Total War: WARHAMMER II

Total War: WARHAMMER II

Buildings Generate More Income
280 Comments
kadeadsama1997 18 Feb, 2024 @ 2:22pm 
i used the mod today and my army limit was 1 with all factions
Zayrok Grimnir 28 Aug, 2021 @ 4:56pm 
Hello, I don't know if this is a problem but the buildings of Oxyotl generate less income than the other factions for example:
Mazdamoundi:
-Gold mine T1 = 1500 (+ 35%, 2025)
-Favelas of 250 skins (+ 35%, 337)
but for Oxyotl
-Gold mine T1 = 750 (no bonus)
-Favelas of 250 skins (no Bonus)
and that's it for all the buildings, no matter where I took the colony from, it does not bring any bonus money unlike all the other lord campaigns, I only have mods of 'activated, Up problem?
Unnamed_Shadow  [author] 30 Jul, 2021 @ 5:40pm 
well my mode is made mostly with vanilla in mind. I am running it no problem on my game. I highly recommend using Kaedrin Mod Manager. Because the Total War Mod Manager is not really that good, the more mods you have the more likely there will be bugs or mods not working.
Jayjr 21 Jul, 2021 @ 4:37am 
I love your mod but it is causing a lot of syncing problems
I don't know why it would do this but it seem's strange that it started.
Unnamed_Shadow  [author] 17 Jul, 2021 @ 3:02pm 
It has been updated!

As for the changes to the Beastmen. Herdstones generate a bit of Favour From 50 at Level 1 all the way to 250 at Level 5.

Hordes generate Dread. 50 at Level 1 all the way to 250 at Level 5.

The Dread Cost of new units, heroes, etc. Has been reduced by around 25% - 50%. This means you should be able to build doomstacks easily. But the price still increases.

The Unique Herdstones have still not been changed. I do plan to add additional bonuses for the Unique Herdstones to make them truly powerful.

Growth has been buffed a bit for the Beastmen as well. So AI Beastmen Factions shouldn't be getting wiped that soon.

The Gor building tier also increases the Chevrons of all units 1 per level. So the AI should also shouldn't get wiped that easily. I plan to add a simlar effect to the Mound of Blades tree, to allow you to build stronger armies once you unlock it.

I might give Taurox an additional bonus to Minotaur Dread cost to be able to field and army of Minotaurs.
Unnamed_Shadow  [author] 17 Jul, 2021 @ 10:45am 
ill probably release a short version in a 3 or 4 hours. The number of Unique Herdstones is really delaying the update. I'll update that later, since luckily this mod is save game compatible.
Ciaphas Cain 17 Jul, 2021 @ 8:31am 
Thank you for working on this, will be good to use again :)
Unnamed_Shadow  [author] 17 Jul, 2021 @ 8:18am 
Still working on the changes. Probably will be done later today. Luckily only the Beastmen Buildings need to be tweaked. I think everything else should remain the same.
highlanderanno59 17 Jul, 2021 @ 2:08am 
A wonderfull mod needs to be updated !!!!
Bvnny 16 Jul, 2021 @ 8:41am 
does this also affect ai?
artem.rybalko 15 Jul, 2021 @ 10:38am 
Please update the mod!!. After all, this was the last BOS, please, thank you very much for your work!!!
Unnamed_Shadow  [author] 14 Jul, 2021 @ 6:23pm 
The Beastmen changes i made will get a big Overhaul. I'll probably give Herdstones some Favour Generation and probably increase the amount of Dread Buildings give.

Considering there is no upkeep, i might change it to increase the Chevrons of units for recruitment.

Also will probably lower the Dread costs and increments for Units and Regular Lords and Heroes. So that Beastmen AI as well as the player can field multiple stacks.
Unnamed_Shadow  [author] 14 Jul, 2021 @ 6:13pm 
I wouldn't be sure if it is. I will update it for the latest DLC through the week and weekend. As far as i know, SFO is a complete Overhaul. So it may not work.
Jonh Silver 13 Jul, 2021 @ 3:07am 
Is the mod compatible with SFO?
Unnamed_Shadow  [author] 6 Jun, 2021 @ 11:16am 
I have tested it with Karak Kadrin and it should work, since the mod only touches the Base Economic Buildings.
Zayrok Grimnir 2 Jun, 2021 @ 9:49am 
the mod does not seem to work with Karak Kadrin, while with the same mods activated it works with Karaz a Karak ect ... c therefore imbalance for playing Ungrim
Swansonhart 12 May, 2021 @ 7:53am 
Essential mod to enjoy a more dynamic campaign.
Unnamed_Shadow  [author] 21 Mar, 2021 @ 4:44pm 
Added an additional update to Rakarth's Port in Albion. Added the ability to recruit Darkshards and Bleakswords at Level 1. And added the Reaper Bolt Thrower at Level 3.

With this change you shouldn't really need to build a Barracks Building in the Albion Province, unless you want Sisters of Slaughter or Dark Elf Master Heroes.
// 18 Mar, 2021 @ 7:07pm 
Thank you for updating
Unnamed_Shadow  [author] 18 Mar, 2021 @ 10:09am 
It should be compatible with Tier 4 Minor Settlements. I didn't touch Main Settlement Buildings.

Also i have updated it to Rakarth. The unique Port in Albion now has been updated to match the other ports in the mod.
crazyman 8 Feb, 2021 @ 4:12am 
Tier 4 Minor Settlements 2 Is this mod compatible with your mod?
crazyman 8 Feb, 2021 @ 4:09am 
work for AI?
Shatilov 27 Jan, 2021 @ 3:01pm 
i noticed it also increase the number of peasants as well for Brettonian factions
Rythir 21 Dec, 2020 @ 11:45am 
Hey, thanks for making this mod. It looks exactly like what I am after.

