Total War: WARHAMMER II

Total War: WARHAMMER II

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Population Mechanic
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Tags: mod, Campaign
File Size
Posted
Updated
3.208 MB
1 Jan, 2021 @ 2:52pm
16 Jan, 2022 @ 1:40pm
101 Change Notes ( view )

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Population Mechanic

Description
WH3 version is up here
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2789865012




  • Populations
    Every settlement in the game have populations, with multiple different races, migration between settlements, and population happiness and worker values being tied to the settlement's efficacy.

  • Food
    Populations require food that is produced via your buildings and can be imported/exported to provinces as it is needed. Strategise by creating breakbasket provinces to feed your empire.

  • Troops
    Each province will generate troops, taken from that province's populations, that are required for units to replenish. No population of your faction's race within a province means no replenishment! Military buildings are required for more troops, and they stack in a province. For example, build multiple barracks in a single province to turn it into your soldier-production centre.
    [this feature can be disabled for player and/or AI in the options menu]

  • Army Mechanics
    Armies possess several new statistics - supply, morale and fatigue.
    Morale tracks what an army has been doing and applies a buff or debuff to leadership based on that.
    Armies become fatigued from fighting multiple battles and can start new battles winded or tired if fatigue drops too low.
    Supplies are used to recover fatigue at the start of a new turn and are gained by spending time in friendly territory or raiding enemies.
    Additionally ranged units will carry their ammo usage over to the campaign, and only recover their ammo at the start of the next turn by consuming supplies.
    [this feature can be disabled in the options menu]

In order to enable the option's menu you need the Mod Configuration Tool: Reborn. This is optional, you don't need it to run this mod.



The AI generally plays by all of these new mechanics with a few exceptions.
  • AI units do not replenish using troops only from the local province, but all provinces in their empire. It is still possible to deplete their troop reserves and stop their units from replenishing.
  • AI armies do not use supplies and their ranged units do not carry their ammo usage over to the campaign. They still use the morale and fatigue systems.



Certain races have unique interactions with these mechanics. These are as follows;
  • Humans
    Any standard human race (Imperials, Bretonnians, Kislevites, Southerners, Pirates and Sylvanians) can convert to one-another if owned by the appropriate faction. For example, if an Empire faction captures a Kislev settlement any Kislevites in that settlement will slowly convert into Imperials.
  • Lizardmen
    Skinks, Saurus and Kroxigor cannot grow their populations normally, and will instead grow by a fixed amount every spawning day. Their populations will only increase if they own spawning pools in the settlement, or the settlement is a Temple City.
  • Dark Elves
    Any settlement that a Dark Elf faction has captured outside of Naggaroth will automatically send any foreign populations back to Naggarothi settlements to work as slaves. This will not happen if that Dark Elf faction owns no settlements in Naggaroth.
  • Skaven
    Skaven populations will migrate to any nearby non-Skaven settlements as a hidden underground population only Skaven factions can see. These hidden Skaven can be used by any passing Skaven armies to replenish their Militia units. Additionally, Skaven will almost always be starving. It is not expected nor advised to try and feed them properly.
  • Undead
    Undead appear in any province that has vampiric corruption. They do nothing by themselves (any negative effects they would bring are already accounted for by the vampiric corruption itself) but they are used by any Undead units to replenish.
  • Tomb Kings
    Nehekharans will pop out of the ground in any Tomb City, even if exterminated down to the last skeleton. However they cannot migrate to other settlements. It is advised as Tomb Kings to find a source of living humans if you wish to colonise a non-Tomb City settlement. Living humans will slowly convert into Nehekharans.
  • Wood Elves
    Forest Spirits are a secondary population for Wood Elves that live only in Magic Tree settlements. If a non-Wood Elf faction captures a Magic Tree then the Forest Spirits will make life difficult for that faction. Additionally, all Magic Trees are connected to one-another for the purposes of migration.



Certain factions have access to Auxiliaries. These are newly added units which do not draw from your racial population but instead from foreign populations in your settlements. They are not supposed to fulfil any tactical shortcomings in your faction's roster and will generally be weak in comparison to vanilla units as they lack any bonuses from tech or lord skills. Instead they are to provide a strategic role - giving you access to units in foreign and far-flung provinces.

The AI do not recruit these units.

To enable Auxiliaries you need the submod, found here.



SFO submod by Maal

Mods that add additional units should automatically be compatible. Mods that add new factions are probably compatible unless they differ wildly from vanilla factions.

Factions that have been made compatible;
  • Catapth's Southern Realms, Kraka Drak and Lichemaster
  • Mixu's Mousillon
  • Deco's Kislev Reborn
  • OvN Lost Factions.

Other mods that replace vanilla buildings will overwrite any changes this mod adds to buildings, which will upset balance. Other mods that add their own effects to vanilla buildings should be compatible.

If, upon starting a new game, the population panel is blank that means you have another mod with a faulty script that is crashing all other scripted mods. You will have to disable that mod if you want any other scripted mods to work.

This mod is not multiplayer compatible!

This mod cannot be enabled or disabled midway through a campaign, you need to start a fresh campaign.



  • Vandy for letting me use his centered font ui component
  • Maal for providing an SFO compatibility submod
  • Null for providing OvN compatibility (integrated into the main mod)



You have full permission to use this mod however you like - make compatibility patches, submods, translations, chop features off and turn them into stand-alone mods, create a forked version with different mechanics or balance, etc etc. It's all good.
Popular Discussions View All (3)
377
15 Jul, 2023 @ 1:42am
PINNED: Bugs, Balance and Suggestions
Lorghul
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