Total War: WARHAMMER II

Total War: WARHAMMER II

Population Mechanic
1,502 Comments
CaptainKampfkeks 2 Jul @ 7:15am 
You can fiddle with the location of the panels through MCT. I have the same issue when running with high slot-count settlements like Reikland, so I shifted the panels upward. You'll have to fiddle with the coordinates a bit to get it looking good, but it's quite doable.
vinterkrigare 2 Jul @ 2:43am 
I use an old analogue monitor 4:3 and in provinces with 4 settlements info on the amount of recruits available is hidden behind the regional info. Can I do something abt. it? On other provinces it wworks. BTW, the link to WH3 ver does not work. THX for an excellent mod.
e_eminagaoglu 16 May @ 4:37am 
why not multiplayer compatible
Gravenwitch 10 May @ 3:39pm 
The best mod on the WH2 workshop!
sarumanthecursed 15 Apr @ 7:25am 
PLEASE BRING BACK WEGH
QBall 15 Dec, 2024 @ 11:35pm 
Finally, Huntsmen are treated as militia, and Crossbowmen as soldiers. This makes Huntsmen too preferable to Crossbowmen. Per lore, Huntsmen should probably be considered elites; if that makes them too costly, you could consider increasing the gold upkeep for them.
QBall 15 Dec, 2024 @ 11:35pm 
The "Death Camp" is implausible: those are characteristic of well-organized industrial societies with large propaganda, record-keeping, and internal security apparatuses. When mass slaughter of civilian populations happened in medieval and Renaissance times, it was generally carried out by armies that had broken down into small groups of soldiers killing and thus looting opportunistically. This would be better modeled by allowing large proportions of the populations being exterminated to escape and flee to friendly settlements, with the out-migration proportion set at, perhaps, 70%.

With this mod, Beastman spawns can cause death spirals in early game, particularly for races with slower population increase. This could be fixed by having all settlements start with some soldiers and specialists, and/or stopping Beastman spawns in the first 30 turns.

see next comment
QBall 15 Dec, 2024 @ 11:35pm 
Though I've come to conclude that trying to make Total War realistic or even consistent with in-universe lore is an exercise in futility, I applaud what you tried to do with this mod, and I was very pleased to see it after a long Eye of the Vortex campaign being annoyed by Malekith's ability to send endless armies against Ulthuan even though I wiped them out over and over.

I have some suggestions to make this mod better. I tried to do these things myself once upon a time, but couldn't figure out how to use your parameters, and most people have moved on to TWWH3 anyway.

See my next comment because of character limits.
Knur_Odleżynator 14 Nov, 2024 @ 11:40am 
Merlin Jonson 9 Nov, 2024 @ 11:19am 
the like for WH3 is not working
sarumanthecursed 22 Aug, 2024 @ 11:11am 
Hey man, what happened to wegh?
Human72 11 Aug, 2024 @ 8:58pm 
will this be ported to warhammer 3?
tankdasso 14 Jul, 2024 @ 6:38am 
@Irondrake it says it's not multiplayer compatible in the description.
Irondrake 8 Mar, 2024 @ 2:26am 
Hi, on the network is not playable, unsynchronization, is it possible to play how to play online grand comp.
Viscount Danku 17 Nov, 2023 @ 6:00pm 
I've killed off native population in a settlement, but my race doesn't want to settle into that particular city. Any ideas?

Playing as Kraka Drak in northern wastes.
FailSafe 5 Nov, 2023 @ 2:11pm 
Works great! Good suggestion :)
mr.napop 4 Nov, 2023 @ 4:20am 
Hey man, try "Bordergore Fix" mod which tries to address the provincial full control priority issue.
FailSafe 3 Nov, 2023 @ 5:19am 
I will say I play using the 'please stop cheating' mod for AI - AND I modded out player mission rewards and other bonuses the AI don't get, as well as increasing upkeep costs for both. This in previous playthroughs led to a more slow, classic TW experience of careful expansion and planning rather than spamming battles, but with this mod as mentioned, the AI fall apart due to the lack of cheats, and can't afford decent armies.

2/2
FailSafe 3 Nov, 2023 @ 5:18am 
This mod has amazing features and potential but I cannot recommend it for one simple reason - the AI cannot handle the population debuffs for not owning full regions.

Without this one 'feature', the mod would be damn near perfect, if it had been designed to run per province only, it would work. But running with this mod gimps the AI and it only gets worse as you snowball, because players will prioritise full regions and housing buildings, and the AI will not.

This is so frustrating, because the mod is AMAZING in every other way - but if the AI cant handle something then the game falls apart.

