Total War: WARHAMMER II

Total War: WARHAMMER II

Fate of Empires
59 Comments
I 14 Jun, 2022 @ 3:34pm 
pls update
Greymalkin  [author] 1 Dec, 2021 @ 12:19pm 
If mods work in a similar way and time allows, maybe. Can't promise anything.
Empyrealite 1 Dec, 2021 @ 9:31am 
Will you make this for 3 when it comes out?
Greymalkin  [author] 22 Aug, 2021 @ 8:23am 
Yes. Your Imperium Level is a dynamic value depending on the number of settlements under your control. If you go below any threshold, your IL will revert back to its previous value.
Fat_Hobbit 12 Aug, 2021 @ 11:45am 
does your imperium level decrease once you start getting crushed? Like, I've gained enough territory to get imperium 7, do i stay level 7 even if i then loose all that territory?
Greymalkin  [author] 10 Jan, 2021 @ 11:53am 
I don't want to give any spoilers, so I will try to be a bit vague: Tier 4 is achieved with 30 settlements and 5 with 40. You can gauge the approximate value of the rest with those.
endurstonehelm 9 Jan, 2021 @ 5:38pm 
I noticed that I'm on Tier 3 with 29 settlements. Any idea how many settlements are necessary for Tiers 5-7?
happyscrub 29 Dec, 2020 @ 8:11pm 
Oh wow, Does this kill the overtide wave?
Greymalkin  [author] 25 May, 2020 @ 5:09am 
Updated.
Greymalkin  [author] 20 Feb, 2020 @ 3:54am 
@baguda "Decadence" is the term used by Sir John Glubb in his book. The meaning of this word has changed over time, and you could argue a more modern approach would be to call it the Age of Decay. However, there's a strong case in favour of keeping the original term. Glubb argues in his book that actual moral decadence at this stage is a big factor in the fall of empires, and provides several historical examples to prove his point.
Shatilov 15 Oct, 2019 @ 9:34am 
This mod is still working, but it provides huge economic boosts !!! I'll try the lite version :) thank you
tomato21.⑨ 27 Aug, 2019 @ 7:26am 
Decided to try the book,thx.:)
Sophist88 9 Aug, 2019 @ 5:57pm 
((The Age of Decadence))
Greymalkin  [author] 1 Jun, 2019 @ 2:22am 
My pleasure. :)
endurstonehelm 31 May, 2019 @ 10:26pm 
Thanks for making the lite version of this mod!
Greymalkin  [author] 31 May, 2019 @ 2:00pm 
endurstonehelm 31 May, 2019 @ 12:53pm 
@Seryozha I think this mod is great. It would be cool to have a similar mod with smaller buffs. i.e. tiers 1-7 is tax/trade/research +30/+20/+10/0/-10/-20/-30 and leadership/public order is +3/+2/+1/0/-1/-2/-3
Greymalkin  [author] 26 May, 2019 @ 2:46pm 
@hypnos_72 I think the mods are compensated with technologies, character and building effects. It was easy for me to maintain a 180% research rate during the Age of Intellect, for example. There stage-specific traits are intended to provide the flavour that characterizes each period. Research-boosting buildings are mostly from the infrastructure type.

It could be argued that the more a civilization develops, the more stagnant it becomes. The Research bonuses at the beginning of the imperium stages represent the ingenuity born out of necessity.

But the real reason behind the homogeneous nature of the mods is that my OCD loves symmetry. :)
hypnos_72 26 May, 2019 @ 2:29pm 
Hi!!! Your mod looks pretty interesting, but why are the bonus/penalties homogeneous through an age? Maybe I don't understand the concept, but, for example, the age of intellect has -25% on research rate. It can be more realistic, I think, if the bonus/penalties were differentiated in every age.
endurstonehelm 26 May, 2019 @ 2:28pm 
I like the way the mod is working now, with the buffs and penalties applying to all factions. This also reduces the need for something like extra hard difficulty, since the NPCs receive the buffs too. And if NPC Dwarfs, High Elves, or another faction builds a huge empire, they will encounter difficulties maintaining it just like the player.
Greymalkin  [author] 26 May, 2019 @ 1:34pm 
SJW bullshit is not allowed in this comment section. If you don't like the mod, let us be and go somewhere else.
Greymalkin  [author] 26 May, 2019 @ 10:40am 
Update:

