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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)
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.
Further reduced oathgold income from a few sources.
Oathgold effect removed from gem chain and T4 inland settlements.
Balance:
Reduced various oathgold income amounts from landmarks and resource buildings
Normalized inland and coastal T5 settlement oathgold income (inland no longer produce 2)
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%.
Content:
Added DLC17 special buildings (only two this time!)
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!
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.
With SFO hard sub-mod, said bonuses are actually desirable, lol.
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.
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.
Like this
"Military Resource Building Bonuses Factionwide"
discontinued mod does?
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.
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.
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.
Content:
Finally bothered to add all the remaining wutelgi resource buildings.
Fixes:
Several existing resource buildings for wutelgi did not have appropriate effect scopes.
I somehow did not push the update associated with yesterday's patch notes.
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