Total War: WARHAMMER II

Total War: WARHAMMER II

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New Lore Friendly Climates (Total WAAAGH! updated)
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Tags: Mod, Campaign
File Size
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0.563 MB
25 Oct, 2017 @ 1:14pm
28 May @ 3:23pm
39 Change Notes ( view )

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New Lore Friendly Climates (Total WAAAGH! updated)

Description
*Now updated for Total WAAAGH! patch and the new dlc/flc. Let me know if you find any issues. Should be safe to add or remove from an existing game.*


*I made a lot of changes on the back end (fixing the questing vow bug and responding to other new changes) let me know if you have any feedback or come across any issues. *



This mod creates several new climate categories for both the Mortal Empires and Vortex campaigns (24 in total) expanding upon the original ten found in the vanilla game.

Each faction has new climate suitabilities to match the new world, which have been selected to be as consistent lore friendly as possible. I created another mod shortly after the game launched which simply shifted suitabilities around. This mod takes that idea a large step forward. Gone are the strict suitable, unpleasant and uninhabitable climate classifications. Suitability penalties can now be tailored to specific situations.

The UI still only shows three colors in the overlay (i.e., green, orange and red), but the penalties are not all the same by color. For example, elves and dwarfs have a lot of more orange than green, but most orange areas are not as orange for humans. Orange is largely identifies a range between green and red. If I knew how to add more colors to the UI, I would. What we do have works pretty well.

I have largely kept to the penalties to the level of the original game, since too much tweaking is outside my capability for balance testing. I am open to suggestions and help from the community.

This mod is not compatible with other mods that change climate details including my previous mod. It should be compatible with the majority of other mods. I have built it to maximize compatibility. No tables are replaced or removed, only new tables are added to overwrite and add to data affected directly by the mod. It is save game compatible, and you should be able to add it or remove it from an existing campaign without breaking a save.

There are far too many changes to list them in the body of the mod page. I suggest firing up the mod (potentially with a no fog of war and a faction unlocker mod) and see the changes for yourself. I have outlined the new climates below.

Climates:
Chaotic Wastes - Unchanged
Savannah - Unchanged
Desert - Now split between deserts and desert coasts. Fewer factions have an easy time in the landlocked deserts
Desert Coast - Desert port cities allow seafaring factions a foothold in otherwise less habitable desert regions
Jungles - Now split between jungles and jungle coasts. Jungles are now more difficult for most races to colonize
Jungle Coast - Jungle port cities allow seafaring factions a foothold in otherwise less habitable jungle regions
Temperate - Now split between temperate, borderlands and boreal.
Borderlands - This chaparral climate includes Tilea and the Border Princes.
Boreal - This taiga climate covers southern coastal Naggaroth and Kislev.
Frozen Tundra - This permafrost area covers the northern parts of Naggaroth and Kislev.
Temperate Island - Now replaced with Ulthuan and Tropical Island. Ulthuan is now properly its own climate. Elves and their magic protect the land from invaders (Non-elves on the island will anger the high elves and dark elves)
Tropical island - All of the islands in the south of the map have become tropical islands as are now more easy for most races to colonize.
Magic Forest - These are largely the same, but taking them angers the wood elves.
Wasteland - The wastelands of the world have been split up. The wasteland climate now refers to the wastes in the west of Naggaroth
Badlands - The badlands of the old world are now their own climate.
Shadowlands - Nagarythe is no longer an ordinary wasteland.
Vermin Wastes - Skavenblight and Hellpit are now only habitable to the skaven
Mountains - These are now split up based on their surrounding climates. Generic mountain climate applies to many of the mountains of the old world.
Snowy Mountains - These are the snow covered mountain passes of the northern world edge mountains
Desert Mountains - There are the mountains in the desert of the west side of the Southlands.
Jungle Mountains - These are the mountains of Lustria
Naggaroth Mountains - The mountains of Naggaroth are unique to the rest of the world.
Extensive Dwarf Hold - Most provincial capitals in the old world mountains are huge dwarf holds. Occupying these holds will put your name in the Great Book of Grudges.
Maelstrom - Replaces the ocean climate, which only suits undead pirates.
Popular Discussions View All (3)
23
29 May @ 3:17am
Bug reporting & Troubleshooting
Brosheezi
6
17 Apr, 2019 @ 10:39am
Suggestions
(v)1GHTY )v(4V$
1
1 Nov, 2017 @ 11:33am
New Wood Elf Changes Coming
Brosheezi
< >
544 Comments
300$ 29 Aug @ 11:53am 
SFO)
Yung Whizzurd 23 Aug @ 10:45pm 
I think the "Badlands" and "Wastelands" climates need to be switched with Eltharion. Orcs live in badlands, the wastelands are the area over by Snitch and Imrik. But Eltharion is suitable in wasteland and unsuitable in badlands.
I put my dick in a toaster 14 Aug @ 5:59pm 
Perhaps can you make Tylos/Skavenblight viable for human empires?
DustDevil 19 Jul @ 11:31am 
Please, accept this suggestion:

Make Bay of Blades, Longship Graveyard, Icedrake Fjord and Troll Fjord the same climate you made for Albion (Frozen Tundra), OR make for them a new climate called "Coastal Fjord" or something like it.

For those who play with Victory Conditions Mod (where many races need to actually conquer the Norsca), we kind of really need a safe base of operations into venturing in the wastes, much like you did with COastal Jungle and COastal Desert.

It would be awesome and lore-friendly, as these regions are not Chaos Wasted like the upper coast (serpent jetty, monolith of katam, etc.)
Mr.Grizzly 16 Jul @ 8:12pm 
Is there a list of who has what climates classified as good, ok and bad?
The Black Kaiser 5 Jul @ 5:27pm 
is this compatible with sfo? I know sfo touches up on a lot but idk if it messes with climates?
romavictor 4 Jul @ 11:25pm 
Yeah mods can make a game easier. Or a lot harder. A Markus vortex campaign is rough but fun.
Rylai 27 Jun @ 10:43pm 
I like using this mod in vanilla game, but combine this with SFO, game becomes extremely difficult
romavictor 23 Jun @ 3:30pm 
Interesting thing that may not be this mod but an interaction of two. In Vortex I have decided to settle Albion with Yvresse. I note that for the public order it has "Buildings -7" and note that the -3 for climate already seems to be there. This seems to go down as a I build public order buildings (-9 in one province vs. -7 in another.) So this suggests that I need to build PO buildings in areas that desperately need a slot for garrisons/walls. Would this be a part of the tables. I'll check myself in a second.
Crimson Ruin 20 Jun @ 9:56am 
@Brosheezi

Thanks for clarification.... I got confused when I saw Tretch having only one faction effect....