Total War: WARHAMMER II

Total War: WARHAMMER II

Climates & Colonies
60 Comments
Tofu 18 Jul, 2022 @ 8:18am 
Is there one for SFO?
Iron  [author] 18 Mar, 2022 @ 6:03am 
@Seyres Yes, it effects AI as well. It will slow AI expansion into territory that you would be less likely to find them.
Iron  [author] 18 Mar, 2022 @ 5:58am 
@several goblins - dealing with "unpleasant" terrain will be frequent with this mod, and is manageable. This will be true for any characters with campaigns that take them out of their normal element into hostile lands. You seem to already get the gist of why an undead invasion of Ulthuan would be more difficult endeavor than human realms. They would not even have the normal massive amounts of fresh human corpses available for their army. The main point is that there is a reason that there is not generally a big undead presence in Ulthuan, and that needs to be represented.
several goblins 18 Mar, 2022 @ 12:32am 
Why is Ulthuan "unpleasant" for Vampire Coast? It's basically just a very long temperate coastline... like, maybe there's some "protective magic" similar to the magical forest climate, but in that case you'd expect that e.g. the Empire would also find Ulthuan "unpleasant". I noticed this while playing Noctilus's Vortex campaign, which strongly encourages you via its quests to initially expand into Ulthuan.
Seyres 7 Jan, 2022 @ 7:48pm 
Does it affect the AI as well?
Rips 17 Oct, 2021 @ 10:32am 
The mod adjusts the habitability as described. Tho' for the HE who are an Empire faction but normally has jungle as green and temperate as amber, it sets them to the base Empire climate preferences I think.

Which possibly is correct anyway lorewise, as the HE despite campaigning in the jungle should struggle to build their cities there, since they're still just Empire humans at the end of the day.. Not sure if this is what the Mod author intended?

Also does the CoL Tomb Kings factions still have a mountain suitability as well as desert and wasteland with this?

Would be good to confirm the updated climate preferences this mod gives affect the AI and stop them being able to seemingly settle anywhere with no penalties?
JP 16 Aug, 2021 @ 8:32am 
Playing as Clan Angrund, occupying Ulthuan doesn't give me diplomatic penalties. Other dwarf factions occupying the island still gives the penalties, but not Belegar (or maybe player?)
Iron  [author] 20 Jul, 2021 @ 7:53pm 
Updated for the Silence and the Fury. Please let me know if you see a province with a weird climate or a faction with a weird climate preference.

@Chiron I did align Khatep's mountain preferences (he still finds them unsuitable, but he can make it work :) )
Chiron 22 Feb, 2021 @ 3:14pm 
Also, is it a mistake that Khatep has Karaz Ankor as suitable but not Mountains? It seems like they should be flipped, Especially considering Khatep is on the other side of the planet from any dwarves
Chiron 22 Feb, 2021 @ 3:10pm 
Any chance you would throw Azhag a bone and let him have suitable boreal? it seems a shame his unique "temperate suitability" isn't replaced with anything.

It obviously makes sense for all greenskins to inhabit the temperate areas, but letting Azhag take Boreal means they'd be able to focus on destroying Kislev if the player wanted, even though it is definitely pushing it for the greenskin race
Shatilov 29 Jan, 2021 @ 9:02am 
my i ask what was updated today ?
Iron  [author] 27 Jan, 2021 @ 5:11pm 
@BesoC that is by design. There is a reason these regions are mostly inhabited by monsters and have little trace of civilization. It is Imperial territory in name only.
BesoC 22 Jan, 2021 @ 9:38am 
@iron - Brass Keep has uninhabitable climate for empire, as well as The Black Pit. Can you please make them 'suitable' as they are empire's territory?
ajaxjs 20 Jan, 2021 @ 5:53pm 
@Iron That's good to hear. I feel that the relationship penalty made more sense when all the magical forest in the game was Athel Loren, but now with Alarielle and Laurelorn Forest and other random little bits and pieces on the map (like the Creeping Death forest or Drycha), where the wood elves will never go anyways, that it's less apt.
Iron  [author] 13 Jan, 2021 @ 3:56pm 
@ajaxjs that is not ideal. i can make some changes there
ajaxjs 13 Jan, 2021 @ 1:09am 
Also, -100 is just a ridiculously huge amount.
ajaxjs 13 Jan, 2021 @ 1:08am 
The Wood Elf penalty to relations for occupying magical forest isn't handled in an ideal fashion. It makes a mockery of the Laurelorn empire special building, which gives +15 relations to Wood Elves, and it craters Avelorn and the Wood Elve's relationship owing to the Gaean Vale.
Sciarra di Tilea 5 Jan, 2021 @ 8:34am 
Thanks for this mod dude, but i have a question: is possible recreate first Wh:Tw condition, where races can or can't conquest settlement? I think, for ie, isn't loreful that orcs or dwarfs or wood elfs can live in Altdorf, even with penalties.
J 2 Jan, 2021 @ 10:09pm 
is it save game compatible?
Rythir 2 Jan, 2021 @ 4:45pm 
Would it be complicated to add penalties/buffs based on difficulty and scale it? I do like that it's much more lore friendly and suits races better (Mountains as an example).

