Total War: WARHAMMER

Total War: WARHAMMER

Global Recruitment Buff
43 Comments
Doomjazzer 11 May, 2020 @ 10:17am 
Thanks for this. The wait times are ridiculous in this game.
Gejnor  [author] 22 Jan, 2019 @ 7:37am 
Uhh.. it still works?
Ire 18 Sep, 2017 @ 9:29pm 
Ugh, who thought that taking 50 turns to globally recruit an army was a good idea?
+1 subscriber, although I learned more from the comments section than seems to be provided anywhere in game regarding specific capitals reducing global recruitment. Thx for mod!
Gejnor  [author] 7 Sep, 2017 @ 3:49pm 
On your city's walls i have planted a doombolt, blood for the blood god.
Léo 7 Sep, 2017 @ 3:41pm 
Well, I never use confederation, I prefer conquest :p
Gejnor  [author] 7 Sep, 2017 @ 3:03pm 
Yeah the Lord Effects only come into play when you choose the lord at the start, its the same as you not getting Gelt's +10 armour when you start with Franz even if you add Gelt to your roster later.
Léo 7 Sep, 2017 @ 1:01pm 
I was just wondering, what happens if you confederate with Throggs ? Do you then get -6 to global recruitment and bug the UI ? Or are those buffs linked to which leader you choose at the begining of the campaign ?
Léo 7 Sep, 2017 @ 12:27pm 
Nice ! Thanks ! :D
Gejnor  [author] 6 Sep, 2017 @ 4:12pm 
Will do, a nice little bonus for capturing the Special Capitals as well, makes sense!
Léo 6 Sep, 2017 @ 3:40pm 
I tweaked a bit your mod so the player can't see the -0 turn to global recruitment in the WE tech and the -3 in Wulfric/Throgg traits. And I added a factionwide -5% recruitment cost to Norsca occupied capitals to replace the old bonus. I have uploaded it if you want to take a look and copy the changes
Gejnor  [author] 5 Sep, 2017 @ 4:55pm 
Oh forgot to mention: Since its tied to lord effects you will need to start a new game for the effect to work and thus its not savegame compatible for Norsca specifically.
Gejnor  [author] 5 Sep, 2017 @ 4:51pm 
I found another way! The effect is there to lower global recruit so ive opted to tie it into lord effects, whenever you choose Throgg or Wulfrik you gain a -3 to global recruit, setting your overall global recruit to 1 turn like the other factions!

The special capitals have all been set to give no benefit to your global recruit as to avoid the issues that Wood Elf got with their tech that does the same!
Gejnor  [author] 5 Sep, 2017 @ 3:29pm 
Aaand i tried, did not work sadly :/
Gejnor  [author] 5 Sep, 2017 @ 3:08pm 
I'll give it a try!
Léo 5 Sep, 2017 @ 9:31am 
In : building_effects_junction_tables > data__no_
Karaz a karak, Drakenhof, Altdorf and Black Crag reduce global recruitment duration by -1, just set it to 0.
In campaign_variables_tables > data__core
Set factionwide_recruitment_time_period_mod to 1.

