Total War: WARHAMMER II

Total War: WARHAMMER II

Resource Building Overhaul (Factionwide Bonuses)
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
Gabba 20 Nov, 2021 @ 4:16pm 
thanks for tending to this mod so much, its one of my essential favorites
Commisar Jon Fuklaw  [author] 17 Aug, 2021 @ 12:33pm 
Update:

More TK resource building re-kerjiggering.
Global recruitment bonuses added to the various pyramid landmarks (with the exception of the Black Pyramid and Arkhan's Tower)
Commisar Jon Fuklaw  [author] 9 Aug, 2021 @ 2:32pm 
Update:

Balance:
Changed some TK resource buildings' construction cost bonus to a construction time bonus to slow down, but not prevent, their eventual free building spam.
Changed some primary bonuses on TK resource buildings to account for CA's growth nerf.

Fixes:
Accidentally messed up TK gold building bonuses because I wasn't paying attention at some point. This has been resolved and gem buildings no longer have doubled effects as a result.
Commisar Jon Fuklaw  [author] 29 Jul, 2021 @ 10:40pm 
Update:

Further reduced oathgold income from a few sources.
Oathgold effect removed from gem chain and T4 inland settlements.
Commisar Jon Fuklaw  [author] 28 Jul, 2021 @ 8:52am 
Update:

Balance:
Reduced various oathgold income amounts from landmarks and resource buildings
Normalized inland and coastal T5 settlement oathgold income (inland no longer produce 2)
Commisar Jon Fuklaw  [author] 26 Jul, 2021 @ 4:27am 
Update:

Balance/content:
Added dwarf exotic animal building to mod scope as a result of Thorek's start location.
Growth rate from dwarfen pastures effectively halved.
The difference has been split with the exotic animal chain, which is much rarer than pastures. Overall, dorf growth rate potential should be reduced by about 35%.
Commisar Jon Fuklaw  [author] 23 Jul, 2021 @ 4:18pm 
Yes, that'd be the cause.
thefightintitan 23 Jul, 2021 @ 3:52pm 
Sometimes my buildings are free, is this a result of having so many marble quarries that the cost is brought to zero? Thanks for the great mod and I look forward to trying your others!
Commisar Jon Fuklaw  [author] 17 Jul, 2021 @ 6:48pm 
No. There are dedicated mods for that.
Deviant 17 Jul, 2021 @ 6:34pm 
Does this mod allow Norsca and the Greenskins to trade?
Commisar Jon Fuklaw  [author] 16 Jul, 2021 @ 10:42pm 
Update:

Content:
Added DLC17 special buildings (only two this time!)
daminnous 8 Apr, 2021 @ 2:34pm 
thank you!!!
Commisar Jon Fuklaw  [author] 8 Apr, 2021 @ 2:32pm 
1.) Download RPFM: https://github.com/Frodo45127/rpfm/releases/tag/v2.4.100
2.) Open the appropriate packfile in WH2/data (or steamapps/workshop/594570/whatever this mod ID is (right click this page and copy the ID string from the URL, I can't be arsed right now) if the mod's never been enabled)
3.) It's literally a table-only mod, so enjoy changing a couple values on a spreadsheet.
4.) ????
5.) PROFIT!
daminnous 8 Apr, 2021 @ 2:26pm 
How to do ?
Commisar Jon Fuklaw  [author] 8 Apr, 2021 @ 2:25pm 
Warscape Engine™ Total War™ titles, in general, has no effect cap limits.

If you truly have issues with values within the mod, then all it takes is 3 seconds each of work to change them to your own desired values. You might even have fun learning things about the inner workings of the game.
daminnous 8 Apr, 2021 @ 2:19pm 
you're right ... this is the main flaw of this mod, no cap.
FrozenGarden 17 Feb, 2021 @ 7:35am 
If there are no hard limit on construction discount from marble, maybe give them higher income while decrease the discount to something like 3% 6% 10%, hence the entire map would not make a player pay no construction cost. A suggestion.
FrozenGarden 17 Feb, 2021 @ 7:29am 
If I take 5 marble. with 20%discount on buildings, is that means all my building would be free?:steamhappy:
ODST 105th 16 Feb, 2021 @ 12:41am 
Absolute savior, should be included in vanilla at the first place.
Mosley was right 1 Feb, 2021 @ 4:08pm 
@Deviant

With SFO hard sub-mod, said bonuses are actually desirable, lol.
Commisar Jon Fuklaw  [author] 31 Jan, 2021 @ 1:56pm 
Sounds like a whole lot of "not my problem".
Deviant 31 Jan, 2021 @ 1:18pm 
Works with SFO, but resource bonuses are superimposed on each other. As a result, resource buildings become super strong.
Mosley was right 31 Jan, 2021 @ 1:05pm 
I've confirmed that this works with SFO. Thank you for the hard work, Commisar!
Commisar Jon Fuklaw  [author] 21 Jan, 2021 @ 12:57pm 
No problem.
Supermag24 21 Jan, 2021 @ 12:45pm 
Hey fuklaw, just wanted to say thanks. i use a bunch of your mods, and i really enjoy them.
Commisar Jon Fuklaw  [author] 11 Jan, 2021 @ 9:27am 
Update:

Balance:
Slightly increased adjacent province income rate from the skaven energy chain.

