Total War: WARHAMMER II

Total War: WARHAMMER II

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Factionwide Landmark Effects
   
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Tags: mod, Campaign
File Size
Posted
Updated
1.689 MB
11 Feb, 2022 @ 1:42pm
11 Dec, 2024 @ 8:49pm
119 Change Notes ( view )

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Factionwide Landmark Effects

Description
This mod makes the landmarks throughout the world far more practical by making every effect (except for Public Order, Income, Army Abilities, Local Recruitment Capacity, Siege Holdout Time and Corruption since that can render those mechanics irrelevant) that occurs over a limited area occur factionwide instead, at the cost of the effects magnitude being halved, rounded up. In addition, several landmarks are analogous to generic buildings and thus, a player using this mod will be able to save a slot (or two slots with a few landmarks) because the landmark with an analogous generic has been combined with the generic (the generic is then unable to be built in that settlement), granting the effects of both and some effects of the generic part becoming factionwide (the exception are siege leadership, melee defence and ammo improvements). Note that each combined landmark will only have the effects of an associated generic when playing as the culture that has the generic so someone controlling The Black Citadel of Anlec won't get a garrison containing High Elves and Dark Elves for example. When it comes to build time or cost, the higher is taken between the landmark and generic but the combined chain might have building levels that can be built earlier than the generics as an extra benefit to the landmark. See the pinned discussion to know which landmarks have been combined with generics. Despite being combined with generics, the landmark chains will not unlock technologies nor be required to. You'll have to build the generic in a different settlement which shouldn't be too much of an issue.

Submods

Recommended Additional Mods
This mod has some of the new effect patterns in landmarks that have been combined with a generic building chain taken from these mods instead of vanilla. As such it is suggested to use this mod with these ones.

Factionwide Landmark Effects and its Submods are Compatible with the Following
103 Comments
Kjoris2 12 Dec, 2024 @ 4:01am 
Yes it works now, THANK YOU!!
To many buildings to play test them all right XD
Autumnchain  [author] 11 Dec, 2024 @ 8:49pm 
@Kjoris2 Fixed that. A surprising bug that was easy to miss.
Kjoris2 11 Dec, 2024 @ 4:27pm 
Can't seem to be able to build the vampire count unique building at blackstone post, the one from heinrich kemmler after it was destroyed. Just Says there is no build slot.

Other than that, everything seems to work so far. Amazing mod
REITERPALLASCH 19 Jun, 2024 @ 7:27pm 
what was the june 13th update
Layth36 17 Apr, 2024 @ 9:59am 
@Autumnchain I apologize for not reading the mod description and rushing into conclusions. If that's how it works then seems like the mod is working perfectly fine!
Autumnchain  [author] 17 Apr, 2024 @ 6:49am 
@Layth36 That screenshot isn't showing anything unintentional. In fact, elements like that are the whole idea behind the mod.
Layth36 17 Apr, 2024 @ 6:39am 
I might have spoken a little too soon, shortly after installing it I encountered a bug. https://i.imgur.com/mqcJMxN.png here when I'm trying to build the landmark in Avelorn it shows the Elven Embassies which shouldn't be there.
Layth36 17 Apr, 2024 @ 6:19am 
Tested this mod today on Vortex campaign and it still works!
Autumnchain  [author] 27 Jul, 2023 @ 6:29pm 
@Myth Check the mods below it as well. Overwrites in the db tables are actually governed by the name of the table.
Myth 27 Jul, 2023 @ 6:16pm 
@Autmnchain It's a head scratcher. I've gone through the entire mod list above this one and none contain it.