Total War: WARHAMMER II

Total War: WARHAMMER II

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World Root System
   
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Tags: mod, Campaign
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596.023 KB
11 Jul, 2018 @ 4:09am
20 Dec, 2020 @ 11:14pm
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World Root System

Description
New Version released!

What it does:
1. Insert the geomantic web to the woodelves, I called World Root System (WRS)
2. The WRS gets its strength by Athel Lorens Main Citys and 3 new outpost levels
3. Gives them new edicts, that get increased by the WRS

Together it brings a mechanic that should represent the spreading of Athel Loren and a new feature for longer campaigns with the woodelves.
Take a look at the pictures for better impressions.

- No other Mods are needed. Save game compatible. -
Popular Discussions View All (1)
4
8 Aug, 2018 @ 8:55am
PINNED: Bug Reports
Lethani
144 Comments
Jon 14 Dec, 2021 @ 7:39pm 
Can i use this along SFO even as outdated as it is?
daminnous 20 Jul, 2021 @ 3:48am 
udapted please
Houshmandzadeh 2 Jan, 2021 @ 4:23pm 
Lethani, thanks. I was thinking about using the new one and checking out the difference. I do love the geomantic web feature and building it up through time.
darthdud0 2 Jan, 2021 @ 2:34pm 
lethani i know it has its own effects, i was just saying that lizardmen had an effect like it that boosted income as well in vanilla that didn't cause problems, and some recently released mods can effect money in strange ways and thought they might be causing what happened to the other person's economy.
Lethani  [author] 2 Jan, 2021 @ 1:55pm 
@Househmandzadeh:
This is because the mod was developed for the time before the DLC, where there was really only Athel Loren for the Wood Elves. Now, with the new big regions, that multiplies massively - so I would recommend the new version, where everything is a bit more balanced.

@Darthdud0:
It uses the same mechanics but with its own effects. There should be no overwriting.
darthdud0 2 Jan, 2021 @ 1:13pm 
houshmandzadeh don't the lizardmen have the same edict? i.e. the lizardmen have an edict called"Alignment of Crafting" that boosts income up to 10%, where as this mod caps at 6%, it is weaker then vanilla lizardmen, maybe it is a mod conflict making something go wrong with your economy?
Houshmandzadeh 2 Jan, 2021 @ 12:13pm 
I like this mod, but this really does break the economy. I cant get an income of up to about 200k a turn before turn 100 and that's with fielding a bunch of armies. The income tweak to Creation Power of Vaul really needs to be nerfed.
darthdud0 1 Jan, 2021 @ 3:26pm 
thank you for not removing this version, i am vary thankful, i love this mod. :)
Lethani  [author] 1 Jan, 2021 @ 3:22pm 
That's ok if you like this version better. That's also the reason why I uploaded the new version separately instead of overwriting this one. I'm sure there are more people who prefer to stay with version 1.
darthdud0 1 Jan, 2021 @ 3:10pm 
i don't use "symbiosis" mod, i also like literally regrowing the forests of the world like in this version, not all at once but over time... like a forest being regrown after it was burned to the ground, it takes time and spreads outwards little by little, province by province, in the new version you have nothing to do until late game, in this version you always are making progress towards regrowing the world, that satisfying feeling of regrowing the world is lost in the new version and was perfectly captured in this version, i never felt the wood elves were connected to the world until this mod, and the new version removed that.