Total War: WARHAMMER II

Total War: WARHAMMER II

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Bytz Imperial Tech & Economy Tweaks
   
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Tags: mod, Campaign
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26 Apr, 2021 @ 1:32pm
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Bytz Imperial Tech & Economy Tweaks

Description
Do you dislike the way the Empire's economy is implemented? Because I do. It doesn't really feel like an Empire to me, just a bunch of city states that all act independently from each other. So I changed that.

This (relatively) light mod changes the Imperial economy to be much more reliant on holding contiguous stretches of land, with such changes as roads providing increased gold to adjacent regions, farms raising growth all around them, Imperial Academies boosting recruit rank factionwide, and more!

Generally speaking, your early game economy will be weaker, but by the mid-game and beyond, if you've developed the Empire right, you will outstrip basically everyone.

Almost every commandment was also adjusted to give a more global feel to it, so as you grow, the whole boosts the individual quite nicely.

This also tweaks the Empire's techs a bit to make them more impactful, as some were hilariously bad, and a lot were just kind of... meh.

Numbers for the economy were roughly balanced around having one of a building in a province and two of it in adjacent provinces breaking even, with any more putting you ahead.


Some basic numbers/more details:
Gold from Industry is reduced by 20%
Farms & Pastures now provide gold (8% of what industry would give at the same tier in vanilla)
Roads increase income in the province and in adjacent provinces, 1 in a province & 1 in an adjacent province will match vanilla roads.
Commandments are almost all global or adjacent effects; (f.e. the Taxation commandment now increases Global tax rate by 1% instead of local by 5%; meanwhile a military one provides global XP per turn)
Temples provide less untainted individually, but now spread untainted to adjacent provinces like the Grail Chapels do for Bretonnia

Each change was made to make the Empire feel like the whole is much more than the sum of its parts, and makes securing each Imperial province become that much more important as you'll see a boost to the economy of everything around it.


I've made some other Empire tweaks & overhauls:
Bytz Better Karl Franz
https://steamproxy.net/sharedfiles/filedetails/?id=2469027163

Bytz Skills of the Empire Rejuvenated: An Empire Skills Overhaul
https://steamproxy.net/sharedfiles/filedetails/?id=2469026965

Bytz For The Emperor! An Empire Unit Tweaks Mod
https://steamproxy.net/sharedfiles/filedetails/?id=2469027473

Bytz Better Witch Hunters
https://steamproxy.net/sharedfiles/filedetails/?id=2398026968


If you use the Tier 5 Infrastructure for Empire mod, I've got a compatibility patch for you!
https://steamproxy.net/sharedfiles/filedetails/?id=2469027753

If you notice anything is functioning a little bit wonky, let me know. If you want to make this compatible with SFO or any other mod feel free to, I just ask that you give me a nod. I don't know if there's much to translate, but if you want to translate it, you have my full permission to do so.
11 Comments
CaptainKampfkeks 26 Sep, 2021 @ 4:58pm 
@bytizum That is certainly understandable. When I was burned out from the empire, I played some rats and then some elves. I also tried Bretonnia, but their flavour events repel me. :/
bytizum  [author] 26 Sep, 2021 @ 12:26pm 
@CaptainKampfkeks I definitely do want to do a bit more with the tech tree, I'm just a bit burnt out on the Empire right now and don't have the spare time I'd want to commit to doing it right.
CaptainKampfkeks 17 Sep, 2021 @ 6:35am 
This really looks nice, will add it to my next campaign. Though I wish there would be a mod that expands on the tech tree, because it stumps me why one of the most scientifically oriented races has one of the smallest tech trees.
NoSkill 3 Aug, 2021 @ 3:28pm 
I wish CA just added more technologies and buildings :/
NoSkill 3 Aug, 2021 @ 3:27pm 
Really nice and useful;

- Could you add something to the "engineers guild"-tech? Like +5 % from industry?

- Maybe harbours could add to siege holdout time? (like +1 per harbour tier)?

- Maybe Huntsmen (T3) and Free company(T2) could be moved to the tavern chain, to make it
more useful?
Maybe it could have an additional effect, like bonus xp per turn 10-25-60 provincewide (because people talk in taverns) ?

- "Guildmasters professors " could affect ALL ressource buildings

- Maybe "worship"-chain could have a - enemey winds of magic reserve (like 2-5-10)

- Imperial academy artillery recruitment rank could be a global

And a more radical proposition;

What if the farms ONLY boosted in near provinces, but with 15 max then now 8 max, so that you would have to rely on alternative sources of growth.
Maybe the roads growth could then be buffed to 10 max then 7 max right now.

The Worthless Gamer 29 Jul, 2021 @ 12:05am 
I was mainly confused about the road, because i havent played empire ME campaign for a while and did not know if its the mod or CA patched it. In the end i went into pfm to take a look xD
Nice to see its province wide effect for movement boost :)
bytizum  [author] 27 Jul, 2021 @ 7:11am 
@The Worthless Teammate It's kinda too many to really list out, it modifies roads, industry, and farms primarily, as well as commandments and some techs; I can try to give some solid numbers, but it may read as confusing.
The Worthless Gamer 26 Jul, 2021 @ 10:36pm 
What exactly does this mod change? It would be helpful to list them out.
Khairus 23 Jul, 2021 @ 9:53pm 
Cool ty :)
bytizum  [author] 23 Jul, 2021 @ 9:14pm 
@Khairus Yes, it still works, I'm using it on a Volkmar campaign and it works correctly.