Total War: WARHAMMER II

Total War: WARHAMMER II

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Better Campaign Difficulty (Slow Edition)
   
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Tags: mod, Campaign
File Size
Posted
Updated
274.029 KB
8 Nov, 2018 @ 1:57pm
31 Jul, 2021 @ 9:35am
20 Change Notes ( view )

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Better Campaign Difficulty (Slow Edition)

In 3 collections by shoreasy
W. I. E. S. Project - p.4 - Honourable Mentions
7 items
Radious Bare Minimum
38 items
22
119 items
Description
Last Updated: 8th/Feb/21 for The Twisted & The Twilight Update

• Savegame compatible
• Highly compatible (inc overhaul mods)
• A script free mod

What This Mod Does:

• Removes PLAYER public order difficulty penalty

• Reworked additional army penalty cost for both PLAYER & AI

Additional army penalty changes are as followed:

• Easy unchanged
• Normal from +2% to +3%
• Hard from +7% to +5%
• Very Hard from +15% to +7%
• Legendary from +15% to +10%

• Removes PLAYER upkeep difficulty penalty cost
• Removes PLAYER intrigue difficulty penalty cost

• Removes AI attrition resistance difficulty buff
• Removes AI settlement occupation attrition resistance difficulty buff
• Reworked attrition levels across the board for both PLAYER & AI to be more deadly

Attrition changes are as followed:

• Easy from base -10% to -15%
• Normal unchanged
• Hard from +5% to +15%
• Very Hard from +10% to +25%
• Legendary from +15% to +35%

• Removes AI campaign casualty replenishment rate difficulty buff
• Removes AI character casualty replenishment rate difficulty buff
• Removes PLAYER campaign casualty replenishment rate difficulty penalty
• Removes PLAYER character casualty replenishment rate difficulty penalty

• Reworked recruitment cost for AI

Recruitment cost changes are as followed:

• Easy unchanged
• Normal from -30% to -5%
• Hard from -50% to -10%
• Very Hard from -60% to -15%
• Legendary from -70% to -20%

• Reworked occupation cost for AI

Occupation cost changes are as followed:

• Easy from -100% to -50% (so it still costs them something)
• Normal from -100% to 0% (equal to the player's base value)
• Hard from -100% to +50% (ai punishment to stop fast ai domination)
• Very Hard from -100% to +100% (ai punishment to stop fast ai domination)
• Legendary from -100% to +150% (ai punishment to stop fast ai domination)

• Removes AI recruitment points difficulty buff
• Removes AI settlement growth difficulty buff
• Removes AI vortex ritual currency difficulty buff

How This Version Differs:

• Increases base research speed from 0% to +50%
• Increases stance march speed from 50% to 75%
• Increases stance double time/ full speed ahead speed from 50% to 100%
• Reduces base attrition resistance turns from 6 to 4


Explanation for these changes & why I think they're good:

I made this mod for two core reasons. I like a challenge in my game, and I also like things to be sped up so to speak (although this version is more relaxed about some of those ideas)... as these things can otherwise take up a lot of our time.

There is quite a number of things I dislike about advancing into higher campaign difficulties, as is there quite a number of things I like about it too; such as one save slot per campaign, no battle orders on pause, AI currency bonuses (as they're not smart enough to spend it wisely, so better they just have more to spend... plus it makes them more rewarding to defeat).

On the other hand, I hate that as the player you're permanently punished from start to finish in ways that are but a nuisance, which ultimately fails to make the game more difficult and instead succeeds in making it more tedious.
So TL;DR, I went through and nitpicked at the data tables and changed what I personally thought will make for a more enjoyable hard, very hard and legendary campaign whilst also keeping easy and normal in mind for balancing purposes so this mod can be enjoyed by all.

This mod has gone through lots of changes since it's release and has taken community feedback into consideration as the game has been updated. There is another version (the original) on my workshop that has more features than this mod, increasing the pace of a campaign further, so feel free to check that out if you don't get along with this one.

I've also got a little project called W.I.E.S that is an ongoing steam collection of mods that I have personally combined and rigorously tested, in order to create my ideal modded experience (namely for Vortex campaigns). It's fun. Check it out, currently all in working order for The Prophet and Warlock. Thanks to the amazing TW modding community for making this possible!
106 Comments
soutrain 15 Nov, 2024 @ 1:37am 
I do not see an effect on public order difficulty malus on my campaign. Is this mod oudated regarding the most recent game patch?
shoreasy  [author] 3 Oct, 2021 @ 2:36am 
you're most welcome, and am glad you are enjoying the mod :) i most certainly will if things aren't too different, and will make adaptations where necessary!
[Project KT-Mod] Grimgor Thraka 25 Sep, 2021 @ 6:10pm 
Superb mod sir. Works perfectly with SFO and makes the campaign so much better and challenging without grinding against the AI. I can add other AI aggressive mods and give a nice refreshing campaign feel with the combination. Your description of a more enjoyable campaign is truly a perfect statement. Hope you bring this mod to WH3 so we can enjoy it there also. :) Thank you for this great mod.
shoreasy  [author] 4 Sep, 2021 @ 8:50am 
don't forget technologies, character traits etc all increase this value further as you progress
shoreasy  [author] 4 Sep, 2021 @ 8:49am 
So I changed it. They become very OP early game especially on higher difficulties and just dominated the Vortex map even getting as far as Lothren lol. It was pretty mental and I couldn't figure it out for a while, but since halving the value to +50% base the problem seemed to be solved.
shoreasy  [author] 4 Sep, 2021 @ 8:45am 
@wappaw my best guess is that its maybe how I've named the tables in my mod to start with a special character, however, load order priority should override it anyway as it's the same string. this mod used to be +100% base but it actually breaks some important game mechanics for certain factions e.g. tomb kings
Wappaw_CptBlack13 3 Sep, 2021 @ 6:25pm 
I'm using a mod that boosts research times for the player. I've tried loading it before and after your mod but in both cases your mod is overriding it. Any ideas?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1158168753
The above is the mod
shoreasy  [author] 25 Aug, 2021 @ 11:28am 
yes :)
Cloudwalker 16 Aug, 2021 @ 9:46am 
Thank you very much for this great mod! Do you plan to make a similar mod for up coming Warhammer 3?
Fibrewarrior 3 Aug, 2021 @ 10:29am 
alright good to know, Thanks a lot for this great mod