Total War: WARHAMMER

Total War: WARHAMMER

Campaigns of the Old World: Steel Faith Add-On [Norsca]
 Denna tråd har blivit fäst, så den är troligtvis viktig
KFMogar  [utvecklare] 1 aug, 2017 @ 17:54
Full Changelog
:Dominated: Here you can get a full idea of what this mods about, right down to the hard stats. I will do my best to update this when i update the mod with new content, and when there are changes!
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KFMogar  [utvecklare] 1 aug, 2017 @ 18:01 
Garrison Additions

Warrior Priest added- Empire Worship lvl. 1-3, Kislev Worship lvl. 1-2, Middenheim Worship lvl. 1-2, Talabecland Worship lvl. 1-2, TEB worship lvl. 1-2, Great Temple of Ulric
Master Engineer added- Engineer Workshop lvl. 1-2
Vampire added- Vampire Keep lvl. 1-2
Banshee added- Binding Circle lvl. 2-3
Waystalker added- Province Capital Outposts, Ranged Recruitment lvl. 3
Treeman added- Tree Spirits lvl. 3
Eight Peak Loonies added- Eight Peak Special Building lvl. 1-3
Peak Gate Guard added- Eight Peak Special Building lvl. 1-3

Recruitment Additions

Flagellant Recruitment added- Empire Worship lvl. 1-3, Middenheim Worship lvl. 1-2, Talabecland Worship lvl. 1-2, Great Temple of Ulric
Mortar Recruitment added- Nuln Foundry lvl. 1-2
Great Canon Recruitment added- Nuln Foundry lvl. 1-2
Helblaster Recruitment added- Nuln Foundry lvl. 2
Helstorm Recruitment added- Nuln Foundry lvl. 2
Battle Pilgrims Recruitment added- Bret Worship lvl. 1, Enchantress Tower, Grail Abbey
Grail Guardians Recruitment added- Enchantress Tower
Grail Knights Recruitment added- Grail Abbey
Knights of the Realm Recruitment added- Military Pastures Resource, Tournament Grounds
Empire Knights Recruitment added- Military Pastures Resource
Knights of the Blazing Sun Recruitment Added- Archecclesiatium

Seasons

Seasons have been added to the game (Spring, Summer, Fall, Winter), currently at 1 seasons per turn (haven’t figured out how to modify the start pos scripts to make it more), and vary based on the region. For example, winter in the badlands is simply less scorching hot than the summer, whereas summer in the north is simply less freezing cold. Seasons will effect Public Order, Growth, Income, Construction Costs, Campaign Movement, and Replenishment. The scale of the value of the effects is dependent on the nature of season, which may be Good, Average, Bad, and Severe. These effects can be seen by hovering over the seasonal icon in the province effects (Sun, Snowflake, Wheat, and Flower.)

Maintenance Costs

Maintenance costs are a new building effect which has been added to the game in an attempt to simulate the cost that would be required by the state/nation to upkeep certain public structures. From a gameplay standpoint, it promotes players to diversify regions into economic and militaristic/support regions. Maintenance costs work by reducing the income from the region (not the province!) the building is in by the percentage displayed, and these effects DO stack, so as you build armories and garrisons and recruitment structures, expect income to take a visible hit!

Maintenance typically starts as 1% of regional income, and generally go up by 2.5 % with each building level (i.e lvl. 1 = 1%, lvl. 2 = 2.5%, lvl.3 = 5%, lvl. 4 = 7.5% and so on.) Maintenance costs apply to almost all recruitment and support structures for all factions EXCEPT Greenskins, Beastmen, and Chaos. Structures include but are not limited to a factions Barracks, Stables, Worship, Smithing, Garrison, Walls, and Special Chains. I will not list all the stats as that would be tedious, load up the game and scan the building browser.

