Total War: WARHAMMER II

Total War: WARHAMMER II

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Buildings Generate More Income
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Tags: mod, Campaign
File Size
Posted
Updated
627.144 KB
Oct 3, 2017 @ 1:08am
Jul 17, 2021 @ 3:11pm
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Buildings Generate More Income

Description
This mod doubles the amount of income each building generates.

Only focuses on economic buildings, like Mines, Vineyards, Ports, etc.

Also with more income the AI should field better armies, no longer fighting stacks of fodder!

Doesn't edit the base income given by the Settlement buildings, just economic buildings were modded. So it should be compatible with the mods that gives Tier 4 to minor settlements.

Additionally i also added additional Food for the Skaven buildings that Generate. And have added Food generation to the Basic Skaven Farms. I find it ridiculous that a farm doesn't generate food in the vanilla game.
280 Comments
kadeadsama1997 Feb 18, 2024 @ 2:22pm 
i used the mod today and my army limit was 1 with all factions
Zayrok Grimnir Aug 28, 2021 @ 4:56pm 
Hello, I don't know if this is a problem but the buildings of Oxyotl generate less income than the other factions for example:
Mazdamoundi:
-Gold mine T1 = 1500 (+ 35%, 2025)
-Favelas of 250 skins (+ 35%, 337)
but for Oxyotl
-Gold mine T1 = 750 (no bonus)
-Favelas of 250 skins (no Bonus)
and that's it for all the buildings, no matter where I took the colony from, it does not bring any bonus money unlike all the other lord campaigns, I only have mods of 'activated, Up problem?
Unnamed_Shadow  [author] Jul 30, 2021 @ 5:40pm 
well my mode is made mostly with vanilla in mind. I am running it no problem on my game. I highly recommend using Kaedrin Mod Manager. Because the Total War Mod Manager is not really that good, the more mods you have the more likely there will be bugs or mods not working.
Jayjr Jul 21, 2021 @ 4:37am 
I love your mod but it is causing a lot of syncing problems
I don't know why it would do this but it seem's strange that it started.
Unnamed_Shadow  [author] Jul 17, 2021 @ 3:02pm 
It has been updated!

As for the changes to the Beastmen. Herdstones generate a bit of Favour From 50 at Level 1 all the way to 250 at Level 5.

Hordes generate Dread. 50 at Level 1 all the way to 250 at Level 5.

The Dread Cost of new units, heroes, etc. Has been reduced by around 25% - 50%. This means you should be able to build doomstacks easily. But the price still increases.

The Unique Herdstones have still not been changed. I do plan to add additional bonuses for the Unique Herdstones to make them truly powerful.

Growth has been buffed a bit for the Beastmen as well. So AI Beastmen Factions shouldn't be getting wiped that soon.

The Gor building tier also increases the Chevrons of all units 1 per level. So the AI should also shouldn't get wiped that easily. I plan to add a simlar effect to the Mound of Blades tree, to allow you to build stronger armies once you unlock it.

I might give Taurox an additional bonus to Minotaur Dread cost to be able to field and army of Minotaurs.
Unnamed_Shadow  [author] Jul 17, 2021 @ 10:45am 
ill probably release a short version in a 3 or 4 hours. The number of Unique Herdstones is really delaying the update. I'll update that later, since luckily this mod is save game compatible.
Mortarch Of Blood Jul 17, 2021 @ 8:31am 
Thank you for working on this, will be good to use again :)
Unnamed_Shadow  [author] Jul 17, 2021 @ 8:18am 
Still working on the changes. Probably will be done later today. Luckily only the Beastmen Buildings need to be tweaked. I think everything else should remain the same.
highlanderanno59 Jul 17, 2021 @ 2:08am 
A wonderfull mod needs to be updated !!!!
Bvnny Jul 16, 2021 @ 8:41am 
does this also affect ai?