1. All factions start at Imperium Level 1 (as long as they have 1 settlement).

2. Home region and province capital contribution to prestige set to 0.

2. Vassal regions contribution to prestige set to 0.5 (half the amount of a conquered region).

3. Increased the number of regions required to trigger Imperium Level stages.
Greymalkin  [author] 26 May, 2019 @ 10:04am 
@Ringwraiths Sure, mate. I'm glad you found this little mod inspiring in any way.
Greymalkin  [author] 26 May, 2019 @ 10:03am 
Thank you for the feedback, MINOS.

Actually, I realized the AI *is* affected by the imperium levels this morning while doing some tests. That's great news, since it was my intention all along.

Thanks for the fame levels advice. I'll tweak those instead.
MINOS 26 May, 2019 @ 10:00am 
Would make:

prestige_region_value_bonus_original_home_region 0
prestige_region_value_bonus_province_capital 0
prestige_region_value_easy 1
prestige_region_value_hard 1
prestige_region_value_normal 1
prestige_vassal_region_value 1

And edit only the "fame_levels_tables".
MINOS 26 May, 2019 @ 9:59am 
Just some friendly Critique:

"This mod only affects the player, since Imperium Levels don't apply to the AI."

<<<< Wrong - you can see for Example regarding the Great Power Values

And you dont need to edit all the "prestige_region_value", only the Vassal Region and Capital Value, because it makes more Sensem editing the "fame_levels_tables" , which you havent touched at all.

There you can control the Imperium Levels Prestige:

Level: Regions:

1 6
2 12
3 18
4 24
5 30
6 36
7 42
Tobias Ents 26 May, 2019 @ 6:42am 
Any chance that you also make a version for this mod were the bonuses/penalties are halved? I'm a modder myself, is it ok that i make a version myself? (Will set you as co creator ofc).
Greymalkin  [author] 25 May, 2019 @ 2:01pm 
Update:

1. The game likes to make massive jumps between imperium stages, and considers you an Empire level 7 as soon as you conquer a few provinces. I have reduced by half the rate at which Imperium Levels are gained. Progression should feel much smoother and slower. This is the break-down:

Controlling your home region: 0.5 (was 2)
Controlling another region: 0.5 (was 1)
Controlling your starting capital: 0.25 (was 1)
Prestige_vassal_region_value: 0.25 (was 1)

As you can see, the game gives the same prestige for owning and vassalizing a region, which doesn't make sense in my opinion. Controlling whole regions are now valued the same, regardless of their position in the map.
endurstonehelm 25 May, 2019 @ 12:25pm 
I really like the concept of the mod, by the way, especially the fact that you modify multiple bonuses (tax, trade, research, leadership, public order) and stage specific bonuses and penalties.
Greymalkin  [author] 25 May, 2019 @ 12:00pm 
Glad to hear it. I know how I could make Imperium Level 0 work, but it will take some time to do it. I'm currently tweaking the prestige values to ensure a smooth and slow progression through the seven stages.
endurstonehelm 25 May, 2019 @ 11:18am 
The modifiers work great on imperium 1 and 7 now. I see your point about level 0.
Greymalkin  [author] 25 May, 2019 @ 9:16am 
@endurstonehelm Imperium Level 0 was giving a lot of problems. My workarounds haven't worked so far, so I've removed it for the moment. Modifiers should be fixed now.
Greymalkin  [author] 25 May, 2019 @ 9:15am 
Update:

