Total War: WARHAMMER II

Total War: WARHAMMER II

Lord Specializations
 This topic has been pinned, so it's probably important
Cryswar  [developer] 8 Jul, 2020 @ 6:55pm
Comprehensive Skill & Effect List
Faction Utility
  • Income: 2/3/4% global income
  • Horde income: 5/10/15% post battle loot to all characters
  • Growth: 3/6/10 to all provinces
  • Horde Growth: 1/2/3 to all characters
  • Public Order: 3/5/8 local and 0/1/2 factionwide public order
  • Diplomacy: 5/10/15 relations with all factions
  • Research: 5/10/15% research rate
  • RoR cap: 1/2/3 (10 turn cooldown is unchanged - still takes 10 turns per copy)
  • Hero cap: 1/2/3 (works for all hero types)

Faction Unique
  • Beastmen Dread: 20/40/60
  • Dwarf Oathgold: 1/2/3
  • Skaven Food: 1/2/3
  • High Elf Influence: 1/2/3
  • Eltharion's Warden's Supply: 1/2/3
  • Greenskin Scrap: 2/4/6
  • Empire Prestige: 10/20/30
  • Wood Elf Amber: 2/4/6
  • Vampire Counts Blood Kisses: 1/2/3
  • Tomb Kings Army Cap: 1/2/3

Doctrines
  • Determined Advance: 4/6/8 MA, 5/10/15% physical resistance
  • Darken the Skies: 5/10/15% damage, 5/10/15% range
  • Unstoppable Force: 5/10/15 charge, 5/10/15% movespeed
  • Creeping Death: 5/10/15% reload, 7/14/20% ammo
  • Iron Legions: 5/10/15 armor, 5/10/15% charge
  • Brutal Onslaught: 5/10/15% damage, 5/10/15% missile resist

Lord
  • Bonus vs infantry: 5/10/15
  • Bonus vs large: 5/10/15
  • Health: 7/14/20%
  • Physical resist: 7/14/20%
  • Magical resist: 7/14/20%
  • Missile resist: 7/14/20%
  • Fire resist: 7/14/20%
  • Ward Save: 3/6//10%

Battle
  • Melee attack: 2/4/6
  • Melee defense: 2/4/6
  • Weapon strength: 5/10/15%
  • Charge bonus: 5/10/15
  • Armor: 5/10/15
  • Leadership: 4/6/8
  • Speed: 5/10/15%
  • Vigor loss reduction: 10/20/30%
  • Missile damage: 5/10/15%
  • Missile reload: 5/10/15%
  • Missile range: 5/10/15%
  • Ammunition: 7/14/20%

Army Utility
  • Campaign movement: 5/10/15%
  • Replenishment: 5/10/15%
  • Recruit and global recruit time: 1/2/3 each
  • Unit recruit rank: 1/2/3
  • Local and global unit recruit capacity: 1/2/3 each
  • Unit experience per turn: 30/60/100
  • Upkeep: -5/10/15%
  • Reinforcement range: 30/60/100%
  • Attrition damage reduction: 33/66/100%
Last edited by Cryswar; 15 Jul, 2021 @ 2:47pm
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Showing 1-8 of 8 comments
benettonkkb 9 Jul, 2020 @ 11:33pm 
THESE TYPES OF SKILLS ARE EXACTLY WHAT IVE BEEN WAITING FOR YES LORT
Cryswar  [developer] 9 Jul, 2020 @ 11:36pm 
<3 glad to hear it!
[deleted] 10 Aug, 2020 @ 8:32pm 
*Blindspot report

*Faction Utility
1. making faction utilities require lv30 / 35 / 40

Did you remember that for the same reason as the other mod 'auxiliary',
spamming with each city had a auxiliary building and got a huge diplomatic bonus?

