Total War: WARHAMMER II

Total War: WARHAMMER II

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TrakaanTWH2_Climates9
   
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Tags: mod, Campaign
File Size
Posted
Updated
196.134 KB
14 Dec, 2017 @ 10:41am
15 Jul, 2021 @ 12:33am
21 Change Notes ( view )

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TrakaanTWH2_Climates9

In 2 collections by Trakaan - Adventurers Guild Inc.
Trakaan's Mortal Empire Mod Compilation
21 items
Trakaan's Vortex Mod Bundle
11 items
Description
Climates and occupation - Trakaan's "Unique Factions" :

Updated for the silent and the fury

Important Notes :
This mod is intented to work with my other mods for Mortal Empire which you can find here :
"Trakaan Diversified Mortal Empire Bundle"
But it can also be used on its own.


What this mod does :

This mod makes some changes to climate suitability and occupation choices for the Ai when a city is captured

From a lore point of view : closer to the lore based on my readings of the 8th and 7th editions warhammer army books

Impact on gameplay : It will change Ai factions target/ability to stay in some regions making for example dwarfs mostly wanting to stay in mountains.

To be noted : this mods needs testing with all races and suitabilities may be changed in the future.
Other than changes to suitability I made Sylvania provinces "magical forests" so other factions will be far less interested in it.

TO DO
- New and more diversified colonisation "profiles"
- Make an infographic or video with all changes

Compatibility
Compatible with most mods (but may overwrite or be overwritten by mods modifying the same things)
SFO and other overhauls won't work with it for the time being (since same files are modified)
Compatible with the vortex campaign
Should be save game compatible but it is recommended to start a new campaign for the "full experience"

Feedback welcomed and rating apreciated ! =)

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40 Comments
Trakaan - Adventurers Guild Inc.  [author] 12 Feb, 2022 @ 7:33am 
No update from now-on. TWH2 uninstalled to make space for TWH3 ;) . The mod will be ported to TWH3 IF needed and when I feel like it. Might not be before the combined, map might not be at all we will see !
Trakaan - Adventurers Guild Inc.  [author] 15 Jul, 2021 @ 12:41am 
Updated. Beware the new free dwarf legendary lord will have a harder campaign than in vanilla since I mad no exception for him and so, as all dwarfs, jungle is (for the time being) unhinbatitable might change it to unsuitable after I have played with it if it looks too hard.

About chaos invasion you can change the invasion difficulty on campaign launch and about the midgame greentide it's what I wanted for the old world as a midgame crisis. i won't change it for warhammer 2 but I have begun to think about the chnages I will do in Warhammer 3 mortal empire equivalent.
Sciarra di Tilea 6 Jan, 2021 @ 11:46am 
Hi Trakaan before all compliments for your mods, i use many of the ME bundle and i have a real better experience. But there is a problem that i've seen many times: greentide or chaostide. Even with new improvement mid-late game is unbalanced and greenskins become unstoppable. You could do something about this? Thanks a lot
Trakaan - Adventurers Guild Inc.  [author] 4 Dec, 2020 @ 8:35am 
Updated, will have to test how wood elves play now and how it impact vampires (since with this mod the whole sylvania is magic forest). might update depending on the results
Trakaan - Adventurers Guild Inc.  [author] 24 May, 2020 @ 5:54am 
updated for teyh warden and the paunch, be aware that Eltharion and Imrik campaigns will be harder than in base game due to some changes I made to reflect the lore. (Eltharion have Wasteland unsuitable instead of suitable and Imrik have desert unsuitable instead of suitable (but mountains are still suitable))
Trakaan - Adventurers Guild Inc.  [author] 22 Dec, 2019 @ 6:32am 
updated
Trakaan - Adventurers Guild Inc.  [author] 22 Dec, 2019 @ 12:50am 
will update today or tommorow evening if all goes well
Trakaan - Adventurers Guild Inc.  [author] 22 Dec, 2019 @ 12:50am 
yup this is exactly what it does.

Sylvania being magic forest makes it easier to make humans and other races avoid to settle in it.

Concerning dwarfs if you follow the lore they shouldn't expand at all and should have diffculty keeping what they have in the mountains. Orcs should dominate the wasteland not anymone else.
Ten Wild Badgers 21 Dec, 2019 @ 9:04pm 
Is this supposed to make Dwarves bad at inhabiting Wastelands and turn Sylvania into magic fucking jungle? Because it did both of those things.
Trakaan - Adventurers Guild Inc.  [author] 18 Sep, 2019 @ 9:53am 
should be updated I had huge problems with the upload so report any bug. Be aware that with this mod the Huntmarshall campaign will be way harder due to jungle being unsuitable. I made temple of Kara savanah instead of jungle so he can at least have one suitable city.