1. Removed Imperium Level 0.

2. Reduced vassal prestige_level effect by 90%.
endurstonehelm 25 May, 2019 @ 8:40am 
The other numbers are all off too. For imperium level 1, trade rate is 175 instead of 75, research rate is 175 instead of 75, public order is +17 instead of +7, leadership is +17 instead of +7, etc.
endurstonehelm 25 May, 2019 @ 8:01am 
But it looks like if you subtract 100% from the numbers that you would then have the correct values.
endurstonehelm 25 May, 2019 @ 8:00am 
I didn't check the other numbers yet
endurstonehelm 25 May, 2019 @ 7:59am 
The icon appears correct on screen, but how those numbers are actually being calculated seems to be the problem.
endurstonehelm 25 May, 2019 @ 7:58am 
I'm pretty sure that you made a math error on your tax rate changes. Instead of a 75% buff at imperium level 1, I'm receiving a 175% buff. Similary, instead of losing -75% at level 7, I'm actually receiving a buff of 25% at level 7.
Greymalkin  [author] 24 May, 2019 @ 6:25am 
Update:

1. Reduced Vassalization effect on player's prestige_level by 70% to prevent Empires from jumping 4 stages in one turn when vassalizing a powerful ally.
Greymalkin  [author] 24 May, 2019 @ 2:37am 
Update:

1. Your Imperium Level is now displayed as an icon on the top bar, staring at Level 1 (there's no in-game Imperium Level 0). A tooltip provides a detailed account of all applicable modifiers.

2. Settlement Construction Cost reduction has been removed from Imperium Level 0.

3. The indicator "Background Income" has been replaced with "Tax Rate". I feel this variable is more nuanced, since the player can decide whether to tax a province or not.
Decomposed 23 May, 2019 @ 9:26am 
Lol
Greymalkin  [author] 23 May, 2019 @ 9:25am 
You can work around it using mods. Just not this one, because of the way it links empire growth with modifiers. :)
Taste of Capitalism 23 May, 2019 @ 9:24am 
oh.. that is the basic problem. this game sucks
Greymalkin  [author] 23 May, 2019 @ 9:04am 
There's no such thing as an AI Great Power in TWH2. That mechanic is just not there.
Taste of Capitalism 23 May, 2019 @ 9:00am 
so AI is not aware of changed circumstance by mod, making irrational descision?
what I was expecting is this mod can block great power, so that many faction can be alive even in long term campaign. surely fo palyer, the age of collapse effect will be just little thing after some point. but I think applyng challenges to AI can be balancing way for "AI vs AI" so each game can give dynamic experience.

In conclusion, harsher 'the age of collapse' option for AI can be balancing way for AI vs AI.
even though AI don't understand the mechanism, if they keep loos or lack of money , that can make a little bit better balanced situation in my opinion.
Greymalkin  [author] 23 May, 2019 @ 7:47am 
Not really. My intention was to make it affect both the player and the AI. I tried a workaround, but it didn't really work. The AI was receiving some modifiers, but not all of them, and not consistently. The underlying problem is that the AI ignores the Imperium Level mechanic, and there's no solution for that. You can add modifiers to the AI, but they won't change based on their growth, essentially.

This mod is not intended to give you a balanced gameplay, anyway. Even on Legendary difficulty, the challenge is always at the start. Once you go past that point and gain enough momentum, the campaign is basically "GG". This mod exacerbates that problem, because the player will always use those bonuses more efficiently than the AI.

For an added challenge, I recommend combining this mod with Legendary difficulty, Better AI by MINOS, Global Army Caps and Cost-Based Army Caps by Jadawin, and any other mod you see fit to make the campaign harder.
Decomposed 23 May, 2019 @ 7:39am 
I don't like mods that affect only the player (or only the AI), they seem unfair to me. Can you upload a dropbox link for the version where the effects are for everyone like before?
Greymalkin  [author] 23 May, 2019 @ 7:31am 
@aetius It could be done, but it would take time, and I'm not sure it would fit into the concept. The penalties represent the forces of History working against your nation, but the bonuses also reflect that period of "heroic masculinity" that young civilizations very often display. In the mean time, I recommend you to try max.94's Great Power Administration, linked above, and Progressively Harder Campaign by Jadawin. They both aim exactly at what you are looking for. Jadawin's work is truly impressive, and very comprehensive.
Greymalkin  [author] 23 May, 2019 @ 4:08am 
Update:

The mod now only affects the player.
theFlayer 23 May, 2019 @ 2:06am 
As a historian I contest Glubb's theory (and have done so before), but I do love this mod. Good work!