Smithing

New in Campaigns of the Old World, Smithing is a revived system from the older titles which allows for improvement of Weapon Strength, Armour, and Ammunition via Smithing and Resource Structures. Smithing bonuses only apply to NEW RECRUITS trained in the PROVINCE where the smithing structure is built.
Smithing is a tiered system, with bonuses from various tiers being consistently used game wide:

Armour Smithing I= +5 Armour
Armour Smithing II= +10 Armour
Armour Smithing III= +15 Armour
Weapon Smithing I= +5% Weapon Strength
Weapon Smithing II= +10% Weapon Strength
Weapon Smithing III= +15% Weapon Strength
Fletching II= +5% Ammunition
Fletching III= +10% Ammunition

Structures which give these bonuses are as follows:
Armour Smithing I- Empire, Bretonnia, Dwarf, Vampire, and Wood Elf Smithy lvl. 1, Greenskin Military Iron Resource, Chaos Forge lvl. 1, Norsca Smith lvl. 1
Armour Smithing II- Empire, Bretonnia, Dwarf, Vampire, and Wood Elf Smithy lvl. 2, Chaos Forge lvl. 2, Norsca Smith lvl. 2/3
Armour Smithing III- Dwarf Smithy lvl. 3
Weapon Smithing I- Wood Elf Smithy lvl. 2, Greenskin Military Iron Resource, Chaos Weapons lvl. 1, Norsca Smith lvl. 3
Weapon Smithing II- Empire, Bretonnia, and Vampire Military Iron Resource, Chaos Weapons lvl. 2, Wood Elf Starlight Forge
Weapon Smithing III- Dwarf Military Iron Resource
Fletching II= Bretonnia, Empire, Greenskin Military Timber Resource, Wood Elf Fletching lvl. 1
Fletching III= Wood Elf Fletching lvl. 2


Building Effect Changes

Beastmen
-Minor Settlement Ruins decrease growth of the province by -5
-Major Settlement Ruins decrease growth of the province by -10
-Arcane lvl2 decreases recruitment cost of Wizards by -10%, increases XP by +1
-Creature recruitment lvl3 decreases Giant recruitment cost by -5%
-Gor recruitment lvl4 now decreases recruitment cost of Bestigors by -5%
-Main Herd decreases movement range (lvl1: -2%, lvl2: -4%, lvl3:-6%, lvl4: -8%, lvl5:-10%)
-Main Herd decreases public order within the province (lvl1: -1, lvl2: -2, lvl3: -3, lvl4: -4, lvl5: -5)
-Main Herd decreases all rectuiment costs within the herd (lvl1: -1%, lvl2: -2%, lvl3: -3%, lvl4: -4%, lvl5: -5%)
-Minotaur recruitment lvl3 now decreases Minotaur recruitment costs by -5%
-Razorgor recruitment lvl2 now reduces construction costs by -5%
-Ruination decrease growth of the province (lvl1: -5, lvl2: -10)

Chaos
-Main Horde decreases movement range (lvl1: -2%, lvl2: -4%, lvl3:-6%, lvl4: -8%, lvl5:-10%)
-Main Horde decreases public order within the province (lvl1: -1, lvl2: -2, lvl3: -3, lvl4: -4, lvl5: -5)
-Dragon Ogre recruitment lvl2 now reduces recruitment cost of Dragon Ogres by -5%
-Chaos Magic now decreases province growth (lvl1: -5, lvl2: -10 and increases Wizards XP +1)
-Marauder recruitment now increases income from raiding/razing (lvl1: 5%/2.5%, lvl2: 10%/5%, lvl3: 15%/7.5%)
-Chaos Warrior recruitment now increases horde growth (lvl1: +1, lvl2: +2, lvl3: +3)

