Total War: WARHAMMER

Total War: WARHAMMER

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Outposts for All
   
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Tags: mod, Campaign
File Size
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146.629 KB
Apr 17, 2017 @ 3:53am
1 Change Note ( view )

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Outposts for All

Description
Post Norsca Support:
Due to the mod's complexity - It will take some time for me to verify how the Norsca patch may affect this mod. As such please expect a delay before the mod has been updated. Please accept my apologies in the meantime.

What This Mod does:
It allows each race to conquer all areas on the map, however they can only develop major settlements of the opposing race. This development is in the form of military outposts, with garrisons, replenish buffs & corruption modifiers. Importantly these outposts have an upkeep.


Setting the Scene:
" Umgi lands are too soft, no stout foundation to build on" - Unknown Dwarf.
"Why would I want to preside over mountains? My knights would have nowhere to tilt!" - Bretonian Duke.
"The corpses in the badlands are dry husks unfit for re-animation" - Definitely not a vampire.
"Humie lands are gud for a scrap- but dere's more shineys in stuntie holes!" - A minor Orc Warboss
"The Badlands? The only things that grow there are rocks and greenskins! Why would I live there?"- Empire Merchant.

In the Old World, everyone has their standards when it comes to living. However, every good general knows when it's proper to fortify strategic areas, no matter how unpleasant they are - to secure their greater interests.

Devil in the detail:
This mod does the following things.
1. All races can conquer anywhere.
2. Nobody can develop minor settlements, but you can still own them as ruins. (Denial of assets)
3. Norscan settlements can be developed to weak outposts.
4. Major settlements can be developed to regular outposts
5. Special settlements can be developed into special outposts.
6. Most outposts (without a port) can be upgraded to have better garrisons and effects - but come at a substancial upkeep cost.

Bug Workaround:
There are a few bugs which I am working on fixing - in the meantime I would suggest for best results, raze territories and then resettle them as outposts. It take a lot longer but should avoid any odd quirks.

Note on Design choice:
This mod is intended as a compromise between Dresden's fantastic 'Conquer anywhere' mod's & the original regional occupation as envisioned by Creative Assembly.

This mod assumes CA's regional occupation was intended to stop end game steamrolling as geographic & economic dominance fund an ever more powerful war machine.

This mod aims to give the player more freedom in the areas they can choose to deny their foes. However the upkeep of each outpost should provide an additional pressure on the economy, to help combat the end game steamroll.

FAQ:
Q: With game 2's proposed changes why bother?
A: I am assuming that the proposed changes to restricted regional occupation will only aply to game and mega maps- game 1 will be unchanged.

Popular Discussions View All (5)
9
May 29, 2018 @ 1:10pm
Outpost Effect Suggestions
IfThenOrElse
5
May 21, 2017 @ 3:24pm
"New Feature" Suggestions
IfThenOrElse
4
May 28, 2017 @ 11:50am
Mod Bugs - Observed.
IfThenOrElse
73 Comments
Svarty Mar 30, 2018 @ 7:12am 
The rebellions due to public order in ruins seems a bit daft. Would it be possible to cause ruins to do nothing in terms of public order - or maybe just get +100 public order per turn as a work around?
Svarty Mar 29, 2018 @ 1:42am 
This is exactly what I wanted instead of Conquer Anywhere. The paired enemies system retains it's importance with this mod. :steamhappy:
Haxorzist Jan 24, 2018 @ 2:18am 
A very good approach but you should remove/buff public order on outposts unfortunately the AI want's to hold ruins and outposts against rebellions caused from conquest and corruption/lack of it. He will send his armies on those lands buffing public order while the herds and other enemies destroy his real settlements.
IfThenOrElse  [author] Aug 31, 2017 @ 12:13pm 
Cheers @BrutasCz I have a number of mod projects I need to work my way through. I'll figure this one out eventually!
BrutusCz Aug 30, 2017 @ 8:39pm 
@thesniperdevil
The pain is real, I myself created some simple unit size mods. After update, I rather made mod again, than look at what changed where, what is missing, what needs to be added... etc...

Good luck
Velovar Aug 24, 2017 @ 3:02am 
Any chance to do a texture replacer for Empire settlements to be gray like in the picture above?
IfThenOrElse  [author] Aug 17, 2017 @ 10:41am 
Hey Darkness - I'm not sure yet. as per the comment on page description - It's taking me some time to figure out what I should do with this mod to encompass the changes from Norsca faction. While the mod itself isn't particularly complicated- there are a LOT of changes so it's going to take some time to figure out the best way to update it :(

Likely that by the time I've figured it out, everyone will be on game 2.
DarknesXAM Aug 16, 2017 @ 7:13pm 
Is this going to be updated so norscans can make outposts out of non port towns?.
IfThenOrElse  [author] Jul 25, 2017 @ 10:35am 
From my understanding- Kraka Drak's province has a port- so you should be good to trade with anyone with a coastal link. However if you were to play a faction like Belegar, you can totally conenct your capital to a port or other faction by claiming a ruin connecting your territories. AFAIK the game just looks at region ownership and now how developed a settlment is for trading purposes.
Mechavelli Jul 23, 2017 @ 4:31pm 
Awesome, that sounds really good! By the way dude, last question (I swear!)

I originally got this mod because Kislev wasn't colonizing a ruin between it and my territory, so I couldn't trade with anybody in the south (I'm Kraka Drak). Will this mod help with that? I need to connect my capital by land or something. Will kislev colonize that ruin, or will I have to build a dock in a norscan region? Thanks!