Total War: WARHAMMER

Total War: WARHAMMER

Looting Razing Tweaks
36 Comments
SIX 16 Aug, 2017 @ 9:16am 
ok well i dont know why or wich mod conflicts then
MINOS  [author] 15 Aug, 2017 @ 4:34pm 
@ ΣIX :

It overwrites only the Raze Option of Norsca, giving them Money.
Their special Looting and Occupy Options were left untouched.
SIX 15 Aug, 2017 @ 12:04pm 
Seems like I can loot occupy settlements I'm not suppose to with norsca it bypass the coastal restriction.
MINOS  [author] 10 Aug, 2017 @ 7:51pm 
Updated.

Pls report Errors.
Chiron 28 Mar, 2017 @ 8:29am 
Any chance you could change the beastmen to either have some difference in their sack and raze option or just outright remove it? It's pointless to have two options when one is Cash +8 growth and the other is same amount of cash but no growth.

beastmen are far from unbalanced if you give them that extra growth but the extra option that does nothing is just... superfluous I guess.

Thanks for the cool mod in any case
MINOS  [author] 28 Feb, 2017 @ 9:15am 
Updated.

Pls report Errors, as there are new Options/Mechanics for the Bretons!
RexJayden 9 Jan, 2017 @ 4:39pm 
So happy to have this mod! :steamhappy:
omegaphoenix068 22 Aug, 2016 @ 10:56pm 
Do the chaos technologies affect how much money I would get from razing like they affect sacking?
MINOS  [author] 6 Aug, 2016 @ 6:23am 
@ zoommooz11 :

The "culture_settlement_occupation_options_tables" got edited, so that "occupation_decision_raze_without_occupy" got chaos and other Factions -100 Loot.

Best to see in the Assembly Kit.
zoommooz11 5 Aug, 2016 @ 10:51pm 
@ Minos

When you say tricky, what exactly did you discover? I have been going through the camp_variable_table and it seems there are quite a few chnages. Care to share your discoveries?
MINOS  [author] 1 Aug, 2016 @ 8:13am 
Update:

- updated for Beastmen Patch

- Looting and Sacking now the same, with variable Percentage spread Percent as in Vanilla

Note:
It was tricky to fix and find out, what they changed, because of the Beastmens' Razing Options.
Keep in Mind its not the same it was before, as Razing gives now the same as the Beastmen would get, which means Razing gives now less Money than before.
Lock 1 Aug, 2016 @ 5:24am 
the raze option no longer provides any currency,btw love the mod. It makes sense that you would loot a city before burning it to the ground
Thavara 31 Jul, 2016 @ 10:37pm 
The mod no longer does what it should. Just attacked Praag as Chaos and the Raze option provides no favor.
MINOS  [author] 31 Jul, 2016 @ 8:34pm 
@ St. Nick :

Where do you get the Information from that it is outdated?
Lock 31 Jul, 2016 @ 8:25pm 
update please
Max Holke 30 Jul, 2016 @ 8:00am 
Sadly does this mod work after "Beastmen"
Treetop69 14 Jul, 2016 @ 10:23pm 
I understand now, i am sorry for not understanding.

semi related question that i think i uncovered;

If you sack first i think it applies the -10 public order penalty to the faction that owns the city. if you then occupy it only the -3 effects you. Loot and occupy correctly gives the -13 to you. I think it is like this in vanilla as well, not sure if it can be changed or if i am even right.
MINOS  [author] 14 Jul, 2016 @ 9:56am 
@ Treetop69 :

You misunderstood Things - read again my Post and the Description.

Sack is left untouched, so if it gives you more, than its because not of this Mod.
Loot and Raze gives the same as Sacking, also the same Public Order Penalty.
Treetop69 14 Jul, 2016 @ 9:30am 
Im not sure i fully understand, you are saying the AI will not Sack and then re-attack and raze, which is fine and i get. Your also saying the only thing you have changed is making Sack and Raze worth more, not touch Loot & Occupy?

Ill post a screen shot of what i am seeing. i would love to use this mod, but all 3 times i have tried it breaks the balance of the game for me. If i did not know better i would say all gold values are doubled over their defaullt, happyness penaltys are reduced in loot and occupy, and overall doing any of the 3 options gives way too much gold.

Is it possible to make a version that only adds the sack value to the raze option and that is it? I would make it myself but cant figure out the mod tools at all.
MINOS  [author] 12 Jul, 2016 @ 4:03am 
@ Treetop69 :

1. AI does not sack then raze. It benefits greatly from it, because it can only do one of the Things. You are not the only Faction in the Game.