In this case, spamming the monarch with a monarch rank bonus
and gaining and dismantling many faction utilities
Keep stacking over and over again in the lord pool:steamfacepalm:

1-1 as same reason, It would be okay
if the faction unique requirement level was changed the same

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*Army Utility
2.i never used Army Utility well in testing campaign
except campaign movement rage,upkeep reducation

maybe i earn if some skill integrate :steamhappy:

2-1 integrate - Reinforcement range: 30/60/100%
Attrition damage reduction: 33/66/100%

2-2 integrate - Local and global unit recruit capacity: 1/2/3 each
Unit experience per turn: 30/60/100

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*Battle
3-1 same rason with 2, integrate this list will more attractive
Leadership: 4/6/8 + Speed: 5/10/15% + Charge bonus: 5/10/15

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*Doctrines
4-1 cavalry doctrine i never used in test campaign,
i suggest add Vigor loss reduction: 5/10/15

As every old player already knows, after the first patch of TWW2, the stupid CA has been strongly nerfed at vigor system, destroyed all cavalry potential :steamsad:

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*Lord
5-1 fire resistance are Limited usage, integrate with missile resistance will great
i thought about integrate with magic resistance, but too powerful vs some of case

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all other things are all great. thx great mod :steamhappy:
- finished re-reply with editing, using google translation
Last edited by [deleted]; 10 Aug, 2020 @ 8:38pm
Cryswar  [developer] 10 Aug, 2020 @ 8:49pm 
I gotta be honest, I don't understand the faction utility feedback.

I've been using a lot of the army utility. Reinforcement range is definitely the least valuable of the set, but it was always acknowledged to be pretty niche, the rest I've enjoyed experimenting with.

There is absolutely no way I'm putting leadership/speed/charge in the same skill. That would be super broken.

Doctrines only have 2 positive effects. What would cav doctrine lose to gain vigor loss reduction?
[deleted] 10 Aug, 2020 @ 10:26pm 
Originally posted by Cryswar:
I gotta be honest, I don't understand the faction utility feedback.

in faction utility&unique, buy lv 15 generic lord -> earn faction doctrine bonus
-> disband lord->lord disband not remove like heroes,unit
-> instead they stay in lord recruitment pool, can rehire after 5 turn
-> it means YOU CAN STACKING FACTIONWIDE BONUS "FOREVER"

this is why it need lv30/35/40 requirement for faction utility
It can be easily cheat-able

this trick already famous in vanilla skaven.
just require ready for lv13 generic lord spamming
( lord rank bonus require +12 for this cheat trick ),
can eternal factionwide income boosting in every turn

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The reinforcement range is one of the big hidden advantages

The problem is that all players are always busy to receive direct combat bonuses. ALWAYS

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in integrate leadership,speed,CB part - this part talking will delay
because as same reason with reinforcement, This bonus is not so "urgent"

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Originally posted by Cryswar:
Doctrines only have 2 positive effects. What would cav doctrine lose to gain vigor loss reduction?

of course, speed replace to vigor. 100% no doubt
Last edited by [deleted]; 10 Aug, 2020 @ 10:29pm
Cryswar  [developer] 10 Aug, 2020 @ 11:14pm 
The second and third ranks of faction skills already require those levels. If someone REALLY wants to cheat the rank 1 bonuses... that's their problem, and I don't really care.

I can consider switching speed to vigor for cavalry, though I wonder if it wouldn't be worth a higher boost? Regardless, thanks for that idea, it would at least be easy to do haha.
[deleted] 10 Aug, 2020 @ 11:22pm 
Originally posted by Cryswar:
I can consider switching speed to vigor for cavalry, though I wonder if it wouldn't be worth a higher boost? Regardless, thanks for that idea, it would at least be easy to do haha.

vigor is really huge impact at all

specially in cavalry case, it care many situation. HUGELY

exhausted : -15% speed / -15% melee attack / 30% melee defence / -35% armor / -20% charge bonus / -35% reloading

after u replace, cavalry doctrine + vigor loss reduction will total -30% vigor loss reducation
it will huge long-term performance for all race's cavalry potential


thx reading :steamhappy:
Last edited by [deleted]; 10 Aug, 2020 @ 11:26pm
tmehmel5 15 Aug, 2020 @ 3:56pm 
Hi Cryswar,

I was wondering if the Replenishment under Army Utility could also add better/faster/more to monsters/dragons/lords & heroes life replenishment?

I was also thinking that the Attrition Damage Reduction does not need to have such high values including 100% reduction given that lords can achieve this by getting various defeated lord traits that makes them immune to the different types of attrition. Unless you view this as just an alternative method to gaining immunity instead of hunting for lord traits?

Lastly, what are your thoughts about adding points to the Battle skills that give the army increased resistances (physical/magic/missile/fire resistance)? Maybe max increased resistances skills would not grant say more than 15%-20%? Or maybe increased would depend on each specific resistance?
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