It's not every game that seems bad, but seeing the Vampire counts take over all the mountains with no care in the world about penalties seems pretty meh.
Iron  [author] 31 Dec, 2020 @ 7:26am 
@Rythir I will definitely consider increasing penalties with more play-testing. One thing to note is that I am designing this around Normal and Hard difficulty. Modifiers would have to be extreme to have an affect on Legendary AI.
Rythir 31 Dec, 2020 @ 12:06am 
Is there any way to make the penalties much harsher? The AI have so many cheats, they just don't care and still capture everything and it don't hurt them at all, while this mod hurts the player.
Tanaka 18 Dec, 2020 @ 4:42pm 
Does this work with New Lore Friendly Climates mod?
Iron  [author] 16 Dec, 2020 @ 7:15pm 
@Taasrin sorry, I do not use any overhaul mods so I cannot confirm
InquisitiveBard 16 Dec, 2020 @ 7:13am 
@Iron I'm double-checking mods in my collection and was wondering if you could confirm if this is compatible with Radious mod? I ran through their change logs and list of features, and I don't see that they really touch climates and behaviors to them. I think it should work, but, like all major overhauls, they can be choosy with what they work with.
Alcaron 13 Dec, 2020 @ 12:40pm 
I see, must be one of my other mods then. Thanks for checking though.
Iron  [author] 13 Dec, 2020 @ 8:55am 
@Alcaron Dark Elves are working correctly for me, but I did add some extra description for them above because they do have unique modifiers.
Alcaron 13 Dec, 2020 @ 3:02am 
Doesn't seem to work on dark elves. All other get the increased penalties, but dark elves have the standard -1 & -2.
Iron  [author] 6 Dec, 2020 @ 8:08pm 
Updated for Twisted and Twilight. Please feel free to comment with any bugs, especially in new provinces.
Iron  [author] 21 Nov, 2020 @ 3:02pm 
@JP Well I can't really comprehend of the dwarfs being happy with Imrik creating a realm in the Worlds Edge Mountains either. I have accepted that his placement should be quite difficult.
Dante 20 Nov, 2020 @ 9:47pm 
It's really sad playing as Imrik that you have to permanently have negative relations with the dwarves just to expand west and have the ability to trade with the rest of the world. The other option is going through Nagash but because of the more unsuitable climate it's not sensible to conquer through that way as I'd need to permanently leave an army there to keep the Public Order up. Otherwise great mod.
Elemental Israelite 11 Aug, 2020 @ 1:12pm 
Is this mod in any way incompatible with SFO? I doubt it, since it's only affecting racial and factional climate preferences, but it doesn't hurt to ask.
Iron  [author] 29 Apr, 2020 @ 3:03pm 
@Rain, the Barrow Legion treats mountains as unsuitable, meaning they will suffer a noticeable handicap until they can gain a foothold in the standard lands of men. This fits with the goal of this mod, since it makes no sense for the Barrow Legion's purpose to be to build a mountain-top empire. They have the ability to hide out in undesirable Mountain territory with only a mild penalty until they have an opportunity to invade Bretonnia or the Empire.
Mr. Rainger 29 Apr, 2020 @ 10:14am 
How does this affect the barrow legion?
Iron  [author] 30 Dec, 2019 @ 8:11pm 
@cniht Well, can a frozen corpse even move? Without being a warm-blooded creature, it would just freeze solid, haha. I guess, with a more serious consideration of the lore I can think of plenty of limiting factors. animated corpses are just inanimate things powered by magic and that magic has to have a source in order to keep this power active. The winds of magic are fueled by the emotions given off by the living and so they might be limited by distance from their final resting place, distance from living people or lands steeped in human emotion. I assume vampires tend to inhabit lands where people live because either they need constant replacements for their servants or have some other need. Sure they can run up a mountain, and survive in the snow (and so can a man or an elf) but they generally dont choose to live there, let alone build cities there, and you can probably provide reasons as easy as I can for that, and I did ask myself these same questions when I was making this.
cniht 30 Dec, 2019 @ 5:14pm 
Just a question on one of the screenshots you posted.

Wouldn't Vampires not mind cold environments? Or really any environmental issues, similar to the Tomb Kings since they are undead?
Iron  [author] 21 Dec, 2019 @ 10:31pm 
Updated for Shadow and Blade. Please comment with bugs or experiences.
Pie Lie 10 Nov, 2019 @ 4:32am 
Hi, while im Nagaroth playing i have a bug where on town panel i see white square instead of climate icon.
Iron  [author] 8 Nov, 2019 @ 6:52pm 
@Trunks yeah, I'd like it to be the best decision for Norsca to build an empire by conquering sacking and raiding, as Norsca should be undesirable to live in, even for a united Norsca. But I should spend some more time playing Norsca to understand what options they realistically have. Thanks for sharing your experience with them.
Join, Die, Leave 7 Nov, 2019 @ 10:55pm 
I've really enjoyed this mod, but it makes playing as Wulfrik downright miserable. The unpleasant penalty on Doomkeep in the early game is awful, as his early economy and public order issues are already a challenge (I had to resort to parking Skin Wolf heroes in a couple of places). Norsca is innately limited in the types of settlements they want to occupy, so having so many of the settlements in Norsca itself giving you penalties feels terrible even once you get a bit further into the game. In this case, it just feels like the mod is pulling you away from the way the faction is meant to play (i.e., unite the tribes, hunt, go marauding).
Iron  [author] 5 Nov, 2019 @ 2:22pm 
@YpsiNine Yeah, this mod is designed to make things challenging without a need to resort to Legendary difficulty. It would truly be hell mode to play with Huntsmarshall with this mod on Legendary, but if anybody deserves to be hell mode, its him so I'm not bothered by it.
YpsiNine 2 Nov, 2019 @ 12:11pm 
I gave this a shot but ultimately I had to go for another mod as the Huntsmarshal's campaign simply got too hard with only unsuitable settlements. I always play L/H and with the overall lack of unit healing and high cost for buildings due to unsuitable climate I didn't want to start over a 5th time. But maybe some other time in the future. :)
Shatilov 14 Oct, 2019 @ 3:37pm 
This mod is great, but is there a way to make sure that the AI understands and care about the penalties ?
ajaxjs 9 Oct, 2019 @ 7:56pm 
What I like best about this mod is that some factions have genuinely harder starts climate wise, instead of everyone needing the same cookie cutter expansion ease. I also enjoy the increased penalties.
Nexus 7 Oct, 2019 @ 6:33pm 
Nexus 7 Oct, 2019 @ 6:31pm 
So the climate stats are fair enough ? and the AI generally or specific one like Wulfhart,Lokhir etc.
can conquer with success or not other Areas.
Iron  [author] 7 Oct, 2019 @ 3:44pm 
As for factions that are outside of their element, I have played Teclis, Lokhir, and Khatep with this mod, and I enjoyed discovering what settlements made sense, debating what settlements were worth the investment, what settlements were defensible, etc. Each faction was certainly viable. I would not call them fair, but certain starting locations should probably not feel fair, in order for them be a unique experience.

Also interesting to me, the races that have an unfair climate advantage in this mod, namely the Greenskins and the Skaven, still do not seem to dominate any more than normal, and I think the climate advantage is a fair compensation for their innate diplomatic disadvantages.
Iron  [author] 7 Oct, 2019 @ 3:44pm 
@Nexus, I hope this one is closest to lore, and to be closest to lore you can't quite be fair across the board. For example, in the vanilla game, the Huntsmarshall's faction, the High Elves, and the Dark Elves are all perfectly at home and suitable for expanding throughout Lustria, which makes you wonder why they ever talk about how crazy hostile Lustria is in the lore. In this mod, foreign factions that are set up to expand into Lustria, such as the Huntsmarshall, Teclis, and Lokhir, will be at a moderate disadvantage against lore-based jungle natives like Lizardmen and Greenskins, upping the difficulty for a human player, and making an AI from one of these factions unlikely to dominate a wide-spread area. This idea also applies to the deserts and Naggaroth. Often, the natives of these hostile terrains, such as Tomb Kings and Lizardmen, will have a rougher time outside these specific climates.
Nexus 7 Oct, 2019 @ 1:53pm 
Dont know wich Climate mod i should use :( give so many. Want a fair and close to lore mod.