Total War: WARHAMMER II

Total War: WARHAMMER II

00 No Colonisation Costs for Player - Outdated
19 Comments
Luilara 5 Nov, 2021 @ 1:26pm 
Still works with the new patch, thanks!
Ciaphas Cain 29 Mar, 2020 @ 6:08pm 
Any chance of an update dude? This is too good to leave! ;D
Luilara 9 Sep, 2019 @ 3:05pm 
Still working! thank you :steamhappy:
SalzStange 31 Jan, 2019 @ 6:08pm 
it does not work anymore or?
drew_west 21 Sep, 2018 @ 3:22am 
is there an alternate version of this that makes colonisation very expensive for all players and ai
Malevolence 24 Jan, 2018 @ 6:59pm 
Just an FYI- this is incompatible with mods that change LL stats- failed with Enter the Imperial Dragon. Seemed strange that this was the debug problem.
Crazyivan 1 Jan, 2018 @ 10:15pm 
Hay MINOS just letting you know this no longer works with the latest beta as in SFO did before though.
MINOS  [author] 12 Dec, 2017 @ 6:55am 
@ avnerarik734 :

Yes.
avnerarik734 12 Dec, 2017 @ 1:17am 
i usually bring a lord with no army to do the colonization so i don't lose 70% of the army...does the IA lose men when colonizing ruins?
Star-X 27 Oct, 2017 @ 11:36pm 
If the AI loses men too, it's fine. I'd rather this mod simply remove player-only penalties rather than give the player distinct advantages tbh.
MINOS  [author] 27 Oct, 2017 @ 10:32pm 
@ Star-X :

Haha, then youll have to go the hard Way ;)

This Mod only removes the Gold Cost - Player and AI uses samen Men as in Vanilla.
Not sure if i should implement free Men cost.
Star-X 27 Oct, 2017 @ 10:23pm 
cont

As taking it on turn 2 is practically guaranteed to kill my entire army, due to the Norse zerging it after I end the turn with it colonized, and instagibbing all of my units that are already drained from colonizing, I basically enter a no win scenario.

That being said if the intent is just to make it free of gold cost, but still cost population, then I should just suck it up and use Last Defenders instead, who don't get hit with having a good and bad neighbour right next to them, both of whom can and will prevent your home province from being unified (instead they just have to murder some damn rats to get their home province unified).
Star-X 27 Oct, 2017 @ 10:23pm 
OK, stupid question: does this make the colonization cost 0 as in, both gold AND people? Or is it just gold? Cause if it's the latter, that explains why I thought the mod stopped working.

FYI the issue I'm running into is that, as Hexoatl, the ruins right across from Skeggi are often bum rushed by both the Norse and the New World Colonists, meaning if I don't get it on turn 2 I have to declare war on the New World Colonists to get it back, or fight off more damn vikings off my damn lawn.
Star-X 27 Oct, 2017 @ 7:17pm 
Out of curiosity, what kinds of mods would cause it to conflict? AFAIK none of the other mods I've got enabled should muck with this script.
MINOS  [author] 27 Oct, 2017 @ 7:07pm 
@ Star-X :

Sounds more like a Mod Conflict on your Side - cant think of it not working.
Star-X 27 Oct, 2017 @ 3:53pm 
Seems to not work in Mortal Empires now. Any chance of a fix?
Meuhoua 9 Oct, 2017 @ 1:40am 
Same suggestion. I removed all AI Cheat to have a most "balanced" chances between player and AI, but the feature "colonize cost men" is missing to me, thats the only debuff that i could find logical to have, especially if AI have it too.
MINOS  [author] 8 Oct, 2017 @ 10:02pm 
@ Star-X :

It seemed to be never completely moddable and i hesitate to change the base Values for the AI, cause it could lead to uncommon Problems, like trying to colonise without Money etc.
Star-X 8 Oct, 2017 @ 9:38pm 
Any chance this could be "reversed" so that AI colonizing has the same cost as player colonizing?

Outside of that, will probably subscribe because I really hate the AI getting cheats. At least with Total War, the AI isn't completely helpless without them, so turning them off for a fair fight seems fine, unlike Civilization and its utterly brain dead AI that only wins via having 500% income buffs.