Total War: WARHAMMER II

Total War: WARHAMMER II

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Those Savages!
   
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Tags: mod, Campaign
File Size
Posted
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969.494 KB
7 Nov, 2019 @ 7:35am
16 Dec, 2019 @ 4:00pm
13 Change Notes ( view )

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Those Savages!

Description
-THIS MOD IS DISCONTINUED-

It might still function but you are better off not trying it. I havent got the time anymore to update my mods unfortunately, but they are up for grabs if anyone wants to continue them or make their own versions, anyone is allowed to do anything with any part of any mod I made.

This mod makes it so regions with no corruption have a 1 out of 10 chance per turn of spawning an army of wild creatures that inhabit the forests, mountains or jungles of their region in the Mortal Empires campaign, a chance that can be decreased by taming the land through either building farms (or the faction equivalent of them) that clear the forests, or through building barracks that increase military presence in the province discouraging attacks.


For now, this mod covers:
-Lustria: Savage Orcs
-Kislev/Empire/Bretonnia/Southern Realms provinces: Beastmen and Forest Goblins.
-Southlands: Lesser Dynasties, a hostile tomb kings faction.
-Ulthuan/Naggaroth: Beastmen
-Badlands/Mountain regions of the old world: Night Goblins

----------------------IMPORTANT--------------------------
Been noticing some issues with this mod and any other mod like Chaos Camps, etc. that spawn a new faction that is at war with everyone that kind of messes up the war declaration behaviour of specially minor factions and rogue armies since this last patch. Unfortunately these factions seem to have a kind of soft limit to how many wars they have going on so if they are at war with the Chaos featured in this mod, they will be very unwilling to declare new wars and so on. Mod works fine but please do note this behaviour might happen. Will see if there is a solution to it.

HOW IT WORKS
By default, every region whose province has no farms or barracks in the regions said above has a 10% chance of spawning an army of the wildlings that inhabit its region, by building the first level of farm or barracks in any region of that province, those odds go to 5%, then only 3% when the farm or barracks is level 2 and finally 1% when either is level 3. This is meant to represent the taming of the land and proper colonisation of the region.
This all only kicks in if the main religion of the area is UNTAINTED. If the area has over 50% corruption of any kind, this mod will do nothing, the idea behind that is that the local wildlings can no longer survive if there is another corruption and it helps make this compatible with the insidious corruption mod. This makes it so factions with a special kind of corruption need to simply spread their corruption to kill the wild inhabitants of the forest, while order factions need to build their farms to clear the forests and such.
Also, the mod will NOT work for the first 5 turns of any new game in order to give the player some breathing room and a chance to build up before the spawns start happening, to avoid several stacks in the first couple of turns.

The idea of the mod is to make the world feel a bit more alive and to aknowledge that in the Warhammer world threats are often all around the cities and settlements and not only at the borders or through corruption, and how wild creatures are prone to attack vulnerable regions and so on.

Savegame compatible. Do have in mind that if you activate it midgame and none of your regions have farms or barracks to mitigate their spawning chances you might see a lot of invasions.
ONLY FOR MORTAL EMPIRES

While this mod introduces those factions in the form of wildlings, it doesnt touch unit balance, introduce new units or anything else in any way which means it should be compatible with most overhauls and mods, as well as work just fine with vanilla. I dont like to change anything other than what the purpose of the mod is supposed to touch.
Popular Discussions View All (1)
2
17 Dec, 2019 @ 6:35am
Possible Lordless retreat bug?
Manky
141 Comments
Olfendren 2 Oct, 2022 @ 9:17am 
Any hope to see this mod in TWW3 ?
Bears 14 Nov, 2020 @ 3:15am 
I hope someone picks this mod up again, it was a great addition.
Anyndel  [author] 21 Sep, 2020 @ 8:36am 
-THIS MOD IS DISCONTINUED-

It might still function but you are better off not trying it. I havent got the time anymore to update my mods unfortunately, but they are up for grabs if anyone wants to continue them or make their own versions, anyone is allowed to do anything with any part of any mod I made.
Gleen Cross 26 May, 2020 @ 8:10pm 
I would sugest a complete removal of spawns on ulthuan, but... yes, spawns of norscans does makes sense. Now beastmen in a supposed "sacred" island, it doesn't make sense.
J 10 May, 2020 @ 6:34pm 
they die too easy please change
EyeBags.On.Fleek 10 May, 2020 @ 6:10pm 
Excellent work! may I humbly suggest changing the Ulthuan spawn to Norscans? Their raids are famous for being the second biggest threat to the island after the Dark Elves
Warcommissar1 2 May, 2020 @ 12:42pm 
should add goblins to Ulthuan
Coatsey 28 Apr, 2020 @ 8:04am 
Hey there great mod ,one issue i have though is that most factions are very passive and seem to go out of there way to attack the savage faction in a mass group .
Seth 25 Apr, 2020 @ 3:17am 
Great mod! but one thing - I think you should remove the beastmen from Ulthuan, look at this map that shows where you can find beastmen :
https://vignette.wikia.nocookie.net/warhammerfb/images/6/68/800px-Beastmen_Map.jpg/revision/latest?cb=20131005205254
FrankteK 25 Apr, 2020 @ 1:36am 
also wondering if the war declaration bug has been fixed, absolutely top mod this!