Total War: WARHAMMER II

Total War: WARHAMMER II

Dogs of War: Cross-Faction Unit Recruitment + Mercenary Camps
prop joe  [developer] 10 Jan, 2020 @ 8:11am
Balance/lorefulness suggestions
Thread on suggestions to make the mod more balanced and loreful.

Any ideas on additional rules: how cost should scale based on certain factors (distance from player, if player is at war with a race, if he has military alliance).
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Showing 1-6 of 6 comments
Joque DeLong 14 Jan, 2020 @ 4:22pm 
Regional Recruitment would be an interesting mechanic. Similar to recruitment of native Auxiliaries
prop joe  [developer] 15 Jan, 2020 @ 6:47am 
I really like that suggestion, thanks.
UltraRanger 1 Aug, 2020 @ 12:23pm 
A couple suggestions:
1. Loreful recruitment. For example it feels weird as Eltharion you can recruit Greenskins units, as Settra you can recruit Vampires or as Empire you can recruit Skavens.
2. Remove Legendary Lord recruitment or at least make it an option. We should not be able to recruit other race's legendary lord especially when they already exist else where.
3. Disable own race's recruitment. Again since the recruitment is instant player should not be allowed to abuse it by instantly recruit own race's units.
4. Diplomatic Status based. At low or even negative level you can only recruit basic units. With your diplomatic status increases as you fight alongside a said race more people of that race would want to also fight under your banners. but disable RoR recruitment as they are unique and should be left with their own race.
Razilator 26 Jan, 2021 @ 1:17am 
Hello, the mod is great. But if you think so, you can add more functions to it. Now I will explain which ones.
For example, if you enable recruitment of units in the provinces, we would be able to recruit them through the standard window. Ie, as it were, to create another window "Mercenaries", as it was in TV: Mediaval 2. Or add the ability to create buildings in regions with original units. Remember as a child, we stole buildings in Cossacks 2 Battle for Europe in order to produce units. That would also be nice.
It's just the essence of the mod to win back RP, or even enjoy the game for all the squads.
Lyserus 30 Jul, 2021 @ 2:28am 
I would say to have the option to both "recruit any units" (current default) and "recruit regional units" and each with configurable recruit cost multiplier.

Basically give players four options (except for mercenary camp which is a standalone feature):
1: "recruit any units": (with a higher cost multiplier) make sure you always have the option to get the units you want (with a higher cost) and make it easier to recruit horde faction units.
1.1 "Global recruit restriction": With this enabled, your recruit any units option will only show the units that can be recruitted globally.
2: "recruit regional unit" to allow a more immersive gameplay that you are only able to recruit in those regions.
2.1 "Only MA/vassal recruit" allows a more fun gameplay where you need to keep an eye out for potential vassal/MA partners.

Shouldn't be too hard to implement considering we already have 1.1, 2 an 2.1 options available. It's just that currently the default option 1 will be overwritten by 2/2.1 if they are enabled

UltraRanger 13 Oct, 2021 @ 3:30pm 
Hello I have an idea. As High Elf I captured Sartosa and I cannot recruit any Sartosa units because all Vampire Coast factions got destroyed. The only way I can recruit them is to turn off all recruitment restrictions. Do you think you can add a meaningful way to recruit "local populace"? Not just in Sartosa but other areas as well.
Also, "disable own race recruitment" could be a great option too.
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Showing 1-6 of 6 comments
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