Total War: WARHAMMER II

Total War: WARHAMMER II

Military Resource Building Bonuses Factionwide
112 Comments
MasterJB 30 Apr, 2021 @ 12:23pm 
Isolated starting crash to this mod. Don't use it, it will break your game. Too bad it's not updated anymore.
Alex the Great 8 Apr, 2021 @ 4:54pm 
@kinngrimm Unfortunately it doesnt work. Needs an update.
kinngrimm 5 Jan, 2021 @ 10:10pm 
Does this mod still work?
Pryme 15 Dec, 2019 @ 9:37pm 
Will this mod be updated?
Demopan 16 Sep, 2019 @ 11:44am 
Needs an update. Currently breaks the game.
ReadsByLamplight 16 Sep, 2019 @ 9:11am 
Please update this mod.
mathisurien 2 Jun, 2019 @ 9:34am 
any chance of you doing something with the night watch building's? not neccessarily faction wide but maybe so you only need 1 per region.
Argus von Stein 19 May, 2019 @ 2:54pm 
UPDATE REQUIRED! This mod seems to break warp fuel gaining in campaign. I've got no Idea why the hell it would, but it's a tested problem, though.
Nomad 30 Apr, 2019 @ 2:34pm 
Just tested this mod, it still appears to work just fine.
super.ron 25 Apr, 2019 @ 5:52am 
update please
Aldernut 19 Apr, 2019 @ 11:40pm 
Essential mod. Please update ?
Mango 19 Apr, 2019 @ 8:14am 
Would be sweet to get this updated
Matthias 28 Mar, 2019 @ 3:36am 
@Deathwing98 yes it does
ONZE 27 Mar, 2019 @ 12:42pm 
it also works with the new world factions right?
Matthias 25 Feb, 2019 @ 10:34am 
@Nihilist Clown

the 30% recruitment cost reduction from bloodkinghts from the nuln landmark for vampire counts is not factionwide

could you please fix that?

many thanks in advance

Matthias 7 Jan, 2019 @ 12:40pm 
@Nihilist Clown
the second level slayer keep landmark in karak kadrin does not gice slayer XP rank faction wide

could you please fix this?
Lawojin 10 Dec, 2018 @ 8:53am 
Can you make a version where it affects other resource and landmark buildings too?
Like for HE's marble building, giving faction building cost reduction?
QuEpAzZa 20 Nov, 2018 @ 5:09am 
SFO compatible?
widewut55 14 Nov, 2018 @ 4:02pm 
Will be possible to add this effect to the faction buildings like the Tower of Dark Sorcery, that add +4 for Sorceresses so that they could stack, and when i own several provinces get higher mages level, maybe make in a different mod if others dont want that:steamhappy:.
// 8 Nov, 2018 @ 8:38pm 
thanks man! :steamhappy:
Clown  [author] 8 Nov, 2018 @ 4:44pm 
Will update asap, haven't forgotten!
ReadsByLamplight 8 Nov, 2018 @ 4:39pm 
looking forward to the vampirates. yaaahar!
Matthias 19 Sep, 2018 @ 10:48am 
@Nihilist Clown
thanks a ton for the fixes
Clown  [author] 19 Sep, 2018 @ 10:40am 
Luckily they didn't remove the original effect. Fixed
Clown  [author] 19 Sep, 2018 @ 10:34am 
This might be another nerf change in the tables, like with the knight's chapter, I'll check.
Matthias 19 Sep, 2018 @ 10:18am 
@Nihilist Clown the + 2 XP rankfor slayers from the second level great slayer shrine is not faction wide

thee last level recruit rank to slayers and to all infatry is fine tough
Matthias 25 Aug, 2018 @ 2:26am 
@Nihilist Clown very sad but I can live with it I guess
Clown  [author] 24 Aug, 2018 @ 12:34pm 
Yes, in the file it seems that the building now only grants 4 ranks to Empire Knights, no other unit
Matthias 24 Aug, 2018 @ 11:56am 
@Nihilist Clown you mean they removed the +3 rank for all knights one and left the +4 rank for empire knights only?
Clown  [author] 24 Aug, 2018 @ 9:41am 
I knew without a doubt that I included the knight's panther chapterhouse originally, and in the mod it's there, but it looks like they changed the table entry at some point.

