Total War: WARHAMMER II

Total War: WARHAMMER II

Population Mechanic
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Update: 15 Jul, 2021 @ 8:48am

-fixed population stance buttons rendering below certain ui elements
-fixed militia troop icon not displaying the correct amount on recruit screen
-removed redundant troop panel position options from MCT menu and renamed several options

Update: 14 Jul, 2021 @ 6:28pm

-lizardmen have new racial mechanic, whereby their skink, saurus and kroxigor populations do not naturally grow but instead hatch at certain intervals. Check the 'race' section of the mod description for more info!
-difficulty selection for the mod is now moved to the campaign main menu
-ogre populations have a chance to show up in any port settlements, but cannot grow past 500. They are needed for ogre mercenaries to replenish
-AI now always use the 'normal' difficulty modifiers regardless of what difficulty the player has selected
-if playing on easy mod difficulty ammo and fatigue will also replenish at the end of every battle, if you have enough supplies, instead of only at the end of every turn
-ui elements moved around the consolidate all region data in one panel and all province data in another

Update: 2 Jul, 2021 @ 1:18am

-fixed black arcs not resupplying when docked at ports

Update: 6 Jun, 2021 @ 8:42am

-added difficulty settings; easy, medium and hard. Hard is what the mod previously was, easier settings make food, pop growth, troop growth and supplies easier.
-housing buildings now increase population capacity instead of growth speed
-some buildings now provide supplies for armies in the province
-base supply per turn reduced to 20 on hard, 40/60 on medium and easy
-1-settlement provinces (such as wood elf magic trees) have increased population capacity (also means you start new campaigns with higher pops)
-forest spirits can't grow past 50% of population capacity
-wood elf stables now also provide elites
-raise dead no longer require troops
-lords and agents no longer preserve their ammo usage from battles
-fixed a bug where using "enslave" replenishment option after a defensive battle wouldn't update needed troops for that army
-fixed a bug where, upon disabling the fatigue system, some parts of the system would become reenabled at the start of a new turn

Update: 22 May, 2021 @ 8:56am

-if population in a settlement is reduced to 0 the settlement stance will change from Exterminate/Expel to Standard

Update: 17 May, 2021 @ 10:34pm

-fixed skaven not using hidden skaven for militia replenishment

Update: 13 May, 2021 @ 8:22pm

-gave nuln cannon foundry a hefty bonus to engineers

Update: 13 May, 2021 @ 1:25pm

-added a button in the topleft corner that shows your total faction pop, total troop count (useful if you play with global replenishment enabled) and a list showing population stances for your faction
-took a quick pass at sigmar's heirs recruitment buildings

Update: 9 May, 2021 @ 9:41pm

-beastmen and warriors of chaos have stances for populations now, for any mods that add the ability for them to own settlements

Update: 9 May, 2021 @ 9:09am

-fixed player armies incorrectly being heavily fatigue until they fought a battle at the start of the game