Total War: WARHAMMER

Total War: WARHAMMER

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Post-Battle Options Overhaul
   
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Tags: mod, Campaign
File Size
Posted
Updated
788.054 KB
27 Mar, 2022 @ 3:02pm
29 Aug, 2023 @ 8:35pm
15 Change Notes ( view )

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Post-Battle Options Overhaul

Description
This mod overhauls the post-battle options to be more logical, make the post-battle options between the various factions of equivalent strength and reduce the scenarios where one or two of the options is a definitive no.

List of Changes
  • All cases where factions suffer a chivalry or replenishment penalty for ransoming captives have been removed. Every faction gets a campaign movement range bonus for ransoming captives unless they already get a different one.
  • Killing captives will give both improved leadership and experience. The exceptions are when different bonuses or resource bonuses come from doing so.
  • Enslaving or taking on captives will give a temporary leadership bonus identical to the vanilla bonus for choosing to kill captives. The Vampire Counts will instead gain a temporary replenishment bonus.
  • Some fluff descriptions have been changed to avoid silliness like what's in the cover picture.
  • Some factions (Vampire Counts, Greenskins and Beastmen) have had their kill captives option removed. This is because what they were described as doing to regain replenishment would kill the captives anyway unless they were killing captives and then leaving the perfectly good meat uneaten or eating captives in such a restrained way as to not kill them.
  • The Dwarves have the same two post-battle options as in TWW2. The Dwarves Drink to Battle option replenishes casualties in addition to its typical effects.
  • Warriors of Chaos and Norscan factions can only sacrifice (get money/favor) or enslave (replenish) captives. Sacrificing gives a temporary leadership boost and enslaving gives extra experience.
1 Comments
DiceDexter 12 Feb, 2024 @ 12:43pm 
Hey, just wanting to let you know that by removing the "kill" option for beastmen and greenskins, you can't unlock Khazrak or Grimgor for recruitement if you don't use them as you starting legendary lord, since both their unlock requirements are "Sacrifice 10 sets of captives". Maybe this effects VC too, since Helman ghorsts unlock requirement is "Dominate 10 sets of captives", but I am unsure if that is referring to the enslave or kill option.

Otherwise great mod!