This might result in a nerf as the new chapterhouse says it gives rank to Empire Knights, not all knights anymore. Anyway, edited.
Matthias 24 Aug, 2018 @ 5:51am 
@Nihilist Clown the knights panter chapterhouse does not have the 4 XP rank voor empire knights as faction wide the +3 bomus for all knights how ever is

can you fix that please?

thank you very much in advance
Clown  [author] 9 Jun, 2018 @ 2:32pm 
Huh, thought I got em all. Fixed it
UsurperXVIII 9 Jun, 2018 @ 3:32am 
just noticed that the "Gemcutter's Atelier" building for High Elves has the same problem, the +1 recruit rank for Loremasters of Hoeth is applied to armies instead of provinces, effectively making it useless atm
SnoodBrood 6 Jun, 2018 @ 12:36am 
Thanks a lot.
Clown  [author] 5 Jun, 2018 @ 3:05pm 
Fixed
SnoodBrood 5 Jun, 2018 @ 2:04pm 
The bonuses for heros which are recruited in provinces do not work properly I think. For example the special building in the white tower of hoeth. It says +2 recruit rank for mages, but this is not applied. The problem is that the effect scope is set to faction_to_force_own_factionwide, which means that it is applied to armies. However heros are recruited in provinces so it should be province_to_province_own_factionwide, which applies it to all provinces.
Clown  [author] 31 May, 2018 @ 10:55am 
Not all of them have bonuses to recruitment (XP or Cost), so some did not need to be included
Clown  [author] 31 May, 2018 @ 10:53am 
Looking into locating all of the newly added buildings. I've already added all the ones I could find, will update if I find more
halogamb 31 May, 2018 @ 10:00am 
The new update added some new buildings according to the patch notes, does this now include them or is that coming?
Clown  [author] 23 Mar, 2018 @ 9:04am 
You can also edit the mod directly yourself and make your own version, that's possible.

That's essentially how I made my first mod. A mod I found did something I liked, but not in an exact way I preferred, so I opened it up and made some tweaks. I never uploaded it, but, I used it for myself. It's the only reason I became more familiar with modding, really.

So if you wanted to edit it, even upload your version if you wanted, feel free to. But this mod will never address any issues about balance.
Archimtiros 22 Mar, 2018 @ 1:13pm 
I understand that, but I do think there's a line between "yeah, this makes sense" and "all your units are free". You're right in that it absolutely makes things easier, but it is all a matter of degrees. AI isn't impacted the same way, since it gets so many resource boosts, unit cost and upkeep is a much smaller issue, and it won't simply field more armies because of it like a player would.

Anyway, it's just feedback, so take it or leave it. Personally, I'll just compensate on my own by not building more than one of each building type in the future.
Clown  [author] 22 Mar, 2018 @ 12:21pm 
Balance is not, and has never been, the aim of this mod. Whether the mod is labeled as a cheat mod or not as a result doesn't really bother me, it is what it is.

This mod has the capability of making your games terribly easy, or terribly hard as these building changes also apply to the AI.
Archimtiros 19 Mar, 2018 @ 12:48am 
Love the mod, though I must say that buffs from the same source probably shouldn't stack.
ie: having two separate level 3 Cattle Ranches combine into +4 rank/-60% cost for Pistoliers/Outriders.

Don't get me wrong, it's kind of awesome, but also stupidly easy to get down to/near 0 cost units even before factoring blue-line Lord traits. Granted, I've conquered half of the eastern world, but Calv up to Reiksguard are free, and Demigryphs only cost 75 at this point. Of course, this is a bigger problem for the Empire than other factions, given how many different buff buildings they have, but it is a bit broken. Heck, Greatswords barely cost 300, and I don't even have all the iron mines in the Empire!

It would also help keep the +rank tech/skills a bit more relevant, which is especially nice for factions which need them as pre-requisites to other tech. I don't know if it's possible, but I'd suggest considering it.
Matthias 21 Feb, 2018 @ 6:15am 
@Nihilist Clown the shrine of birds in Oyxl +2 XP for terradon riders to all provincies and not faction wise can you fix that?
Matthias 19 Feb, 2018 @ 8:39am 
@Nihilist Clown the beacon of dawn in the ziggurat of dawn settelemrents XP doent seem to be facionwide
Matthias 15 Feb, 2018 @ 6:38am 
@Nihilist Clown sorry for reporting back so late but I have fond the bug the XP buff for glade guard only apply to the nomal ones nOT the fire or poisen variants can you fix that?
Matthias 9 Feb, 2018 @ 1:26pm 
@Nihilist Clown
strange then it doent work for me thinks for having a look tough
Clown  [author] 9 Feb, 2018 @ 12:48pm 
It is working as it should, it is factionwide there's no problem for me.
Clown  [author] 9 Feb, 2018 @ 12:43pm 
It's already factionwide.
Matthias 9 Feb, 2018 @ 8:45am 
@Nihilist Clown the +2 recruitment rang from the unqie building in salzemund for WE glade guard doenst seem to work

can you fix it please?

thanks in advance