Wood Elves
-Erengrad and Marienburg Port increases trade good production by +5%, and increase growth faction wide by +5
-All Special Capital Settlements provide +50 income from subsistence
-Growth Chain provides income from culture (lvl1: +15, lvl2: +25, lvl3: +50)
-Public Order Buff Chain provides income from culture (lvl1: +15, lvl2: +25, lvl3: +50)
-Income Chain increases growth (lvl1: +5, lvl2: +10, lvl3: +15) and increases income from culture (lvl1: +5%, lvl2: +10%, lvl3: +15%)
-Income Buff Chain increases public order (lvl1: +1, lvl2: +2)
-Wild Heath reduces upkeep of Wood Elf infantry and Cavalry in all forces by -3%
-Wardancer Feast Halls increases income from agriculture faction wide by +5%
-Wildwood Waystones increase untainted conversion faction wide by +1
-Foraging Groves provides +50 income from agriculture
-Worldroot Pathway increases local army line of sight by 100% and movement range by 15%
-Waystone increases regional winds of magic pool by 10 and untainted conversion by +2
-Sacrificial Grounds increases public order by +2
-Port increases increases trade good production by +3%, and increase growth faction wide by +2
-Spellsinger Recruitment Chain increases provincial Wizard recruit level XP (lvl2: +1, lvl3: +2)
-All Wood Elf temple structures increases public order by +2 untainted conversion by +1
-Delliandra Office increases diplomatic relations with Wood Elf factions by +10
-Druthandor Office increase untainted conversion faction wide by +1
-Talrennic Office increases income from agriculture faction wide by +5%
-Threllock Office reduces upkeep of Tree Spirits in all forces by -3%
-Walls increases morale of defenders (lvl1: +2, lvl2: +4, lvl3: +6)

Bretonnia
-Barracks Chain decreases enemy agent success chance (lvl1: -2.5%, lvl2: -5%, lvl3: -7.5%, lvl4: -10%)
-Carpenter Chain decreases construction costs province wide (lvl1: -2.5%, lvl2: -5%)
-Farm Chain increases replenishment rates (lvl1: +2%, lvl2: +3%, lvl3: +4%)
-Garrison lvl2 increases public order by +1
-Hospital Chain reduces wound recovery time (lvl2: -1, lvl3: -2)
-Industry Chain now increases income from commerce province wide (lvl1: +2.5%, lvl2: +5%, lvl3: +7.5%)
-Enchantress Tower reduces wizard recruitment costs within the province by -30%
-Grail Abbey increases untainted osmosis by +2 and public order by +2
-Bordeleaux Port increases trade tariffs (lvl1: +2%, lvl2: +4%, lvl3: +6%)
-Ports increase trade tariff (lvl1: +1%, lvl2: +2%, lvl3: +3%)
-Ports increase trade good production (lvl1:+2%, lvl2: +4%, lvl3: +6%)
-Stable Chain decreases regional cavalry upkeep (lvl3: -5%, lvl4: -7.5%, lvl5: -10%)
-Worship Chain increases public order (lvl2: +1, lvl3: +2)
-Worship Chain decreases recruitment cost of Wizards (lvl2: -5%, lvl3: -10%) and increases provincial Wizard recruit level XP (lvl2: +1, lvl3: +2)
-Tavern Chain decreases upkeep for troops within the region (lvl1: -0.5%, lvl2: -1%, lvl3: -2%, lvl4: -3%)