I think it should work this way
Léo 24 Aug, 2017 @ 8:54am 
Oh yeah I meant special faction capitals, not "normal" capitals !
Didjos 21 Aug, 2017 @ 11:33pm 
Every province capital or it's the special faction capitals like Altdorf, Drakenhof, Karaz a Karak that reduce the required global recruitment turns ? Because i know Norsca get some buffs with the techs three with those special capitals and since Gejnor said the value is 5 it may be 5 specific capitals.
Léo 21 Aug, 2017 @ 10:26am 
Each occupied capital give the player -1 turn to global recruitment
Gejnor  [author] 17 Aug, 2017 @ 3:30pm 
It's a value in the campaign_variables_tables, but its odd in that its tied to buildings though it doesn't specify what buildings thos are, just that the default value is 5 and after that you get lower recruitment time on things
trias10 17 Aug, 2017 @ 1:20pm 
Gejnor, do you by any chance know which table has the Norsca default global recruitment value of 5?
Didjos 12 Aug, 2017 @ 2:26pm 
Maybe you could try on Creative assembly forums or TWcenter others modders might give you the infos you need ;)
Didjos 10 Aug, 2017 @ 9:04pm 
Since i dont know how to mod this game i havent noticed that but what i did notice is the really big amount of turns it need to recruit with the global option, a lot more than others factions i think.
Gejnor  [author] 10 Aug, 2017 @ 8:19pm 
Im still in the process of trying to fix it for the Norscans who use an entirely new mechanic that i haven't figured out yet! It seems that the more buildings they have the more it removes time from their global recruitment, the default is set to 5. What buildings you ask? No idea! Theres no indication as to what the game means.. a bit frustrating to say the least. I'll get back to y'all when i get more solid info.
Didjos 10 Aug, 2017 @ 5:03pm 
Hey great mod for those who dont like to have an army only used to replenish others ^^ will you update it to support Norsca ?
Léo 28 May, 2017 @ 2:34pm 
Nice ! Thanks for the change !
Gejnor  [author] 28 May, 2017 @ 3:46am 
Hi there all, sorry for the delay. The technology Cytharai will now give +0 in recruitment turn costs to avoid the buggy UI in the recruitment tab and instead also make global recruitment cost -20% gold!
Gejnor  [author] 21 May, 2017 @ 6:02pm 
The only problem is there will be a tooltip error on the tech, it will show both the turncost reduction, which i'll put to 0 AND the new effect, which when i get around to it, will be 20%.
Léo 21 May, 2017 @ 3:17pm 
Oh I'm glad that you enjoy the idea ! ^^
I think -20% sounds good (WE can already have -50% to recruitment cost thanks to their building)
Gejnor  [author] 18 May, 2017 @ 9:10am 
Huh.. you know, thats a great idea! Like.. nothing crazy but -20 or 30% cheaper gold cost sound good?
Léo 17 May, 2017 @ 2:17pm 
Hey ! Maybe you can change the wood elves final research tech to give them a cheaper global recruitment cost, that way this wouldn't bug the UI and would allow the tech to be worth something for the WE ?
Gejnor  [author] 18 Apr, 2017 @ 2:58am 
It doesn't break the game but i won't deny that it kinda looks bad, unfortunately theres really nothing i CAN do about this since the global recruitment thing is also a global multiplier for ALL the factions so i can't make a "fixed" version without breaking it for the other factions.

If another faction in the future does something similar i may make a standalone mod for just WE's and them so it won't look as bad.
Premier666 17 Apr, 2017 @ 11:26pm 
Well at least it doesn't break the game. Good enough!
Gejnor  [author] 17 Apr, 2017 @ 11:09pm 
I'll be honest, it sort of bugs the UI out when you get that tech, it will show -1 in red text and stuff but it will function as it did before you got the tech.
Premier666 17 Apr, 2017 @ 4:41pm 
I just noticed, the wood elves final research tech gives their global recruitment timers -1.
Your mod makes that regular units are recruited in 1 turn

do those stack?
Will I get instant recruitment? (probably not) Or will the wood elves tech+this mod make it so its faster to recruit certain units by global recruitment?

Gejnor  [author] 16 Mar, 2017 @ 4:37pm 
No idea friend, there are thousands of mods out there, you could try by process of elimination i suppose.. And odd how it says it will work and then doesn't.
Zugs 16 Mar, 2017 @ 4:34pm 
When I hover over, it says 2 turns for Iron Breakers but when I actually recruit, it doubles that. Am I just missing something?
Zugs 16 Mar, 2017 @ 4:32pm 
Do you know of any mods that would conflict with it? None of the mods I use modify turn number rate.


Gejnor  [author] 16 Mar, 2017 @ 4:30pm 
Are you using any other mods that may cause conflicts? I assure you the mod works, ive been using it for nearly 9 months now without problems on my end.
Zugs 16 Mar, 2017 @ 4:29pm 
I've installed the mod but it doesn't seem to be working. Units are being decreased in turn times but not to match local turn times.
bread 5 Jan, 2017 @ 1:45am 
Any chance you could release a mod that does the opposite of this: decrease the gold cost to the same as local, but keep the time cost the same?
Gejnor  [author] 27 Jun, 2016 @ 7:29am 
The variable changed is from campaign_variables which handles the campaign as a whole, so it should work with radious, but i cannot garauntee it!
Gejnor  [author] 27 Jun, 2016 @ 1:59am 
Its because i follow the thread like a hawk,i.e. i have no life.
Vargs 27 Jun, 2016 @ 1:39am 
I keep seeing these mods pop up on the recent releases tab and thinking "hm, this is something goons were just talking about".