Total War: WARHAMMER II

Total War: WARHAMMER II

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Buildings and Techs Expanded for Southern Realms
   
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タグ: mod, Campaign
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2020年6月13日 4時52分
2020年6月14日 6時52分
3 項目の変更履歴 ( 表示 )

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Buildings and Techs Expanded for Southern Realms

CaptainSnafu 作成の 1 件のコレクション
My SubMods for South Realms
8 アイテム
解説
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 件のコメント
Ciaphas Cain 2021年5月10日 12時24分 
It's the whole running the game, checking, turning off the game, restarting the game. Would rather ask :)
CaptainSnafu  [作成者] 2021年5月10日 4時03分 
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 2021年5月9日 9時24分 
Does this need an update or is it still working perfectly fine?
CaptainSnafu  [作成者] 2021年5月6日 8時00分 
不知道啊,我不玩sfo的,你试试吧
青眼橘猫•Z 2021年5月6日 6時38分 
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 2020年8月8日 23時16分 
谢谢大佬
CaptainSnafu  [作成者] 2020年7月15日 4時16分 
可用
SokushaMT 2020年7月14日 20時11分 
大佬,这些科技和建筑对AI可用吗
CaptainSnafu  [作成者] 2020年6月13日 21時12分 
Thank you Maal !!
updated !!! have made the dependency and adjust the building cost !!
Maal 2020年6月13日 15時32分 
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.