Total War: WARHAMMER II

Total War: WARHAMMER II

Public Order: Expanded
305 Comments
Miakis 15 Dec, 2022 @ 12:58am 
Hey I'm sorry if this has been asked or addressed before but I couldn't find the information. Are there plans to have a similar mod for TW Warhammer 3? I know they have the happiness mechanics already but I love the challenge of the incursion armies and that negative public order could spawn an army rather than having to wait until -100 public order. Thanks for any info!
CaptainKampfkeks 10 Aug, 2022 @ 6:40am 
This mod unfortunately crashes my game at start-up. I narrowed it down to this one. It could be an incompability with my vast modlist, but I don't think I have anything else touching upon public order like this. Oh well, what a bummer.
Kel'Thuzad 5 Apr, 2022 @ 6:47pm 
Playing as the barrow legion, the -25 to -50 and -50 to -75 flavor text when checking public order does not display.
Vollhov 11 Aug, 2021 @ 6:50am 
Please correct the intrusion. It cannot be disabled through the setting !!!
ThatWasMyPlan 11 Aug, 2021 @ 4:49am 
hmmm sounds interesting. belive it will be a pain in the ass with pop mechanics but, let give it a try.
Vollhov 7 Aug, 2021 @ 4:07am 
Why are there so many rebel armies after the first turn? In the Mod Configuration Tool settings, I disabled the appearance of such armies, but they still appear.
Lukasao 22 Jul, 2021 @ 10:45am 
same as Mars, incursions can't be disabled in MCT, it's kinda vexing because if incursion army captures a settlement sometimes it gets bugged and settlement is untargetable and thus remains in hands of rebels forever
Rib Roast 18 Jul, 2021 @ 5:42pm 
has anyone tried this in a multiplayer campaign? id like to know if it works before i get 70-100 turns into a campaign
JeffreyFo 18 Jul, 2021 @ 9:20am 
Yeah, cant disable incursions currently.
Mars 16 Jul, 2021 @ 8:34pm 
Also if added mid campaign I'm getting two "troubled / indifferent etc. populace" icons below settlement tab.
Mars 16 Jul, 2021 @ 5:48pm 
Works on new mct besides the bug i mentioned below.
JeffreyFo 16 Jul, 2021 @ 8:28am 
Does this work all fine with the update as long as you use the reupload for MCT?
Mars 15 Jul, 2021 @ 3:15pm 
Can't disable incursions in mct after update. Is there a way to manually disable them for now?
Ydok4  [author] 28 Jun, 2021 @ 2:54pm 
@Mightfo I'd say 3 complements Unnatural selection fairly well, as only certain major factions can respawn.
JeffreyFo 28 Jun, 2021 @ 9:31am 
Regarding "What are you using to deal with the blobbing?", I use Jadawin's Unnatural Section mod. I actually modified it a bit to give more extreme results, the goal being that several different enemies snowball each game, so late game I have many exciting enemies to fight. Otherwise, I find two things happen: Only 1-3 countries are strong, and everyone else is utterly irrelevant, and I can just focus almost my power clobbering one country and ignore the rest. Usually, Dark Elves and Grimgor end up powerful when I wasnt using mods.

But now when I get into late game, i'm not the only one who has developed an empire. Some races may still get largely erased, but it is still the best way I've found to preserve variety and challenge for me so far. I also sometimes use the mod that makes all AIs have an aggressive personality, which definitely helps some less-frequent races, but I'm not sure if it's necessary and different personalities are valuable.
JeffreyFo 28 Jun, 2021 @ 9:30am 
Aha, well if I can disable 3 by disabling 2, that works for me.

Also, I think I misread 4) and it apparently isnt implemented yet, as a glance at the files seems to confirm. So I suppose that's not an issue for now, and it wouldn't be a big problem for me anyway.

Thanks for responding, good to know the AI handles it fairly well.
Ydok4  [author] 19 Jun, 2021 @ 6:34pm 
@Mightfo I can't comment on 4) thats Prussian's domain. 3) is tied to the incursion armies, so you can disable it but you lose the incursions. What are you using to deal with the blobbing? These armies only spawn after the factions are dead, so it shouldn't interfere with much.

The AI deals with 2) fairly well. I think they struggle more on easier difficulties due to lack of PO bonuses. Since the armies start out really weak the AI typically doesn't lose settlements and by the time the rebels could become a threat, the AI has improved garrisons and armies.
JeffreyFo 13 Jun, 2021 @ 12:40pm 
This is wonderful, I was hoping a mod just like this would exist for public order.

However, would it be easy for you to make an alternate version that doesn't have the 3) and 4)? I just want to mod public order- I already have mods to adjust AI blobbing, so I'd rather not have 3) on top of that. Also, how well does the AI deal with the risk of 2)?
Ydok4  [author] 8 Jun, 2021 @ 8:19pm 
@Malevo Just Mannfred. We've only done 1 re-emerging faction per race.
Malevo 8 Jun, 2021 @ 4:04pm 
The description mentions ''Vampire counts'' as one of the factions that will re-emerge, is this just mannfred or the other VC factions too?
Ydok4  [author] 12 Apr, 2021 @ 8:26pm 
@Ever This should be fixed now. Let us know if you have any further problems.
Ydok4  [author] 12 Apr, 2021 @ 5:49pm 
Thanks Rio!

