Total War: WARHAMMER II

Total War: WARHAMMER II

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Resource Building Overhaul (Factionwide Bonuses)
   
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Tags: mod, Overhaul
File Size
Posted
Updated
467.451 KB
14 Mar, 2019 @ 4:50pm
17 Aug, 2021 @ 12:27pm
54 Change Notes ( view )

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Resource Building Overhaul (Factionwide Bonuses)

Description
Introduction
So, after a brief stint of mucking about with older resource overhauls, I decided to go ahead and make one from scratch, with racial parity and endgame in mind. No longer should you feel like resource buildings are a waste of a slot in the endgame!

Summary
Almost all of the stats on trade good buildings are now global, and resource producing landmarks have also been overhauled to provide one or more substantial bonuses to your faction. All bonuses have been reworked to account for their new status as factionwide bonuses, and factions which previously did not have access to certain resource bonuses now do. Furthermore, there is now a reason to keep using certain resources such as pastures and wine throughout the entire game, as their bonuses are factionwide now.

Far too many stats have been changed to go over them all, but here is a brief overview:
  • All existing bonuses from resource buildings changed to effect the entire faction.
  • Most resource producing landmarks have been given resource appropriate bonuses, factionwide.
  • Factions that can build marble resource buildings have access to a factionwide construction cost reduction.
  • All factions that can build pottery buildings have access to a minor 1/2/3% construction cost reduction.
  • Wood Elves additionally get construction cost reduction from wood rather than marble.
  • Upkeep reduction from T3 "military" resource buildings for certain factions has been increased to 5%
  • Recruitment cost reduction from buildings have been made factionwide and decreased to 5/7/10%
  • Recruitment rank increases from resource buildings have been made factionwide and decreased to 1/1/2 or 1 across the board.
  • Public order boosts from wine and beer have been made factionwide and decreased to 1/2/3 and 1/2/3/4.
  • And many other changes!

Compatibility

Fully savegame compatible.
Compatible with anything that does not modify resource building effects. I have no idea whether that includes SFO/Radious/<inserttotaloverhaulhere>, nor will I make an effort to find out. I haven't the time nor the desire.

Do yourself a favor.

https://github.com/Kaedrin/warhammer-mod-manager/releases

I will not support issues caused by CA's garbage tier mod manager.

FAQ

Q: Will you make a SFO/Radious/etc. version?
A: No. Do it yourself. I spend too much time working on things I care about. The tools needed to do it yourself are easy as sin to use and all you need to do is balance the mod against whatever you want to balance it against, since I've already done all the irritating stuff.

Q: Why does this crash on start/in battle/other situation?
A: Unless I literally just put out an update and fethed it up due to sleep deprivation, you broke cardinal rule #1 because you didn't read the compatibility section. Use Kaedrin's Mod Manager. It will literally solve 99%+ of issues with crashes/mods not working.

Q: I found a bug!
A: That's not a question, Billy. Put as accurate a description of the issue and situation in which it occurred below and it'll get looked at Soon™ if it's a plausible issue within the scope of this mod.

Q: Can I use X in another mod?
A: Knock yourself out. The idea of intellectual monopoly is so 1715 AD. Just be sure to give credit where credit is due, and let me know (if you'd be so kind).

Shameless Plug

I've restored and expanded a few other overhauls as well as made a couple of my own.
Check them out here: https://gtm.steamproxy.vip/profiles/76561198039493969/myworkshopfiles/?appid=594570

If you enjoy this mod, make sure to

It improves mod visibility
187 Comments
UltraRanger 29 Nov, 2022 @ 1:08pm 
It's from July and I've been enjoying IE and uninstalled WH2 as well. Been a fun journey
Commisar Jon Fuklaw  [author] 29 Nov, 2022 @ 1:01pm 
Please note that I do not have Warhammer II installed anymore. Make personal changes to your heart's content. Furthermore, the Warhammer III version has long since addressed the balance concerns oft expressed here.
Lobuno 29 Nov, 2022 @ 8:21am 
@UltraRanger, yeah, overall cost reduction from construction buildings are insane. Several races have -20% or even -25% construction cost for every top tier building of this kind, resulting in FREE construction cost when you have 4 or 5 of them.
UltraRanger 29 Jul, 2022 @ 8:16pm 
Hi could you nerf the quarries a bit? As the High Elf after constructing several quarries now I don't need to pay anything for new buildings? A little bit broken IMO.
Commisar Jon Fuklaw  [author] 10 Jun, 2022 @ 4:40pm 
TK shouldn't have multi-level resource buildings. Their resource buildings have one level that requires T2 settlements.
Nuxes 10 Jun, 2022 @ 4:33pm 
Seems to be a bug with gold for the Tomb Kings. Income from levels 2 and 3 is less than level 1, and they don't have the new strategic buffs.
ONZE 24 Feb, 2022 @ 9:06am 
thanks
Commisar Jon Fuklaw  [author] 24 Feb, 2022 @ 8:09am 
By way of technicality, yes.
ONZE 24 Feb, 2022 @ 6:13am 
Does this mod also increase income from trade since your trade partners will be able to irder more resources?
ONZE 30 Nov, 2021 @ 12:08pm 
thanks commisar