Total War: WARHAMMER II

Total War: WARHAMMER II

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Population Mechanic
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Tags: mod, Campaign
File Size
Posted
Updated
3.208 MB
1 Jan, 2021 @ 2:52pm
16 Jan, 2022 @ 1:40pm
101 Change Notes ( view )

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Population Mechanic

Description
WH3 version is up here
https://steamproxy.net/sharedfiles/filedetails/?id=2789865012




  • Populations
    Every settlement in the game have populations, with multiple different races, migration between settlements, and population happiness and worker values being tied to the settlement's efficacy.

  • Food
    Populations require food that is produced via your buildings and can be imported/exported to provinces as it is needed. Strategise by creating breakbasket provinces to feed your empire.

  • Troops
    Each province will generate troops, taken from that province's populations, that are required for units to replenish. No population of your faction's race within a province means no replenishment! Military buildings are required for more troops, and they stack in a province. For example, build multiple barracks in a single province to turn it into your soldier-production centre.
    [this feature can be disabled for player and/or AI in the options menu]

  • Army Mechanics
    Armies possess several new statistics - supply, morale and fatigue.
    Morale tracks what an army has been doing and applies a buff or debuff to leadership based on that.
    Armies become fatigued from fighting multiple battles and can start new battles winded or tired if fatigue drops too low.
    Supplies are used to recover fatigue at the start of a new turn and are gained by spending time in friendly territory or raiding enemies.
    Additionally ranged units will carry their ammo usage over to the campaign, and only recover their ammo at the start of the next turn by consuming supplies.
    [this feature can be disabled in the options menu]

In order to enable the option's menu you need the Mod Configuration Tool: Reborn. This is optional, you don't need it to run this mod.



The AI generally plays by all of these new mechanics with a few exceptions.
  • AI units do not replenish using troops only from the local province, but all provinces in their empire. It is still possible to deplete their troop reserves and stop their units from replenishing.
  • AI armies do not use supplies and their ranged units do not carry their ammo usage over to the campaign. They still use the morale and fatigue systems.



Certain races have unique interactions with these mechanics. These are as follows;
  • Humans
    Any standard human race (Imperials, Bretonnians, Kislevites, Southerners, Pirates and Sylvanians) can convert to one-another if owned by the appropriate faction. For example, if an Empire faction captures a Kislev settlement any Kislevites in that settlement will slowly convert into Imperials.
  • Lizardmen
    Skinks, Saurus and Kroxigor cannot grow their populations normally, and will instead grow by a fixed amount every spawning day. Their populations will only increase if they own spawning pools in the settlement, or the settlement is a Temple City.
  • Dark Elves
    Any settlement that a Dark Elf faction has captured outside of Naggaroth will automatically send any foreign populations back to Naggarothi settlements to work as slaves. This will not happen if that Dark Elf faction owns no settlements in Naggaroth.
  • Skaven
    Skaven populations will migrate to any nearby non-Skaven settlements as a hidden underground population only Skaven factions can see. These hidden Skaven can be used by any passing Skaven armies to replenish their Militia units. Additionally, Skaven will almost always be starving. It is not expected nor advised to try and feed them properly.
  • Undead
    Undead appear in any province that has vampiric corruption. They do nothing by themselves (any negative effects they would bring are already accounted for by the vampiric corruption itself) but they are used by any Undead units to replenish.
  • Tomb Kings
    Nehekharans will pop out of the ground in any Tomb City, even if exterminated down to the last skeleton. However they cannot migrate to other settlements. It is advised as Tomb Kings to find a source of living humans if you wish to colonise a non-Tomb City settlement. Living humans will slowly convert into Nehekharans.
  • Wood Elves
    Forest Spirits are a secondary population for Wood Elves that live only in Magic Tree settlements. If a non-Wood Elf faction captures a Magic Tree then the Forest Spirits will make life difficult for that faction. Additionally, all Magic Trees are connected to one-another for the purposes of migration.