Dwarfs
-Barracks Chain decreases enemy agent success chance (lvl1: -2.5%, lvl2: -5%, lvl3: -7.5%, lvl4: -10%)
-Engineer Workshop increases income from industry province wide (lvl1: +2.5%, lvl2: +5%)
-Engineer Workshop reduces artillery recruitment costs province wide (lvl1: -2.5%, lvl2: -5%)
-Engineer Workshop reduces construction costs province wide (lvl1: -10%, lvl2: -20%)
-Garrison lvl2 increases public order by +1
-Toolmaker Chain now increases income from industry and agriculture province wide (lvl1: +2.5%, lvl2: +5%, lvl3: +7.5%, lvl4: +10%)
-Ports increase trade tariff (lvl1: +1%, lvl2: +2%, lvl3: +3%)
-Ports increase trade good production (lvl1:+2%, lvl2: +4%, lvl3: +6%)
-Beer Resource increases relations with Dwarf realms (lvl2: +2, lvl3: +4, lvl3: +6)
-Dyes Resource increases income from commerce province wide (lvl1: +2.5%, lvl2: +5%, lvl3: +7.5%, lvl4: +10%)
-Game Resource produces income from commerce (lvl1: +25, lvl2: +50, lvl3: +75, lvl4: +100)
-Iron Resource increases income from industry province wide (lvl1: +2.5%, lvl2: +5%, lvl3: +7.5%, lvl4: +10%)
-Stone Resource decreases construction costs province wide (lvl1: -10%, lvl2: -15%, lvl3: -20%, lvl4:-30%)
-Salt Resource increases income from agriculture and livestock province wide (lvl1: +2.5%, lvl2: +5%, lvl3: +7.5%, lvl4: +10%)
-Timber Resource reduces construction costs province wide (lvl1: -2.5%, lvl2: -5%, lvl3: -7.5%, lvl4: -10%)
-Tavern Chain produces income from subsistence (lvl1: +50, lvl2: +75, lvl3: +100)
-Tavern Chain decreases upkep for armies within the region (lvl1: -1%, lvl2: -2%, lvl3: -3%)
-Trade Depot now increase income from commerce province wide (lvl1: +5%, lvl2: +10%)
-High King Throne Hall increases relations with Dwarf realms +25 and increases unit morale versus greenskin factions +6
-Great Slayer Shrine reduces recruitment cost of Slayers faction wide -25% and increases public order +2
-Brightstone Mine increases faction wide mining income by 5%

Empire
-Barracks Chain decreases enemy agent success chance (lvl1: -2.5%, lvl2: -5%, lvl3: -7.5%, lvl4: -10%)
-Garrison lvl2 increases public order by +1
-Industry Chain now increases income from commerce province wide (lvl1: +2.5%, lvl2: +5%, lvl3: +7.5%)
-Ports increase trade tariff (lvl1: +1%, lvl2: +2%, lvl3: +3%)
-Ports increase trade good production (lvl1:+2%, lvl2: +4%, lvl3: +6%)
-Dyes Resource increases income from commerce province wide (lvl1: +5%, lvl2: +10%, lvl3: +15%)
-Tavern Chain decreases upkeep for armies within the region (lvl1: -1%, lvl2: -2%, lvl3: -3%)
-Game Resource produces income from commerce (lvl1: +50, lvl2: +100, lvl3: +150)
-Iron Resource increases income from industry province wide (lvl1: +2.5%, lvl2: +5%, lvl3: +7.5%)
-Stone Resource decreases construction costs province wide (lvl1: -5%, lvl2: -10%, lvl3: -15%)
-Resource Clay now increases income from commerce province wide (lvl1: +2.5%, lvl2: +5%, lvl3: +7.5%)
-Resource Timber now reduces construction costs province wide (lvl1: -10%, lvl2: -15%, lvl3: -20%)
-Stable Chain decreases regional cavalry upkeep (lvl3: -5%)
-Wizard Chain reduces provincial wizard recruitment cost by -5% at lvl2
-Tavern now produces income from subsistence (lvl1: 25, lvl2: 50, lvl3: 75)
-Altdorf Increases diplomatic affinity with Empire provinces (lvl3: +2, lvl4: +4, lvl5: +8)
-Altdorf College of Magic reduces wizard recruitment cost faction wide (lvl1: -10%, lvl2: -20%) and increase untainted conversion faction wide by +1 at lvl2
-Erengrad and Marienburg Port increases trade tariffs (lvl1: +2%, lvl2: +4%, lvl3: +6%) and increases income from commerce faction wide (lvl1: +1%, lvl2: +2%, lvl3: +3%)