1/2
Strant 21 Oct, 2023 @ 6:54pm 
What do the difficulty settings do?
CaptainKampfkeks 18 Apr, 2023 @ 3:08pm 
There apparently is a spiritual successor / port, but it has some changes I personally don't quite like. I forgot the name, tho you should find it around here somewhere.
Razorteam321 18 Apr, 2023 @ 2:26pm 
Is there going to be an port to Warhammer 3?
Mafnmarsn92 23 Dec, 2022 @ 1:35am 
its too bad there is no direct port for this to wh3....it makes the game so much more realistic its insane.
CaptainKampfkeks 1 Dec, 2022 @ 1:19pm 
Workers are basically your civilian population. They grow mainly in your main regions when they're not attacked, as population does. In frontier regions, they come mainly from immigration, which comes from harbours or roads or similar buildings.
CaptainKampfkeks 30 Nov, 2022 @ 9:51am 
There is a sort of port in game 3... but personally, I prefer this version.
Mafnmarsn92 30 Nov, 2022 @ 9:41am 
why is there not a bigger comment section for a warhammer 3 release? this mod makes the game far more realistic and balanced. i dont even wanna play without it anymore. I hope you'll find the time to port it. <3
Angel 20 Nov, 2022 @ 7:12am 
Do you get beasts/monsters as the empire? I have mods that add monsters and I noticed they are not gaining health at all
CaptainKampfkeks 13 Sep, 2022 @ 4:36am 
Yeah, easy. Just manually play all battles and increase the time spent to progress severalfolds.
I know how to play the game, and ofc it's managable. However, it would still help if normal spearmen would count as militia. That would be one reason to actually use them occasionally, instead of using shielded spearmen.
tankdasso 12 Sep, 2022 @ 4:23pm 
empire is fine. Just don't do autobattle and actually try to minimize casualties.
Just4fuN 12 Sep, 2022 @ 4:18pm 
hi,
@Lorghul

are you here?
razvedchiki 17 Aug, 2022 @ 11:37am 
for extra pain i have also lorefull recruitment installed, mainly to curb the ordertide a bit.
CaptainKampfkeks 17 Aug, 2022 @ 8:40am 
Yeah. Empire is rough, we don't get enough soldiers. It would help if the basic spearmen without shields would count as militia, just like archers.
razvedchiki 17 Aug, 2022 @ 6:49am 
damn this mod means business, as reikland after a couple of battles the troop pool was empty ( 1100 thousand strong at the start) and i couldnt recruit nor replenish units. the army was the starting karl gets plus 3 spearmen/2 crossbowmen.
The Baron 9 Aug, 2022 @ 5:40am 
@Lorghul Hey man
TheDude44444 4 Aug, 2022 @ 9:48am 
can you update for the beastmen herdstone please
Henrique Lique 30 Jul, 2022 @ 1:17pm 
Also, Barracks could also add elites in minor numbers.

For example, you need tier 3 barracks to train elite soldiers, but those barracks don't generate elite soldiers.

Makes 0 sense.
Henrique Lique 30 Jul, 2022 @ 12:45pm 
Hi team, can you make unique buildings linked to military include elites or soldiers?

For example nuln foundry having engineers, reiksguard castle having elites.

Also, Ports and unique ports including soldiers would also be fine. (since navy in warhammer is transformed into soldiers).
TheDude44444 27 Jul, 2022 @ 6:03pm 
can you update for beastmen herdstone?
Happyfunrun 27 Jul, 2022 @ 10:06am 
Will this mod be ready for IE release?
✠ Apollyon ✠ 20 Jul, 2022 @ 9:59am 
for some reason the AI can still replenish in my regions and black arks are now complete useless your can not anymore use them to replenish your units .
Agent-KI7KO 16 Jul, 2022 @ 11:32pm 
Does this mod have a configuration file? I wish to go in and increase the caps on some units.
Dean Winchester 10 Jul, 2022 @ 7:33pm 
This mod doesn't seem to work with OvN chaos dwarfs. It says that goblins require militia for replenishment, there doesn't seem to be a way to get militia population. Maybe I'm doing something wrong.

Their growth is really, really bad too. I probably have a few hundred chaos dwarfs in my capital and I'm 30 turns in.

Were it not for casualty replenishment from sacking and battles, I'd have no units at all.
Beta 6 Jul, 2022 @ 3:05am 
I second Velite's request.
Velite 28 Jun, 2022 @ 9:52pm 
Is it possible to make a submod for supplies only?
Gman9090 22 Jun, 2022 @ 5:55am 
Mekal I am having the same issue I tried to disable this and start a campaign without population and my game can't even reach the home screen ! Going to uninstall the game and reinstall and see if that fixes it.


BEWARE if you are interested in trying this mod!
Francisco 7 Jun, 2022 @ 5:33pm 
Also what are dissidents and and how can I lower them?

As there isnt a manual or feature overview, would like some more details on the mechanics.

Thanks!
Francisco 7 Jun, 2022 @ 5:31pm 
I am really enjoying this population mechanic.

Can you elaborate what the difficulty settings do? Each one I mean
Ca Bong 5 Jun, 2022 @ 11:03am 
hey, can u make a sub-mod for The Hafling of Mootland XD?
Your Mother 2 May, 2022 @ 4:20pm 
Suggestions for your WHIII mod since I dont own that game on steam and cant post there
-block recruitment of units whose required population is not present
-add allies' local population as a requirement for recruitment/replenishment of their auxiliary units
-re-add beast populations
-make garrison size based on local population, with the unit composition still based on local buildings

Extra suggestions
-rename Merchant since merchants are traders, not soldiers (unless they're not supposed to be?)
-rename Hammers because I don't get what that represents
-please redo your cults mod now that auxiliaries and outposts exist! You can make the cults act as a free 'seduce units' pool to draw from when you or an ally attacks, AND there are already undivided and all 4 monogod cultists in the game now

Whatever you end up doing I'm sure is gonna be great, your mods are some of the best keep it up pls!
Dean Winchester 1 May, 2022 @ 1:11am 
Is there a way to see total global populations for all the races? To see which races are extinct and which are more numerous. Would be a neat feature.