Total War: WARHAMMER II

Total War: WARHAMMER II

52 ratings
Hunger Games: Battle Royale 2.0
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Tags: mod, Campaign
File Size
Posted
Updated
1.357 MB
13 Apr, 2020 @ 8:06pm
3 Mar, 2022 @ 4:10pm
227 Change Notes ( view )

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Hunger Games: Battle Royale 2.0

Description
WARNING: Your game will FREEZE on the second turn on the start of a new campaign with this mod. The freeze is due to random placement of the factions, it's working as it should!

DO NOT RECOMMEND USING ON EXISTING GAMES - MUST START A NEW GAME, especially if you're playing Empire.

Supports MCT options. Not mandatory but it will allow you to configure the mod to your liking. https://steamproxy.net/sharedfiles/filedetails/?id=2548096468

Yes should be compatible with SFO, Radious or any other overhaul you are using. The mod consists of mostly scripts so to be as other mod friendly as possible.

Heavily inspired from Totally Random Total War Generator
https://steamproxy.net/sharedfiles/filedetails/?id=1438446448.

Decided to put the 2.0 marker on the mod as a lot of adjustments and changes have been made to make everything more of a sandbox with no campaign ever playing out the same way.

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FEATURES:

- Random diplomacy across the board.
- Random placement.
- New Victory conditions (just missions but gives you some sort of goal to work towards)
- MCT configuration options to customize the mod to your liking (I'll keep adding features in the future)
- Tweaked AI behavior for better experience.
- Various improvements from the original version of the mod.
- Over 26 attributes for each AI faction are randomized at the start (-20% to +20% of many attributes like Armor, Weapon Damage, Missile Damage and much more. Certain attributes like melee defense and melee attack are more subtle as they can be overpowering if the rolls go a certain way).
- Different Great Power mechanic.
- You'll suffer diplomacy hits with stronger neighboring factions if they think they can crush you (this will show under the negative 'Recent events' - refer to screenshot).

I do not know if it is MP friendly, I cannot test this.

It's my own spin on the formula from TRTWG (refer above) and to properly address the problems I have had with it. It's not a direct adaption, more of a different approach in numerous ways.

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PLACEMENT BEHAVIOR CHANGES (when compared to TRTWG):
- 85% chance of random placement.
- Not as uber random. Instead you trade regions with another potential faction, performance is a little better and you're more likely to getting a least a province capital but no guarantee.
- Random placement happens on turn 2 instead of the start of the game, I did this for other mods which may adjust settlement ownership at the start of the game (OvN mods for example).
- Random placement isn't as painful for certain factions.
- All wars end on turn 1 & 2 instead of just turn 1.

WHAT IS THE SAME (when compared to go TRTWG) :
- Victory conditions could be impossible.
- Initial Objectives could be impossible.
- The introduction may make no sense by turn 2.
- Knowing factions you are not neighboring with or across the map.

Special Thanks to tw-modding.com/Vandy for the great info\articles which help me do this.
Popular Discussions View All (2)
0
30 Jan, 2023 @ 10:18am
Finetuning
Chiseanne
0
15 Mar, 2021 @ 11:41am
Factions Changes Rollup
BadThrall
63 Comments
Chiseanne 22 Oct, 2022 @ 2:06am 
I love this mod! In general I would love to see more randomization options in WH2. Question : How can you see what the random starting attributes does to other factions ? I can not find any hints.
BadThrall  [author] 30 Jan, 2022 @ 9:54am 
Been awhile since I've responded, apologies there. Probably be the last update I make to this for WH2.

@Skritch Yeah looks like you rolled a less "dynamic" start there, that's randomization for you! Just re-load the game and retry and chances are high you'll go somewhere else. As for Player randomization, consider it added! It's in the MCT menu, by default it's off. Thank you!

@Salt Dove This is now done by default for the forces of Sigmar! Thank you!

@GloriouSin Thank you for input! Those are interesting ideas, I didn't want to go too crazy to avoid "scope creep" here but maybe I can do more when WH3 comes (specifically when the equivalent "Mortal Empires" campaign is released for it)
The Wriggler 29 Jan, 2022 @ 7:45pm 
One question though; have you ever thought about added the ability to enable the stat changes for players too? Could make for some interesting campaign playthroughs where both the player and AI have the stat randomizer at 100.
The Wriggler 23 Jan, 2022 @ 5:36pm 
Tried my first game as Khazrak and my starting position was just on the other side of Skavenblight :/

Love the mod regardless though, this is really fun, even if my RNG with it sucks.
Salt Dove 27 Sep, 2021 @ 6:09pm 
Is it possible to give the empire a small remedy for the "stagnant authority" debuff?. The trade off being never achieving the "absolute authority" buff.

Also wanted to drop a thankyou for this mod, has truely spiced up campaign for me.
GloriouSin♪ 29 Jul, 2021 @ 6:16am 
Would be great if you could add an option to Randomize Alarielle to a Forest like a wood elf and make her only have to defend the forests corruption. Kinda OP but why not, it's optional. As in not make her a wood elf, just set her faction defense to the forst she spawns in.
Also another fun idea for a scenario would be to roll everyone in the old world and leave new world for colonisation. When you know... can't decide if you prefer to play EU or WH.
BadThrall  [author] 25 Jul, 2021 @ 5:39pm 
@YpsiNine Thank you very much!! I made a few changes to the mod with your input. If placement randomization is turned off then the "HG: Starting Remedies" effect will no longer trigger at the start of the game. For Gifts, added an option under "Advanced Options" called "Player Gifts". Turning that setting off will mean no more free $$$ for you.
YpsiNine 23 Jul, 2021 @ 12:28pm 
Another point, it would be great if you can choose the Gift function only for the AI and not the player. It seems kind of OP to get these gifts in the beginning of a campaign, I'm already up to 50k gold now with Belegar after 14 turns.
YpsiNine 23 Jul, 2021 @ 11:29am 
Hey cool mod, thanks for creating it. One question, do you intend to add a toggle for the "HG: Starting Remedies" buff/debuff? I am not using the placement randomization so this effect that is created at the start of the game is something I would not like to have, if I could choose.
Naplucia 23 May, 2021 @ 5:32am 
it seems to be
Thanks