I have an issue that I think is either A bug, Not in the scope of this mod, Not this mods fault, Or a building has been missed.

Playing as the Vampire Counts (Vlad) I have taken over Slyvania and can build a vineyard. The vineyard gives me public order and trade goods, but no income. Is this mod something that should be adding income onto those buildings?

Trade goods does me no good as the Vampires because no one wants to trade with me.
clemensoppitz 12 Dec, 2020 @ 12:41pm 
It worked for me over 2 years and now it suddendly is not anymore any idea why?
Reaper415 4 Dec, 2020 @ 12:44pm 
Mod worked fine even before you updated it, but adding more vat juice generation was an absolutely genius move, thanks a bunch man! :steamhappy:
Unnamed_Shadow  [author] 3 Dec, 2020 @ 12:47pm 
It has been updated. Very little changes or new Landmarks were added on the DLC.

As for the buffs themselves. Wood Elves now have 3 Economic Buildings. Still they have very limited settlements, so these Economic Buildings should generate more Income than normal settlements for other Races. Just a bit more.

Since Amber has been removed by CA, i also removed the table that gave Wood Elves Settlements and Unique Settlements more Amber.

I also reversed the change to the Outpost Foraging Groves. So they should provide bonus income factionwide. I mostly did this so that you can roleplay the Wood Elves and not paint the entire map. This way they should get enough Income without the need to conquer the entire map.

As for Skaven changes. Only the Hellpit Landmark and Throt's Buildings were changed. Throt's version of Animals, Furs generate more income than the normal Skaven versions.

Also i added some additional Vat Juice Generation for Throts Buildings.
winston707 1 Dec, 2020 @ 4:35am 
doesn't work for me anymore......can you please help me by updating this wonderful mod?
Unnamed_Shadow  [author] 25 Nov, 2020 @ 4:32pm 
The vineyard has been buffed. If you are not receiving the buff, its likely there's another mod giving compatibility issues or you have a lot of mods. The Total War Launcher generally can't run a lot of mods. I recommend a mod manager.
jjjjjj 5 Sep, 2020 @ 4:17am 
should vineyard for wood elf gain 800 or more? I think it's 800 in vanilla but it's still 800 with your mod
Unnamed_Shadow  [author] 26 Aug, 2020 @ 12:44pm 
Yeah, it works for Hordes. In fact Hordes get additional bonuses, since they don't really make a lot of income.
Blackswarma 24 Aug, 2020 @ 7:20am 
Dose this work for hords?
artem.rybalko 3 Aug, 2020 @ 10:45am 
Please update the game. Thanks!!!
Zugs 27 May, 2020 @ 6:04am 
@Unnamed_Shadow Is there anyway you could have this addition as a separate mod?
Unnamed_Shadow  [author] 26 May, 2020 @ 9:57pm 
I have added an additional update to this mod. Mount Arachnos unique Landmark was quite bad IMO. As such i properly buffed it so its actually a Building worth Keeping.

Spider Hatchlings get unlocked at Level 1 just like regular, but at Level 2 you unlock Spider Riders and at Level 3 you unlock Arachnarok Spiders.

The Building at Level 3 is called Lair of the Broodmother (Awakened) so i find i makes sense the Boyz messing around the cave has awakened the Big Spiders too.
markus.as 22 May, 2020 @ 7:19am 
@XSOULSTEALERX Can confirm it works in co-op campaigns
Unnamed_Shadow  [author] 21 May, 2020 @ 4:15pm 
i wouldn't be sure TBH, since i only play solo campaign. I think all the players in Multiplayer need to have the mod as far as i know, as that's generally how you can play a multiplayer campaign.
XSOULSTEALERX 21 May, 2020 @ 10:17am 
can this be used in multiplayer?
Unnamed_Shadow  [author] 21 May, 2020 @ 9:48am 
It has been updated! All the New Buildings added in the update have been buffed.
Unnamed_Shadow  [author] 19 May, 2020 @ 6:09pm 
The AI gets infinite cash and infinite armies. So while the bonuses do affect them, they generally won't care either way since they have been coded to get infinite money.
Zugs 14 May, 2020 @ 7:35pm 
Is there a player only version of this?
markus.as 7 May, 2020 @ 1:46am 
@Galdon @Zayrok Grimnir
It's for AI too, yes
Galdon 7 May, 2020 @ 12:27am 
Player Only?
Zayrok Grimnir 8 Apr, 2020 @ 9:35am 
AI does it also have the boost?
Hades#BOO! 10 Mar, 2020 @ 7:00am 
Wow nice mod ! Is there a mod that allows me to duplicate/build the same "income" building in one settlement ? @everyone
DarthReevan 29 Feb, 2020 @ 6:28pm 
A version only for the player (AI not having it)? :)
GamerSkullz 9 Jan, 2020 @ 12:26pm 
radious compatible
bely_rusky 9 Jan, 2020 @ 7:12am 
is this save game compatible?
Zugs 5 Jan, 2020 @ 1:17am 
So just to let you know, your mod conflicts with SFO and causes Kroxigor units to both be unlocked at the very beginning of Nakai's ME Campaign but also cost 0 credits.
追丿忆 25 Dec, 2019 @ 10:18pm 
Some buildings earn 5-10 times more, too much