@Ever Thanks for the report. I've found the issue, this should fixed in the next update.
Rio 12 Apr, 2021 @ 12:52pm 
thanks for this great mod, gave u an award
evr 12 Apr, 2021 @ 6:32am 
Hi, I'm really enjoying the mod, great work!
I think I've found a bug when confederating as the Norscans. I haven't done much troubleshooting but have diagnosed it to this mod. Playing as Wulfric confederating Skaelings led to the confed option but clicking it did not confederate.
General Titmouse 6 Apr, 2021 @ 9:18am 
Thanks for the info! And I think I did have one of those unlucky streaks at least once. Lol
Ydok4  [author] 5 Apr, 2021 @ 3:07pm 
@General Titmouse This is by design, we want to encourage use of additional small armies to look after provinces with low PO. That said we do have limits, there is a minimum 3 turn cap between incursions. We also cap the max chance of an incursion spawning to 50%. So you could be having one happen every 3 turns but you would be getting pretty unlucky.
General Titmouse 5 Apr, 2021 @ 7:40am 
Feels like incursions sometimes happen too often, like only a few turns in between spawns if PO is deep in the negative, but otherwise a really great mod. Thank you!
Ydok4  [author] 7 Mar, 2021 @ 10:51pm 
@ZXC993 Rebels should not be able to engage in any sort of diplomacy. What faction does did they break the alliance with?
Adolf Rizzler 7 Mar, 2021 @ 8:03pm 
my game crashes after this military alliance broken with Brettonian rebels but im never ally with them I play as Rapans
Shatilov 29 Jan, 2021 @ 6:39am 
ok thank you, i will check the original data file to see the changes to understand what is changed.
Ydok4  [author] 28 Jan, 2021 @ 6:55pm 
@Shatilov Sorry, I'm still not 100% following.When a rebellion spawns we add an effect to the region it spawned in. One of the effects is an increase in public order, this will scale based on your difficulty level.

CA made changes to PO so it trends towards 0 in the last. However (and I might be wrong about this) I think Prussian's PO changes overwrite this.
Shatilov 28 Jan, 2021 @ 2:32pm 
please clarify, i now have a city, with -12 negative public order penalty, while having 90+ PO.

to understand clearly, if your PO is in negative state, there will be a +PO accordingly.

if your PO is in positive state, there will be a -PO accordingly.
Ydok4  [author] 28 Jan, 2021 @ 1:08pm 
@Shatilov It should have always been doing that. The PO bonus scales on difficulty level and is intended to stop it constantly spiralling downwards.
Shatilov 28 Jan, 2021 @ 10:53am 
https://imgur.com/mdh0xqM attached image
Shatilov 28 Jan, 2021 @ 10:38am 
for some reason it now provides +9 public order, when incursion starts, and they start raiding.
Ydok4  [author] 25 Jan, 2021 @ 4:38pm 
@Shatilov Thanks for the investigation. Not sure when that snuck in. I think this may have been a schema change. In the version of RPFM I've got it was had an incorrect value in the column. The original value is meant to be: icon_effects_raiding.png
Shatilov 25 Jan, 2021 @ 3:21pm 
@Ydok4 @PrussianWarfare

just to inform you about the error below. effect shows a white box because no icon is available for it.

in the following path

db
effect_bundles_tables
er_incursion_bundles
Shatilov 25 Jan, 2021 @ 3:15pm 
ok issue resolved,

I changed the following using PFM, and not RPFM (it gave an error)

in the following path

db
effect_bundles_tables
er_incursion_bundles



the ui icon was empty for the 2 keys available.

i choose disorderly icon and encouraged icon for the 2 events.

Shatilov 25 Jan, 2021 @ 2:52pm 
er_effects__.loc


this line is the error.
Shatilov 25 Jan, 2021 @ 2:31pm 
effect_bundles_localised_description_er_effect_bundle_generic_incursion_region Our enemies have combined into a force, restricting movements in our region. true

this is the issue
Shatilov 25 Jan, 2021 @ 2:25pm 
im getting a white box in the settlement description saying the following:

Roaming enemies
Region: Gisoreux
Province: Forest of Arden

playing as kemmler.
Ydok4  [author] 14 Jan, 2021 @ 12:51pm 
@Vollhov Yeah, if there are any regions with negative PO then they have a chance of spawning. The amount you see will change depending on the difficulty level and your mod combination.
Vollhov 14 Jan, 2021 @ 10:27am 
Question.
At the beginning of the game (after about 2 turns), rebel armies began to appear, is this normal? The AI also had rebel armies.
Yes-Yes 3 Jan, 2021 @ 10:12am 
It's a great mod but I have a minor balance request (inspired by CA's recent rebalance of PO of all things): can you give positive PO brackets (25+/50+/75+) a little negative PO to make you work a bit for higher bonuses?
stembeater 27 Dec, 2020 @ 12:56am 
Hey just noticed something when playing as Imrik. The Sea Dragons teeth building in Dragon Fang Mount shows it as having a +3 public order bonus but it is not being applied. Is this your mod or something else. Apart from community bug fix I dont have anything that should affect it. Thanks. loving the mod
JP 11 Dec, 2020 @ 2:57am 
@Ydok4 I wasn't really asking for it to be changed just an MCT configuration like other mods but that's fine if you don't want to.
Ydok4  [author] 11 Dec, 2020 @ 1:32am 
@JP So something like -11 = 1% chance of a rebellion? This isn't something we're interested in changing. If it helps, try and conceptualise it as 1% of the population being angry enough to trigger a rebellion instead of how angry they are.
JP 10 Dec, 2020 @ 7:23pm 
Not really I just want an option to make it start below -10 Public Order.
People don't rebel as soon as they tip slightly below poker-face.
Guts 8 Dec, 2020 @ 7:20pm 
I want my people to be disgruntled with how well things are going
Ydok4  [author] 8 Dec, 2020 @ 12:55pm 
@JP Incursions have a chance of starting as soon as you go below 0 public order. Ie -1 = 1% chance. This caps at 50%. Are you saying you want it to start above 0?