Total War: WARHAMMER II

Total War: WARHAMMER II

Lily's Climate Overhaul
25 Comments
Zaylidin  [author] 21 Jul, 2021 @ 3:18pm 
I appreciate that Nitreb. I'll try and do something to fix it soon, its at the top of my radar now.
Nitreb 21 Jul, 2021 @ 2:14pm 
I have the same issue as Noir, here's what I get for Unpleasant Climate:
Control: -1
Construction cost: +30% for all buildings
Casualty replenishment rate: -8% (local armies)
Growth: -20 (local province)
Construction time: +50% for Settlement buildings
Income from all buildings: -15%

I completely understand if you're not going to fix it, but it would be unfortunate to lose such a nice mod :)
Zaylidin  [author] 12 Jul, 2021 @ 8:34am 
@Noir
Are you using conflicting mods?
If you are certain you aren't I'll look into it. I'm not actively modding/playing these days FYI.
Noir 12 Jul, 2021 @ 5:13am 
The mod is utterly broken for me...it keeps the worst modifiers but adds the -20% growth for unpleasant climate.
Zaylidin  [author] 9 Jun, 2021 @ 12:46pm 
@Your Best Friend
I really enjoyed the video, I thought it was very well made and more than happy to feature in it with my mod :8bitheart::yata:
Your Best Friend 9 Jun, 2021 @ 10:00am 
Hey there, I'm just leaving this comment to let you know that I made a compilation of some of the best mods I could find to make Total Warhammer 2 a better game over all, and this was one of them! Thanks to you and everyone else involved in making this awesome community-made content for a wonderful game, I hope you like the showcase!
grz34998 31 Dec, 2020 @ 10:56am 
it doe thanks :)
Zaylidin  [author] 31 Dec, 2020 @ 10:39am 
@grz34998
It should be, yes. I am using it right now, if that gives you any confidence.
grz34998 31 Dec, 2020 @ 10:23am 
Is this mod uptodate?
Zaylidin  [author] 11 Dec, 2020 @ 2:21am 
@crueldamoiselle, :8bitheart: thanks!!
Guts 10 Dec, 2020 @ 6:50pm 
Lovely.
Xbra 24 Oct, 2020 @ 11:27am 
good mod thank you. As I can image, whether a faction is suitable for a kind of climate should depend on the time they conquer the area. the longer they conquered, the more suitable they are. Like every 10 turns in game, they get an upgrade for a certain climate of a place they conquered. sry about my bad english.
Zaylidin  [author] 30 Jul, 2020 @ 1:31am 
@ComradeWinston, okay, I will do my best to update soon.
ComradeWinston 29 Jul, 2020 @ 10:15pm 
Doesn't work anymore, after recent update.
Zaylidin  [author] 24 Jul, 2020 @ 1:07am 
@Calibrated, oh wow, I think I know the one you mean. Glad my mod is helping!
Calibrated 23 Jul, 2020 @ 10:17pm 
Just started a Skrulk campaign on ME and literally in his starting prov. there is a place called Chupayotl that for some crazy reason is uninhabitable?? Well thank the god for you and this mod!
Zaylidin  [author] 22 Jul, 2020 @ 12:19pm 
@Your Best Friend, Awesome, really glad this has come in handy for you. Thank you for leaving a comment :8bitheart::iffy:
Your Best Friend 22 Jul, 2020 @ 10:39am 
Just saw this in the modding den, I'm glad someone made one of these! I loved the ideas of different climates in the games, but yeah the negatives are -way- too hampering to work around. Now I don't need to mod them out of the game!
tastiger841 20 Jul, 2020 @ 6:53pm 
Would this work with New Lore Friendly Climates (Total WAAAGH! updated)?
Zaylidin  [author] 20 Jul, 2020 @ 5:19pm 
@REITERPALLASCH, Also to answer your earlier question since I forgot to explain myself, the reason for adding those two negatives is because I felt like it was better for the game design. The vanilla penalties are very harsh, to the extent that often they make taking the territory feel pointless. The addition of new penalties is to offset what removing those penalties might do to the pace of expansion - that's why the growth penalty is there. It's also more realistic, an uninhabited place would be harder to recruit from and grow a population in, more so that it would be to build things there. I felt like those additional negatives just made the most sense to me. Getting the numbers correct is important though, I don't want to accidentally make the campaign unplayable!
Zaylidin  [author] 20 Jul, 2020 @ 5:13pm 
@REITERPALLASCH, thank you very much and I always love the feedback!
REITERPALLASCH 20 Jul, 2020 @ 5:13pm 
Well normal negative growth is 7 so 24 is over 3 times that just something to consider. Thanks for all your work though!
Zaylidin  [author] 20 Jul, 2020 @ 5:11pm 
@REITERPALLASCH, is it too much? From my play testing it barely makes an impact, but perhaps you are right - I will try to figure out a compromise with an update. It might be dependant on factors like what mods you use, what you build, what factions you play and what bonuses you are getting to growth through technology, skills, traits and other factors.

I won't be changing the increased recruit cost or making an alternate version.
REITERPALLASCH 20 Jul, 2020 @ 4:46pm 
The amount of negative growth this adds is too much. If you're trying to reduce penalties why add two on? Could you please make a version that doesn't add on more negative growth and recruitment cost?