Total War: WARHAMMER II

Total War: WARHAMMER II

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Population Mechanic - SFO
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Tags: mod, Campaign
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28 Feb, 2021 @ 5:53pm
8 Jan, 2022 @ 3:40pm
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Population Mechanic - SFO

Description
A patch to adjust Lorghul's Population Mechanic for SFO.

Several buildings added by SFO now give population related effects, this should fix the issue of SFO's mutually-exclusive buildings like dwarfs' infrastructure and limited building slot to a degree.

Added garrisons to the housing buildings.

Capital Settlement growth requirement returned to vanilla values.

Halved the value of the income penalty for low workers. SFO has a much higher unit cost and upkeep. The value in the worker tooltip cannot be changed by me, but it is halved.

Chaos Fortresses mostly use the former inhabitants as slaves. Since they have no minor settlement for food/population/workers... they have no dissidence to manage or citizens to troop conversion. ChaosWarriors will still have a harder time increasing its initial population (sparse settlement, 99% are slaves so no migration, corruption affect food...) so it'll suffer penalties to income and construction for a while, specially when raising a fortress from ruins. But they have great modifiers to the workforce whice will make these city stronger once populated and built.

So do give feedback, everything works, but it can be fine tuned.
181 Comments
Kashmir 12 Oct @ 9:04am 
@Maal, that did the trick, thank you!
Maal  [author] 11 Oct @ 4:47pm 
@Kashmir
Basically, you want to find more things like "wh_dlc06_grn_military_1_skarsnik"?

First, if it's something vanilla, in RPFM:
Special Stuff > Warhammer II > Generate Dependencies Cache

Then browse the files on the left:
db/building_levels_tables

Inside that file, you'll see all of the building Level Name. These are what you want. Now you'll need to figure out which is which! I'd guess that the vampire count forest are:

wh_main_vmp_forest_1
wh_main_vmp_forest_2
wh_main_vmp_forest_3

You could also try Honga, it's not exhaustive, but it contain a lot. External links are messy on steam, just google Honga Total War, and you should find it.
Kashmir 11 Oct @ 3:02pm 
@Maal, if you're still reading this and remember, could you please tell me how to identify the building names so that I can add myself different percentages for each type of population? For example I identified Skarsnik's barracks

aTroopIncreaseBuildings["wh_main_grn_greenskins"].aBuildings["wh_dlc06_grn_military_1_skarsnik"] = {strTroop = "SoldiersElites", nCap = 0.1, nCap2 = 0.1}
aTroopIncreaseBuildings["wh_main_grn_greenskins"].aBuildings["wh_dlc06_grn_military_2_skarsnik"] = {strTroop = "SoldiersElites", nCap = 0.3, nCap2 = 0.3}
aTroopIncreaseBuildings["wh_main_grn_greenskins"].aBuildings["wh_dlc06_grn_military_3_skarsnik"] = {strTroop = "SoldiersElites", nCap = 0.5, nCap2 = 0.5}
aTroopIncreaseBuildings["wh_main_grn_greenskins"].aBuildings["wh_dlc06_grn_military_4_skarsnik"] = {strTroop = "SoldiersElites", nCap = 0.7, nCap2 = 0.7}

I would like to add to the forest chain building for example some soldiers and warbeasts percentages
Kashmir 28 Mar, 2023 @ 12:52pm 
Thank you for your answer, it is almost impossible to beat them without mortar blind firing as Markus since I don't have access to any magical attacks/spells apart from Kalara. Hertig Van Hal and Markus
Maal  [author] 26 Mar, 2023 @ 10:24pm 
@Kashmir
Savage orcs have their own buildings, they do not use the orcs ones, or at least not all of them. Something like that.

Dunno how the base mod interact with them. Since they are not playable perhaps the author gave them some side buff or something to "fake it", and since they aren't playable SFO didn't really touch them either beyond base orc stuff they share.

It is a messy mess one way or another, and since Lorghul retired from moding like a year ago (and I just do not play Warhammer these days either). It is likely to stay that way.
Kashmir 26 Mar, 2023 @ 2:09pm 
Hello, could you please tell me why savage orcs (blue vipers from lustria) are not affected by this mechanic? Everygame they destroy on legendary because mazdamundi/tlaxtlan can't handle them since savage orcs have no pop and they just create 4 stacks of savage orcs big uns and boar boys
Count Spookula 12 Dec, 2022 @ 8:44pm 
Hoping to see this ported
Maal  [author] 2 Dec, 2022 @ 3:56pm 
@hary.keogh
IIRC actually few races actually have population growth buildings.

Remember that now, the population is sort-of province wide. by capturing more settlement, you'll grow faster and capture their pop as they all feed the same provincial pool.

Early game will be slower for everyone, which is why i returned the captial buildings pop requirement down, to speed it back up.
hary.keogh 2 Dec, 2022 @ 3:19pm 
Hi.
I'm playing as dwarfs.
What buildings are increasing the population growth? In the beginning of a campaign I have 1.6 % in Karak Zorn, and destitute workers.. Is there a way to increase it?
Maal  [author] 13 Aug, 2022 @ 9:06pm 
@doug righteous
As I said in the comment just before yours. This is just a SFO patch for SFO buildings. All core buildings and base design stuff/problem do not belong here. Those belong in the main mod's mod page.