Certain factions have access to Auxiliaries. These are newly added units which do not draw from your racial population but instead from foreign populations in your settlements. They are not supposed to fulfil any tactical shortcomings in your faction's roster and will generally be weak in comparison to vanilla units as they lack any bonuses from tech or lord skills. Instead they are to provide a strategic role - giving you access to units in foreign and far-flung provinces.

The AI do not recruit these units.

To enable Auxiliaries you need the submod, found here.



SFO submod by Maal

Mods that add additional units should automatically be compatible. Mods that add new factions are probably compatible unless they differ wildly from vanilla factions.

Factions that have been made compatible;
  • Catapth's Southern Realms, Kraka Drak and Lichemaster
  • Mixu's Mousillon
  • Deco's Kislev Reborn
  • OvN Lost Factions.

Other mods that replace vanilla buildings will overwrite any changes this mod adds to buildings, which will upset balance. Other mods that add their own effects to vanilla buildings should be compatible.

If, upon starting a new game, the population panel is blank that means you have another mod with a faulty script that is crashing all other scripted mods. You will have to disable that mod if you want any other scripted mods to work.

This mod is not multiplayer compatible!

This mod cannot be enabled or disabled midway through a campaign, you need to start a fresh campaign.



  • Vandy for letting me use his centered font ui component
  • Maal for providing an SFO compatibility submod
  • Null for providing OvN compatibility (integrated into the main mod)



You have full permission to use this mod however you like - make compatibility patches, submods, translations, chop features off and turn them into stand-alone mods, create a forked version with different mechanics or balance, etc etc. It's all good.
Popular Discussions View All (3)
377
15 Jul, 2023 @ 1:42am
PINNED: Bugs, Balance and Suggestions
Lorghul
1,490 Comments
tankdasso 14 Jul @ 6:38am 
@Irondrake it says it's not multiplayer compatible in the description.
Irondrake 8 Mar @ 2:26am 
Hi, on the network is not playable, unsynchronization, is it possible to play how to play online grand comp.
Viscount Danku 17 Nov, 2023 @ 6:00pm 
I've killed off native population in a settlement, but my race doesn't want to settle into that particular city. Any ideas?

Playing as Kraka Drak in northern wastes.
FailFailWin 5 Nov, 2023 @ 2:11pm 
Works great! Good suggestion :)
mr.napop 4 Nov, 2023 @ 4:20am 
Hey man, try "Bordergore Fix" mod which tries to address the provincial full control priority issue.
FailFailWin 3 Nov, 2023 @ 5:19am 
I will say I play using the 'please stop cheating' mod for AI - AND I modded out player mission rewards and other bonuses the AI don't get, as well as increasing upkeep costs for both. This in previous playthroughs led to a more slow, classic TW experience of careful expansion and planning rather than spamming battles, but with this mod as mentioned, the AI fall apart due to the lack of cheats, and can't afford decent armies.

2/2
FailFailWin 3 Nov, 2023 @ 5:18am 
This mod has amazing features and potential but I cannot recommend it for one simple reason - the AI cannot handle the population debuffs for not owning full regions.

Without this one 'feature', the mod would be damn near perfect, if it had been designed to run per province only, it would work. But running with this mod gimps the AI and it only gets worse as you snowball, because players will prioritise full regions and housing buildings, and the AI will not.

This is so frustrating, because the mod is AMAZING in every other way - but if the AI cant handle something then the game falls apart.

1/2
Strant 21 Oct, 2023 @ 6:54pm 
What do the difficulty settings do?
CaptainKampfkeks 18 Apr, 2023 @ 3:08pm 
There apparently is a spiritual successor / port, but it has some changes I personally don't quite like. I forgot the name, tho you should find it around here somewhere.
Razorteam321 18 Apr, 2023 @ 2:26pm 
Is there going to be an port to Warhammer 3?