Total War: WARHAMMER II

Total War: WARHAMMER II

Statesman
39 Comments
justastra 12 May, 2024 @ 12:25pm 
Making the Skaven public order building decrease public order is a bit much. It doesn't make sense and makes it mostly useless.
Rasteel 17 Sep, 2021 @ 10:24pm 
Really like the premise of this mod. However it seems it is currently removing walls from minor settlements, at least for the empire; not sure if that is the intent or a symptom of being out of date.
Thanks for your hard work, great idea for a mod!
Marcus Aurelius 16 Jul, 2021 @ 9:18pm 
Hello! Thank you for this great mod. Should I wait for an update? Thank you!
The Duke  [author] 24 May, 2021 @ 1:04pm 
Thanks, today's update will have sorted that
Bastilean 24 May, 2021 @ 3:24am 
This mod has an old patch version of HE eagle building chain.
Pie Lie 7 Jan, 2021 @ 9:57pm 
Totally breaked a game after latest patch. Infinity load pure game with this mod. Check it.
Pie Lie 20 Dec, 2020 @ 6:55am 
Good work. Big thanks for CTT support.
Badmagick 14 May, 2020 @ 10:34am 
Also civic Skaven buildings give no Untainted hence you cant even balance the corruption if you want
The Duke  [author] 14 May, 2020 @ 10:31am 
The civics arent the thing that gives public order, you'll find positive public order on the assassins building and the discovery building
Badmagick 14 May, 2020 @ 10:19am 
So im looking at your Skaven buildings and im seeing all the civics giving minus public order, even some military do... even the taskmasters which was suppose to help you with public order is now giving minus...

It's almost impossible to keep public order up. You need to balance this out in my opinion
Ciaphas Cain 21 Apr, 2020 @ 12:01pm 
Right ok, no worries then! SFO does have many buildings and uses positive and negative effects on most of the buildings within the game BUT I was interested to see what stuff you've added.

When I get time I'll switch it on and see what happens. I'll let you know when I do. Cheers Duke!
The Duke  [author] 21 Apr, 2020 @ 11:40am 
SFO uses a lot of buildings it creates which this won't touch, im honestly not sure how many vanilla buildings SFO uses but any it does will be affected, can't guarantee balance whatsoever with non-vanilla buildings. Definitely work with CTT, vanilla and TET but they're the only confirmed ones
Ciaphas Cain 21 Apr, 2020 @ 11:33am 
Will this work with SFO Duke?
The Duke  [author] 12 Apr, 2020 @ 4:26pm 
let me know if you come across any more issues and I'll do what I can. Steam comments are fine, I try to check, but I'm much more likely to quickly see them on the discord in the description
Laughing Forest 12 Apr, 2020 @ 4:15pm 
Absolutely amazing, thanks mate!
The Duke  [author] 12 Apr, 2020 @ 3:57pm 
right ive checked the files out and found out what the problem is, should be fixed now
Laughing Forest 12 Apr, 2020 @ 3:33pm 
After checking, it appears to be double income, sadly.
The Duke  [author] 12 Apr, 2020 @ 7:48am 
Might be two mods changing it as I've only got one income. Does it give double or just show double?
Laughing Forest 10 Apr, 2020 @ 6:26pm 
Hey mate, after using your mod the Woodcutter building in Middenland at least appears to give double income - take a look at screenshot here if you are up for it https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2056257982
Laughing Forest 8 Apr, 2020 @ 10:39am 
Thanks much
The Duke  [author] 8 Apr, 2020 @ 10:39am 
I'm told it works with CTT well, wont do much to SFO since it changes s lot if buildings and is included in The End Times
The Duke  [author] 8 Apr, 2020 @ 10:35am 
Its compatible with TEB but doesn't change the buildings Cataph adds so limited functionality, I play with both though and it doesn't tip the scales too much
Laughing Forest 8 Apr, 2020 @ 10:33am 
Very excited for this excellent-sounding mod. Any notion if it will work with things like Cataph's TEB?
World-Jumper 30 Mar, 2020 @ 3:03pm 
I love the idea of this mod, making expansion and upgrading a choice rather than an obvious instant purchase. I have spent many tuns leaving a building at lower levels because I couldn't pay the price to level it up yet. It feels like the balance is a tad off at times, but I'm also using this alongside a ton of other mods, so don't feel comfortable giving suggestions yet. I will keep using it for now though, and if I come up with any ideas, I'll let you know. Love this mod, and hope it gets the attention and support it deserves.
The Duke  [author] 25 Mar, 2020 @ 7:34am 
Brilliant, glad to hear it. The idea is that every faction has a different experience tailored for them, the goal for Skaven is very much as you've described
Pious Skeleton 25 Mar, 2020 @ 12:41am 
I'm 30 turns in to my Ikkit campaign and I love it. Rapid growth and corruption couple with ever increasing public order instability and demand for food is exactly how the Skaven should play. I can already tell this is going to be one of my regular mods.
The Duke  [author] 23 Mar, 2020 @ 11:43am 
Skaven are the exception to that rule, it's a vanilla mechanic that was already the case. More skaven corruption is more crowded living space for the rats, more fighting for food, more power plays and the larger rats killing, eating and raising other skaven into rebellion. The leader of the skaven wants to minimise this to keep power among the skaven and maximise this against foreign powers to maximise power, therein lying the balance
ArmageddonAsh 23 Mar, 2020 @ 11:24am 
" increase skaven corruption levels, negatively affecting public order" Wouldn't they get increased public order for having high levels of Skaven Corruption? Given that they are skaven? "Buildings that lower the population will provide food and give untainted" Again, they are skaven they would surely WANT Skaven corruption - being that they are skaven? Wouldn't it be the same for all factions with corruption (Beastmen, Chaos, Vampires) that they WANT their lands and all other lands to be corrupted by their corruption?
The Duke  [author] 22 Mar, 2020 @ 2:31pm 
great, well spotted
Pious Skeleton 22 Mar, 2020 @ 2:29pm 
I just tested it again and it works now. Thanks for the quick fix. I'm gonna start a new campaign with it tonight.
The Duke  [author] 22 Mar, 2020 @ 1:00pm 
ive tweaked a bit see if that works any better for you
Pious Skeleton 22 Mar, 2020 @ 10:18am 
Thanks
The Duke  [author] 22 Mar, 2020 @ 8:45am 
I'll look into it as soon as I get chance
Pious Skeleton 22 Mar, 2020 @ 5:58am 
Yeah. I checked the current base values for each and constructed multiple buildings individually to see if they would alter them and they didn't.
The Duke  [author] 22 Mar, 2020 @ 5:02am 
That's strange, the skaven have been extensively tested and they definitely applied when I tried it, are you 100% sure it isnt just showing net changes and so hiding the individual ones?
Pious Skeleton 22 Mar, 2020 @ 4:36am 
I just tested it in a Skaven campaign and the public order, food & corruption values don't seem to be applying. I restarted with just this mod and I got the same result.
The Duke  [author] 19 Mar, 2020 @ 1:36pm 
This mod is now included in The End Times and so the two no longer need to be run together
The Duke  [author] 19 Mar, 2020 @ 1:36pm 
glad you like the idea, please do let me know what you think
Pious Skeleton 17 Mar, 2020 @ 9:56pm 
I really like the sound of this. I'll have to try it out when I finish up my current Malus campaign.