Total War: WARHAMMER II

Total War: WARHAMMER II

Suitability / Climate Rebalance
40 Comments
Nebotee 28 Jan @ 3:30pm 
Not working for me
Knell 14 Jul, 2021 @ 9:25am 
Appreciate the good work man. I'm with you, the base values make no sense.
TURKY-90 4 Jul, 2021 @ 10:36am 
thank you but doesn't work with me :steamfacepalm:
Drifting 4 Feb, 2021 @ 6:41am 
thanks for the mod
Gin Jenkins  [author] 6 Jan, 2021 @ 4:08am 
Even when out of date this mod should still work but I'll continue to update whenever I'm available!
wolf.bang.jin 11 Dec, 2020 @ 1:54pm 
does this need update??
sylvansoul81 22 Jun, 2020 @ 9:25pm 
Just wanted to say thanks for the mod.
Mathayus 30 Apr, 2020 @ 1:23am 
Alright, thanks. Please, do so if you have time!
Gin Jenkins  [author] 29 Apr, 2020 @ 6:03pm 
Hey Mathayus. I've looked into this issue and currently this mod is not compatible with SFO due to the files which that mod changes! I might look into a compatibility patch in the future but I make no promises at this time
Mathayus 29 Apr, 2020 @ 4:20am 
Hello, thanks for the mod. Although it's not working in my DE campaign.
Looks like it doesn't replace the values, but adds to them (in unpleasant I see +50% AND +25% for the costruction time for example). In uninhabitable values stay the same.
Playing with SFO.
Gin Jenkins  [author] 6 Apr, 2020 @ 2:23pm 
Hello SirKnight. It is a global effect!
SirKnightTheOne 6 Apr, 2020 @ 6:53am 
hey is this mod affect your faction only?
Hagestonia 15 Mar, 2020 @ 4:51am 
well thanks for this mod
georgebullen 10 Jan, 2020 @ 9:05pm 
And to you
Gin Jenkins  [author] 19 Dec, 2019 @ 10:52pm 
Happy new year to all of you lovely people! Here's to a great new decade!
STILISH 19 Dec, 2019 @ 11:18am 
Thx to this mod cuz some climate mods just delete penalty i wanted change penalty little low and this mod is good for it. i will wait update Happy New year Early!
King of Salt 13 Dec, 2019 @ 9:41pm 
Amen, and thank you.
Gin Jenkins  [author] 13 Dec, 2019 @ 7:00pm 
Haha. Too broke for the DLC right now but I've updated the mod
King of Salt 13 Dec, 2019 @ 6:11pm 
Enjoying the DLC? Any chance for an update?
Gin Jenkins  [author] 12 Sep, 2019 @ 8:32pm 
Updated and tested. Should be good to go!
bacdafucup 12 Sep, 2019 @ 11:54am 
Any update to this one? Thanks!
Gin Jenkins  [author] 24 Aug, 2019 @ 7:31pm 
You're welcome, I made it because I went through the same process!
One Reclusive Boi 21 Aug, 2019 @ 1:12am 
this is the thing that i needed in my life i looked for a mod like this i found others that just removed it or nerfed it to baby amounts but this will still make it challenging but less grueling , thank you.
Gin Jenkins  [author] 2 Jun, 2019 @ 10:24pm 
@Chapter Serf - There isn't any conflict there on my side. You could try my other suggestions or PM me your full mod list and I can look into it further
Gin Jenkins  [author] 2 Jun, 2019 @ 9:26pm 
@Chapter Serf - Try disabling it and we'll know for sure. What is the name of the mod?
Chapter Serf 2 Jun, 2019 @ 9:06pm 
I do have a mod that changes the climate system in one small area. It makes Temperate Islands suitable for Nagarythe. Could that be screwing with it?
Gin Jenkins  [author] 2 Jun, 2019 @ 8:28pm 
@Chapter Serf I don't use KMM (though I know I should) so my suggestions would be to unsubscibe and resubscribe and then try changing up where it is in the load order to see if that makes a difference. Another possibility is that one of your mods changes the climate system without messing with the suitability system itself. This is the most likely scenario given how the game data files are setup
Chapter Serf 2 Jun, 2019 @ 8:02pm 
This doesn't seem to be working for me. I'm using KMM so I can tell that there are no conflicts yet I don't see any change on the climate descriptions.
Holy Fool Sehrael 1 Jun, 2019 @ 1:43pm 
This is not and should not be Stellaris tho :D Also, always keep the AI in mind. But I kind of like the idea to give red areas some usefulnes.
Gin Jenkins  [author] 1 Jun, 2019 @ 12:28pm 
The best option is to have the suitability stats be unique for each individual location based off that factions survivability there. This would allow for unpleasant trade hubs to still be viable as well as make some areas completely nonviable. Another solution as mentioned by MINOS is the idea of outposts. Outposts could cost money per turn to maintain and just allow you to hold that area so no others can settle there.
NITRO 1 Jun, 2019 @ 6:32am 
I think that a better alternative would be reducing the amount of uninhabitable climates a faction can have, increase the amount of pleasant ones and keep the penalty for uninhabitable climate as it is to better translate the harshness of the conditions there...
Gin Jenkins  [author] 30 May, 2019 @ 1:46pm 
If people want the Public Order values removed or reduced I'd be open to it. The reason for leaving them unchanged is that I find them to be the most realistic values. Creatures tend to be more rash in unsuitable environments. I'm also open to releasing a separate mod if enough people want significant value changes or just the removal of the suitability system entirely!
Holy Fool Sehrael 30 May, 2019 @ 1:09pm 
Would removing the PO penalty on yellow ones too unbalanced? I mean... it is kind of "okayish" climate, not optimal, but okay - so the penalties should be restricting enough ^^ Just asking :D Whats your opinion on that and why? (And thanks for the update)
Gin Jenkins  [author] 30 May, 2019 @ 1:02pm 
Update for optimization is live! Thanks MaS
Holy Fool Sehrael 30 May, 2019 @ 5:57am 
Looks good, I think this will help me and the AI very much (even tho the AI doesn't know it) - using "AI Climate Improvements" right now but I think your approach is better because it is definitely safer to not fiddle with the AI and just adjust the world to it ^^
MaS 30 May, 2019 @ 12:49am 
mate I thank you for your mod, but I strongly suggest you clean it up and rename the table subcategory "data" to anything else. This makes it more compatible and resolves issues.
You can do this by using the "Minimize DB Files" command in the "Postprocess" menu in PFM. I am happy to help if you need further info on the matter.
MINOS 28 May, 2019 @ 7:01pm 
Most ideal would be only to be able to establish Outposts on uninhabitable, like Norsca, and that you have to pump a lot of Money into to convert it into a City...
Vigo 27 May, 2019 @ 6:32am 
I approve of this Mod !
TruthWarrior115 27 May, 2019 @ 12:59am 
i usually use a mod with no effects where you settle but i can see myself using this mod eventually, thanks for making this :steamhappy: