Total War: WARHAMMER II

Total War: WARHAMMER II

Base economy buff for the Vampire coast
9 Comments
Squaul 23 Aug, 2022 @ 3:34pm 
Anyway good luck , take care and have a nice day and night !
Squaul 23 Aug, 2022 @ 3:33pm 
I think you shouldn't worry about followers and at worst just make a bit of nice made publicity or ask for help in the right place :p !

But that's true that for my part i not buying WH 3 right now but maybe a later in the futur. Sorry.
HungryBat  [author] 23 Aug, 2022 @ 10:53am 
I'll definitely make another Vcoast mod, as I've also noticed some very odd gameplay designs that I wish to adress
I hope many of you are active in warhammer 3, as I will mainly focus on improving my modding there
Squaul 23 Aug, 2022 @ 10:51am 
I really love the idea's of @Sunset Sarsaparilla !

Even if it's tiny or "niche" it's feel balanced and cool !

Also i don't know if stoped playing before the crisis but i never felt that weak with VC but maybe it's because i only played Arenessa and Cylostra idk.
HungryBat  [author] 14 Sep, 2021 @ 6:07am 
I think all the luxury resource buildings are aweful, you get barely any income from trade, especially if you're not an order faction. almost all game 2 factions get no additional income from trade resources, unlike game 1 factions.
I'll consider changing that, but its a very minor change, better would be to simply pick up a "trade income doubled" mod
Sunset Sarsaparilla 14 Sep, 2021 @ 4:39am 
Yeah, VCoast along with some other factions defintely have some unintended play patterns overshadowing the normal ones, after the player get some grasp on said factions, which i think is actually good, if some players wana go that route and shake things up.

Speaking of mod, what do you think of VCoast's luxury buildings, which also gives very little and cant even be upgraded, while at the same time one of their cove buildings promotes trading ?

What if you make it produce 10-20 extra resource, and may be 100-200g, which is still not a big deal, considering that VCoast have a hard time finding any trade partners ?
HungryBat  [author] 14 Sep, 2021 @ 4:12am 
I can probably do that, haven't delved into the rites yet. I fully agree on the part about the rite doing very little, however since I've been speed running Vcoast factions by upgrading the legendary lord horde to tier 3 (default for all lords) and disbanding the entire army and sailing around the world putting caster agents to build pirate coves and leeching 50% income. I've had too much income instead of a shortage
Sunset Sarsaparilla 14 Sep, 2021 @ 4:09am 
Hey, the idea of making conguering as VCoast more appealing is neat, and even though 50=>250 gold seems like a big increase, you can only capture so much major cities, while minor one's economy buildings are still cost too much and give very little, at least early on.

At the same time, VCoast have rite that grants money for each major city economy building, which also give very little: 500g per building every 15 turns is like 33 gold each turn.

This gave me an idea of making that rite also count minor economy buildings, and since average number of regions is 3 per province, it will make that rite triple its income, to 100gold per turn (1500g per province every 15 turns).

What do you think ?
HungryBat  [author] 20 Mar, 2021 @ 9:12am 
looking back at this mod, this mod is kind of redundant
you're supposed to play the vampire coast by upgrading your horde to tier 3
and then recruit the vampirecoast captains to build coves in all the major ports and build the 50% income cut cove
but i gues this change is fine considering the vampire coast still feels a little lackluster.