Total War: WARHAMMER II

Total War: WARHAMMER II

Population Mechanic
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Update: 18 Jan, 2021 @ 1:46pm

-IMPORTANT CHANGE! In order for units to replenish they need troops and ALSO population in the local area. The population in the local area is consumed to fuel replenishment.
-Disbanding units adds their population back to the local region.
-New housing buildings added to a number of races. These increase population growth.
-New auxiliary buildings and system added. If you build an auxiliary building in a region that has foreign populations you will have a chance for foreign units to spawn in your mercenaries pool. These units are generally pretty weak but they'll consume different populations, useful if your armies are far from any of your own race.
-Nehekharans spawn from any city owned by Tomb Kings in addition to Tomb Cities
-Unit compatibilities added for SFO and Heirs of Sigmar. If you notice any larger incompatibilities with SFO you'll have to tell me, I'm unaware of any incompatibilities otherwise
-Some general balance changes

Update: 14 Jan, 2021 @ 5:34pm

Update: 14 Jan, 2021 @ 1:18pm

Update: 14 Jan, 2021 @ 11:17am

Added support for Expanded Roster: Greenskins, Blackbriar Topiary, and Guns of the Empire
Uh... if you see anything else in the packfile, just ignore that...

Update: 13 Jan, 2021 @ 10:35am

Raiding a region will now steal all the food that region makes and add it to your imported food pool
Raiding applies a -5% growth modifier to the effected region
A few more considerations are made toward migration - populations won't migrate between factions at war, and will prefer to not migrate towards regions that were raided. Migration will also lowered between two factions if one of them is at war (but not at war with one another).
A new level "famished" was added between "starving" and "hungry". Should lessen the impact of having no food a little. "Staving" growth penalty was increased a small amount
Migration between ports is now lessened until the gap between target and destination is higher. This should stop situations where you start a new game only to have your populations immediately leave your port city
Various other small balance tweaks
Compatibility for Sons of Asuryan, Dragon Legion and Sartosa Overhaul were added
Probably some other stuff I forgot

Update: 11 Jan, 2021 @ 3:39pm

Update: 11 Jan, 2021 @ 3:37pm

Update: 11 Jan, 2021 @ 2:25am

Public order modifier for food production is halved, to -50% at -100 public order to +50% at 100 public order
Population-to-growth ratio changed, so being at a low population reduces growth less (previously being at 50% population in a settlement reduced growth by 50%, now it reduces it by 25% instead)
Migration between different factions is now severely reduced. If there exists a defensive or military alliance migration between those two factions will be increased
Bonus/penalty from food shortage/abundance is now relative to how much food that population consumes

Update: 10 Jan, 2021 @ 10:28pm

Increased base population growth
Added some Dwarfs to 3 settlements in Silver Road and The Vaults
Fixed a bug wherein selecting an abandoned settlement then immediately selecting a populated settlement would displace the details panel
Change "migration possible" panel colours

Update: 10 Jan, 2021 @ 9:46am

All regions can now migrate between other regions in the same province regardless of distance