Fixes:
Skaven energy chain really did not like one effect with two scopes. Moved local province income rate bonus to the skaven bell/temple chain.
Commisar Jon Fuklaw  [author] 10 Jan, 2021 @ 8:33pm 
Update(s):

Balance:
Increased money provided by gems for skaven.
Added slight tax rate bonus to gold for skaven.
Added lord and hero recruit rank to last level of gold/gems for skaven.
Added food generation to wine, spices, and medicine for skaven.
Skaven energy building chain now provides slight income bonuses for neighboring regions.
Slightly increased mutagen generation for clan moulder's animal resource.

Content:
Removed all wood elf garrisons from resource buildings.
Garrisons are now part of The Great Garrison Overhaul.

Fixes:
Moulder version of animal building only had food on T3 due to typoes.
Commisar Jon Fuklaw  [author] 5 Jan, 2021 @ 11:33pm 
So you are talking about landmarks, then. Several landmarks with recruitment bonuses are included in this, but it was not a goal of this mod's scope to cover all landmarks in that manner, since that is unnecessary for most factions due to recruitment bonuses from resources (and all of the other possible sources).
kinngrimm 5 Jan, 2021 @ 10:35pm 
That was one of my favs in WH I, i saw that the same author did one for WH II, but it is sadly not continued. It basicly left you the freedom where to make your military production centers and not have them where the uniq building was situated.
Commisar Jon Fuklaw  [author] 5 Jan, 2021 @ 10:13pm 
Never heard of it, so my guess would be no.
kinngrimm 5 Jan, 2021 @ 10:09pm 
Do you have the unique military buildings included for faction wide bonuses?
Like this
"Military Resource Building Bonuses Factionwide"
discontinued mod does?
Mosley was right 29 Dec, 2020 @ 11:27pm 
Thank you!
Oswald 26 Dec, 2020 @ 12:23am 
Nice mod as always my dude :winter2019coolyul:
Commisar Jon Fuklaw  [author] 21 Dec, 2020 @ 3:25am 
Update:

Content (Temporary):
Reworked garrisons for all wutelgi outpost, port, outpost building, and resource buildings. This will probably be removed and integrated into Firepower once I get a more efficient workflow and templates set up.
Commisar Jon Fuklaw  [author] 19 Dec, 2020 @ 2:24am 
Update:

Balance:
Removed lord recruit rank from wutelgi pottery building.
Changed wutelgi salt building income from sea trade back to industry and increased the income 50%. The port effectiveness bonus tech was not worth the UI clutter.
Added infantry recruit rank to wutelgi iron building.
Added ranged recruit rank to wutelgi wood building.
Added monster recruit rank to wutelgi animal building.
Commisar Jon Fuklaw  [author] 17 Dec, 2020 @ 11:27pm 
Update:

Balance:
Reduced effectiveness of wutelgi PO chain's construction cost reduction.
Removed construction cost reduction for wutelgi wood building.
The above is counteracted by the improved wutelgi economy.

Content:
T5 Oak of Ages adds 5 lord/hero recruit rank.
T5 major wutelgi settlements add 1 lord/recruit rank.
Wutelgi should now been in line with most other races in terms of lord/hero recruit rank.
Commisar Jon Fuklaw  [author] 16 Dec, 2020 @ 11:45pm 
Update:

Content:
Finally bothered to add all the remaining wutelgi resource buildings.

Fixes:
Several existing resource buildings for wutelgi did not have appropriate effect scopes.
Commisar Jon Fuklaw  [author] 15 Dec, 2020 @ 5:00pm 
Update:

I somehow did not push the update associated with yesterday's patch notes.
Commisar Jon Fuklaw  [author] 15 Dec, 2020 @ 5:11am 
The general rule is:
Wood for bows and spears
Iron for general infantry upgrades
Pastures or furs for growth and cav
Weed for replenishment
Marble for construction cost reduction
Gold for money, tax and/or lord and hero ranks
Gems for money, tax, some resistance type, and/or lord and hero rank
Obsidian for resistance (usually magic)
Spice for trade tariff value
adsumarkus 15 Dec, 2020 @ 3:51am 
Good point. Am I correct to assume, that the basics (wood, iron, pottery) have the same effect for all factions? I want to start a new campaign and want to know who I should keep away from what/what I should seek out. (example missile strength does the Vampire counts little good, armour and weapon strength however...)