Vampires
-Balefire Chain reduces diplomatic relations with Empire provinces (lvl1: -2, lvl2:-3, lvl3: -5)
-Barracks Chain decreases enemy agent success chance (lvl1: -2.5%, lvl2: -5%, lvl3: -7.5%)
-Garrison lvl2 increases public order by +1
-Necromancer increases morale (binding) of local undead troops province wide (lvl1: 2, Lvl2: 4)
-Necromancer increases conversion to undeath (lvl1: +1, lvl2: +2) and increases provincial Wizard recruit level XP (lvl2: +1)
-Necromancer reduces provincial wizard recruitment cost by -5% at lvl2
-Necromancer decreases upkeep for armies within the region (lvl1: -1%, lvl2: -2%)
-Ports increase trade good production (lvl1:+2%, lvl2: +4%, lvl3: +5%)
-Repression buildings now reduce morale of regional enemy forces (lvl1: -2, lvl2: -4)
-Dyes Resource increases income from commerce province wide (lvl1: +2.5%, lvl2: +5%, lvl3: +7.5%)
-Iron Resource increases income from industry province wide (lvl1: +2.5%, lvl2: +5%, lvl3: +7.5%)
-Stone Resource decreases construction costs province wide (lvl1: -10%, lvl2: -15%, lvl3: -20%)
-Pastures Resource increase province growth (lvl1: 5, lvl2: 10, lvl3: 15)
-Pasture and Timber Military Resource reduces morale of enemy forces in the province by -4, and increases undeath conversion +1
-Clay Resource increases income from agriculture/farming province wide (lvl1: 2.5%, lvl2: 5%, lvl3: 7.5%)
-Resource Timber reduces construction costs province wide (lvl1: -5%, lvl2: -10%, lvl3: -15%)
-Resource Wine produces income from commerce (lvl1: 25, lvl2: 50, lvl3: 100)
-Vampire Chain increases undeath conversion (lvl1: +1, lvl2: +2) and increases undeath osmosis by +1 at lvl2

Greenskins
-Greenskin ruins now reduce growth in provinces (Major ruin: -10, Minor ruin -5)
-Boss Chain decreases upkeep of units faction wide (lvl1: -0.25%, lvl2: -0.5%, lvl3: -1%)
-Boss Chain lvl3 increases public order in adjacent provinces and provincial recruitment slots by +1
-Boss Chain increases public order for every concurrent war with neighboring factions (lvl1: +1, lvl2: +2, lvl3:+3)
-Totem Chain now adds income from culture (lvl1: 50, lvl2: 75, lvl3: 100)
-Industry Chain now increases income from raiding/razing/sacking faction wide (lvl1: +1%/0/0, lvl2: +2%/+1%/0, Lvl3: +4%/+3%/+2%)
-Shamans Hut lvl2 decreases wizard recruitment cost by -5%
-Workshop now reduces public order (lvl1: -4, lvl2: -6)



Additional Edict Effects

Brag about da Boss- Replenishment rate +5%
Camp Ruckus- Recruit experience +1
Give it Ere- Growth -5, Public order -3
Council of Burgommeisters- Trade good production +5%
Host Festag- Untainted Conversion +1, agriculture and livestock income +10%
Imperial Taxation- Growth -5, Public order -2
Sigmarite Dogma- Agent Success chance +15%
State Troop Levy- Replenishment rate +5%
Collect Tribute-¬ Growth -5, Public order -2
Empower the Guilds- Trade tariff increase +5%
Foster Independence - Untainted Conversion +1
Foster Terror- Public order -2
Grand Market Charter- Trade good production +5%
Harvest Corpses- Replenishment rate +10%, Growth -15
High Kings Tribute- Growth -5, Public order -2
Levy Conscripts- Recruitment cost -5%
Levy Tithes- Growth -5, Public order -2
Repress Mortals- Diplomacy penalty with Empire provinces -10
Stimulate Trade- Trade good production +5%
Extensive Patrols- Replenishment rate +5%
Venerate the Ancestors- Longbeard recruitment Cost -15%
Venerate the Lady- Public order +4, Wizard recruitment cost -25%
Senast ändrad av KFMogar; 10 aug, 2017 @ 18:35
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