The rebellions are now much more dangerous, in this new world they are not very common but if one happens it will generate an army of 20 units with a quality of 4 out of 10

All penalties on the player have been removed

-Generals now get 4 points per level and heroes 2, an ability has also been created that allows us to put extra points into it and grants benefits whatever the nature of the character (see photos) (compatible with mixu)

-The confederations now grant beneficial effects instead of negative between them, we will generate 50% more taxes during these 5 turns, this will allow us to keep the new units obtained instead of having to eliminate 2 or 3 armies

-The hordes and tomb kings have 5 generals available from the beginning.

-The technology is researched twice as fast.

-Unique units of specific factions are now affected by technologies and abilities of lords (although I have not modified the texts)

-All rituals have a recharge time of 10-15 turns and 5 global.

-Gold no longer has any effect on diplomacy.

-Immortality is unlocked at lvl 1, this allows the generals of the a not to be left off the hook in a fair way.



SPECIFIC CHANGES OF FACTIONS

-Crooked moon: can no longer recruit orc cavalry until he gets karak eight peaks
-Tomb Kings: each military building provides twice the recruitment, resource buildings provide
more gold and more materials, unlocking more lords through technology.
-Skaven: get food from more buildings
-Norsca: get more resources from buildings, now it is easier to obtain the favor of the gods and they can be obtained
various, + 20 / -5 and + 40 / -10
-Chaos: You can now recruit some Norscan Barbarian units.
-wintertooth: you can now recruit trolls from your main building and have access to some greenskin trolls
-Nakai: Changes in his technology tree.
-Empire: You can now spend prestige to upgrade your renowned units. thanks to the Imperial Authority-Empire Upgrades mod



COMBINE WITH OTHER MODS

I have created 3 diplomacy mods that are not necessary but if they provide a different vision of the campaign they can use one of them or none:

-Diplomacy Mega Factions
-Diplomacy Factions Wars
-Diplomacy Bad Boys

This mod works well alone but works much better in combination with other mods since if they did not exist I would have created something similar. I leave you my collection of gameplay mods, I use them all and I recommend using most of them but the decision is yours, they are all compatible with each other and with this mod, just take into consideration the following:
MCO has to have a higher priority than community bugfix, agents and Encounters at Derp.

-Collection of gameplay mods

I leave my other collections in case someone is interested

-Visual collection
-Collection menus and improvements

If someone is only interested in some part of the mod, they could try to get a mod with just that.
22 Comments
Incata  [author] 9 Apr, 2022 @ 2:43pm 
I remind you that there is a second version with fewer changes Mega Campaign Overhaul 2 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2748494665
Incata  [author] 9 Apr, 2022 @ 2:41pm 
@ClassyAndrue All the buildings a wererat could get food from.
@LWH In principle, this mod could be loaded with higher priority and it will apply the changes even if SFO is active, now I don't know if the effects will go accordingly
lwhのsama 31 Mar, 2022 @ 12:16pm 
plz make is suitable for sfo
ClassyAndrue 9 Mar, 2022 @ 8:09pm 
what building specifically grant skaven more food?
Incata  [author] 7 Jan, 2022 @ 3:35am 
The skill has 100 levels but I think the maximum they can reach is level 80, in my games I never reach such high values because I tend to prefer other skills before
Albedo 5 Jan, 2022 @ 5:50am 
Also, the dump is more reasonable, it doesn't create monsters.
Incata  [author] 5 Jan, 2022 @ 5:47am 
😊 I use Sensei's Authority Rework but that's another good option;)
Albedo 5 Jan, 2022 @ 3:09am 
Hey incata, tried it yesterday. So it is indeed fun, much more dangerous that way! Keeping the other skill points mod wasn't a problem. Also compatible with "The Empire - Reloaded".
Incata  [author] 5 Jan, 2022 @ 3:03am 
@Albedo There is still more than 1 month to go until 3, the intention of the mod is not that the maximum number of people possible download it, the objective of uploading it is that the people who download it have as much fun as I do with it.
WH 3 will surely be very different and specific rules will have to be applied for it but I do not rule out making mods for it.
Albedo 4 Jan, 2022 @ 2:59am 
incata: I hope you'll adapt the mod to TWWH III, it's quite ambitious but comes a bit late for TWWH II