Total War: WARHAMMER II

Total War: WARHAMMER II

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Buildings and Techs Expanded for Southern Realms
   
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Tags: mod, Campaign
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13 jun 2020 om 4:52
14 jun 2020 om 6:52
3 wijzigingsnotities (weergeven)

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Buildings and Techs Expanded for Southern Realms

In 1 verzameling van CaptainSnafu
My SubMods for South Realms
8 items
Omschrijving
Building
Being rich is one of the most important features of TEB. But in TEB mod, it's special economic building only provide 300 money per turn.So i simply finish the Workshop chain to the top tier. Now you can get richer cities than the empire.

Level 2 (tier 4) provide 420 money and 10% research speed.
Level 3 (tier 5) provide 540 money and 12% research speed.

Tech
Over-world Expedition: global recruitment -1 time cost
Rush For Gold: 10% more movement for all armies
Spirit of Adventure: 15% attrition resistance for all armies

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If you want more contents for TEB, please check here
https://gtm.steamproxy.vip/workshop/filedetails/?id=2127058091

All credit to Cataph , he creates the TEB mod.

I have already set the mod dependency of this mod , but if you still get a game crash,please try to put
this mod in front of the TEB mod in the mod launcher . Make it in topper order !!
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10 opmerkingen
Ciaphas Cain 10 mei 2021 om 12:24 
It's the whole running the game, checking, turning off the game, restarting the game. Would rather ask :)
CaptainSnafu  [auteur] 10 mei 2021 om 4:03 
I think it still works, since the main mod haven't change a lot.
If you wonder, you can try, it's a small mod, only take you a minute.
Ciaphas Cain 9 mei 2021 om 9:24 
Does this need an update or is it still working perfectly fine?
CaptainSnafu  [auteur] 6 mei 2021 om 8:00 
不知道啊,我不玩sfo的,你试试吧
青眼橘猫•Z 6 mei 2021 om 6:38 
大佬您好,问一下这个建筑mod可以在sfo版本的南方王国中使用吗?
wwwwa 8 aug 2020 om 23:16 
谢谢大佬
CaptainSnafu  [auteur] 15 jul 2020 om 4:16 
可用
SokushaMT 14 jul 2020 om 20:11 
大佬,这些科技和建筑对AI可用吗
CaptainSnafu  [auteur] 13 jun 2020 om 21:12 
Thank you Maal !!
updated !!! have made the dependency and adjust the building cost !!
Maal 13 jun 2020 om 15:32 
If you mean that your mod need to be loaded "after" TEB, there is a solution you could try on your end that doesn't require any load order tweaking or naming.

Load your mod in rpfm, right click on your mod's name, open, open dependency manager.

In this, add a row and write this inside:
ak_teb2.pack

This will force your mod to be loaded after TEB, possibly fixing your crash issue. You might need the texture pack too, I doubt it, but the process is the same.