Total War: WARHAMMER II

Total War: WARHAMMER II

Capital City Income Scaling
25 Comments
Kraut 23 Aug, 2022 @ 5:21pm 
Do you intend on making this mod for WH3 as well?
SinisterWeasel  [author] 9 May, 2022 @ 5:35pm 
Away from my pc until the end of June unfortunately so I can't update any mods. I might explore the possibility of allowing you to select which city it applies to one day.
TheLostArchangel 6 May, 2022 @ 1:08am 
Well darn. There /are/ a few mods that make the capital switch to Drakenhof, but they're sadly incompatible with Mixu's Unlocker, which I need for several /other/ mods... This truly /is/ a pity, ngl.
SinisterWeasel  [author] 5 May, 2022 @ 7:47pm 
The bonus will apply to whichever city the game recognises as your capitol, not sure if Von Carsteins automatically switch to Castle Drakenhof when they take it. You should be able to see the little effect icon in the region effects bar. You'd probably have to lose Schwartschafen deliberately to get Drakenhof as your capitol city.
TheLostArchangel 1 May, 2022 @ 2:05am 
I wonder. For, say, the Von Carsteins, once/if they take Drakenhof: Would the bonus apply to Swartshafen (oof), or to Drakenhof (yay!)?
=[NK]= Col. Jack O'Neil 7 Jan, 2022 @ 9:21am 
Thanks for all your ongoing work :)
SinisterWeasel  [author] 6 Jan, 2022 @ 12:00am 
Yes. There should be a little icon in the region effects panel telling you the current bonus.
Dondie 10 Dec, 2021 @ 11:57am 
Hi, where can this additional income be seen? Thanks
SinisterWeasel  [author] 25 Aug, 2021 @ 3:03am 
Updated. No changes but the "Outdated" message is gone now.
SinisterWeasel  [author] 30 Jul, 2021 @ 5:01am 
This mod should work fine for the new patch without being updated.
mcdougiehowser 18 Jul, 2021 @ 2:12pm 
outdated
SinisterWeasel  [author] 11 Feb, 2021 @ 6:46am 
Save game compatible. You will need to end your turn to see the new bonuses take effect.
SinisterWeasel  [author] 11 Feb, 2021 @ 6:09am 
Update. The bonus has been changed from a percentage income increase to a flat amount of bonus income that increases as the campaign goes on. Every ten turns the potential bonus income will increase and the increase will steadily rise as the campaign goes on. Each settlement owned after your capital now reduces the bonus income by 2 increments, and pirate coves and undercities now reduce it by one increment.

The change to a flat income bonus will address the imbalance caused by using a percentage increase, which unfairly advantaged factions with high tax economies. Now it should be an even playing field.
SinisterWeasel  [author] 27 Jan, 2021 @ 3:41pm 
Updated. Now every 2 undercities or pirate coves will decrease the bonus income at your capital. Save game compatible, but you might have to re-download the mod to get the changes.
andjca2000 27 Jan, 2021 @ 4:33am 
The undercities and Vampirate coves would be good for balance purposes and to include all of the factions properly, if possible that is. Fav'd and subbed, its a great mod!!
SinisterWeasel  [author] 24 Jan, 2021 @ 12:35am 
It doesn't take undercities or vampirate coves into account when calculating bonuses. I didn't actually think of that. I can add that functionality if people want, perhaps with a reduction of bonus income for every 2 undercities or something.
Pyrodysseus 23 Jan, 2021 @ 1:17pm 
how does this mod handle undercities?
Revelation 22 Jan, 2021 @ 9:42pm 
Understandable, thanks again sin :D
SinisterWeasel  [author] 22 Jan, 2021 @ 1:59pm 
@ShaggothChampion To completely nullify the bonus you would have to own 1 extra settlement for every 10 turns in the campaign. So owning 3 settlements at turn 50 you would receive a 10% bonus on a major capital's income.

Also if you lose settlements your capitals bonuses will begin to increase again.
SinisterWeasel  [author] 22 Jan, 2021 @ 1:54pm 
@진 At turn 500, the bonus for a major city will reach a cap of 250% and the bonus for a minor city will cap at 500%. Remember that you have 5-10% deducted for every settlement you own too, so it's going to be slower to reach that.
MorglumNecksnapper 22 Jan, 2021 @ 11:02am 
Interesting. How many settlements do I need to own to nullify the bonus?
Revelation 22 Jan, 2021 @ 6:47am 
May I also add, I love your mods! The region one literally makes the game playable for my friend and I in coop, we get these extremely long camps with slow growing multiple empires where its hard for one side to get the upper-hand. anti-snowballing and empire levels nerffing us if we build multiple armies etc

including multiple unit cap mods and harder to win seige battles and stronger garrisons - it's literally amazing with your mods and this will surely contribute to that.

TLDR: Thanks for making the game better.
Mustafao01 22 Jan, 2021 @ 6:41am 
agreed
Revelation 22 Jan, 2021 @ 6:05am 
+5% additional bonus income for your capital for every 10 turns into the campaign - you should consider a cap at like 300% (or higher or whatever) for those extreme long camps
Mustafao01 22 Jan, 2021 @ 4:26am 
POG