2. With Sack you can destroy Public Order, especially if you use Public Order Cheats Removal Mod.
And if you want the Faction not totally destroyed.
Also there are Perks and Items, that raise/change the Income from Sacking only.

3. I did not touch occupy or sack, only Looting and Razing got changed.
The Sacking Values were only there for Comparison Help.
Treetop69 11 Jul, 2016 @ 9:19pm 
loot and occupy seems to give the most, followed by sack, and then by raze. I would make loot and occupy worht a little less, and overall reduce all amounts as it seems to be a really high amount of gold. i regularly get 16k sacks with the mod where i might normally get like 10k.

also, for loot and occupy, the one turn -30 happyness penalty is reduced to 10, and the per turn is -3, meaning there is NEVER a reason to not loot and occupy unless you just want to sack it.
Treetop69 10 Jul, 2016 @ 12:58am 
will give it another go and report if the raze is worth any more than the sack, id even personally prefer raze give a little less than sack, if only to incentivize repeated sacking instead of razing.

colonizing sucks.
MINOS  [author] 8 Jul, 2016 @ 3:16am 
- Updated
MINOS  [author] 8 Jul, 2016 @ 2:42am 
@ Treetop69 :

It seems they changed the Values since the Patch, need to balance it out again.
Treetop69 7 Jul, 2016 @ 6:30pm 
When i used this Raze would often give more money than Sack, eyebal estimate was around 20% more.

Made it so i was heavily incentivized to raze everything, then just use an empty army to resettle.
Lauke 26 Jun, 2016 @ 8:59am 
Is it possible to make a standalone version that only adds money to the Razing option, without changing how Loot&Occupy works?
MINOS  [author] 13 Jun, 2016 @ 8:53pm 
@ cwake :

Its when you dont want to destroy someone completely, or occupy it later, or cause it to rebel in the Province.
Lyvewyrez 13 Jun, 2016 @ 8:44pm 
True they don't do both. I was more looking at it from a player perspective of "why would I want to sack if I can raze for the same amount and get more out of doing so by denying the opposition a city".

Kind of answered my own question though, you only sack when you want to sack again next turn or two. I was going to suggest making sacking only slightly more lucrative to incentivize it for the player as an alternative to raze-and-go.
MINOS  [author] 13 Jun, 2016 @ 8:39pm 
@ cwake :

This would weaken the AI, as they dont do Sack, then Raze, they just do one.
Lyvewyrez 13 Jun, 2016 @ 8:37pm 
I agree taht razing should be less to differentiate and make straight up razing not be default goto. I guess with sacking though, it means you have another chance or two after the first one, where razing is a one-hit affair, no more chances.
draykorinee 8 Jun, 2016 @ 11:31am 
I thought the exact same thing this morning as the Orks, why the hell am I destroying this city and not making any money ><
MINOS  [author] 8 Jun, 2016 @ 10:52am 
Forget to mention:

AI will now gain Money from Razing, whereas the Player mostly does Sacking, and then Raze.
MINOS  [author] 8 Jun, 2016 @ 10:50am 
@ aleks93190 :


There are Values, how much the City will be damaged
Looting does the same Damage to the City as Sacking now.
Its Sacking and Occupy with one Click, whereas before you have to click 2 Times, which only the Player does, but the AI not...
Aleks 8 Jun, 2016 @ 10:41am 
Great mod, was waiting for something like this :)

You should make the sacking bring more money than occupy and sack or raze.
The order from greatest gain to lowest should be sack/raze/sack and occupy

Sacking is basic pillaging
razing is pillaging too, but imagine the greenskin horde when grimgor says "destroy everything and take it all", it would surely be collateral damage haha
sack and occupy : you can't loot more because you will occupy the settlement, so much buildings etc will remained almost untouched (lets say a grannary when your soldiers need to eat in the city)

my 2 cent
MINOS  [author] 8 Jun, 2016 @ 10:30am 
@ [SKFP] Kjelle :

But the Razing occurs, after they have ransacked it, so collateral Damage doesnt matter than anymore ;)
Sкiткj3ll 8 Jun, 2016 @ 10:04am 
Thank you! This was sorely needed. I never really understood why the heck they would raze a settlement and NOT take all the goodies ^_^. One idea may be to lower the money gained from razing though, considering "collateral damage" and what not. And just to balance it out somewhat, so that it still becomes somewhat of a decision to make.