Total War: WARHAMMER II

Total War: WARHAMMER II

107 ratings
Dynamic Garrisons 2
 
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Tags: Mod, Campaign
File Size
Posted
Updated
2.322 MB
Nov 30, 2017 @ 7:09pm
Nov 28, 2018 @ 4:01pm
22 Change Notes ( view )

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Dynamic Garrisons 2

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In 1 collection by Iron
Warhammer 2
32 items
Description
For the sake of immersion and variety, I have always wanted my garrisons to be personalized and reflect the city they are defending. Using this mod, settlements themselves will have only a small core garrison, but the various buildings you construct in a settlement will contribute appropriate units to the settlement's garrison. An imperial barracks will contribute the units that are being trained and housed within it, while a lizardmen temple wil naturally have temple guard to lend to the city's defense. A settlement with a defiled cairn or a ghost fence will be defended by cairn wraiths and high elf settlement with a nearby dragon lair will have the assistance of the dragon within.

Military buildings will generally contrbute higher quantity and quality of troops than economic buildings, so settlements that focus on military infrastructure will logically be better defended while settlements that have been devoted entirely to economic or support roles will be somewhat more vulnerable. However, I have used cost comparisons to attempt to ensure that a balanced settlement's garrison is analogous in value to a vanilla garrison of the same tier to maintain the balance of the game while enhancing the immersion.

In addition, every settlement will have a commanding hero. There is no such thing as a warhammer army without a character to lead it!

Notes:
- Some greenskin garrison units will not appear (even in the building description) until the correct technology has been researched.
- At the start of every new campaign or if loading the mod into an ongoing campaign, new units in garrison will need a few turns to recharge to full health. This will be noticable in the first turn of a new campaign if you immediately attack an enemy settlement.
- Unit priority in garrisons have been adjusted so that if you do go over 20 units in the garrison, the worst units will be lost instead of the best.


Other mods by Iron:

Unit Rarity - Core, Special, Rare - https://steamcommunity.com/sharedfiles/filedetails/?id=1285998815

Dynamic Garrisons 2 - https://steamcommunity.com/sharedfiles/filedetails/?id=1217232901

The Imperial Court - Empire Offices Mod - https://steamcommunity.com/sharedfiles/filedetails/?id=1229069188

Reduced Siege Length and Stronger Defenders - https://steamcommunity.com/sharedfiles/filedetails/?id=1429039498

Militia Recruitment - https://steamcommunity.com/sharedfiles/filedetails/?id=1217233152

Iron's Climates - https://steamcommunity.com/sharedfiles/filedetails/?id=1441896450

Reduced Siege Length and Stronger Defenders - https://steamcommunity.com/sharedfiles/filedetails/?id=1429039498

Horde Population Rework - https://steamcommunity.com/sharedfiles/filedetails/?id=1471090639&tscn=1534335564
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104 Comments
joshwiz23 Dec 19, 2018 @ 12:00pm 
IS this savegame compatible?
Ash Dec 11, 2018 @ 6:23pm 
I may agree w/ Limburgian about major settlement garrisons being extremely small compared to minor, it's bizarre. At least in the short term, in the long term once you unlock all the buildings it's comparable, but a minor can get a huge garrison in no time with one building.

TBH I use a lot of mods, wasn't sure if it was an issue w/ this mod or a conflict, but if it is this mod, I could see value in increasing majors. Great mod, love it!
TheLimburgian Nov 30, 2018 @ 3:01pm 
Part2:

As for unique cities, the garrisons have been weakened substantially as they now get the same garrison as all other province capitals and that sucks a lot. These are the largest cities in the world, the capital cities of all the great realms, yet their garrison is awfully weak. It'd make sense if they were substantially more powerful, with a few higher tier units from the start.

It would also be nice to have some more progression of the core building garrison as currently if I'm not mistaken only one unit is upgraded and the rest remains the same throughout. Perhaps with the same garrison for the first two tiers, a somewhat improved one for tier 3 and then for tier 4 and 5 some more elite units in there.

As I said though just a suggestion, do with it as you like and thanks for the mod.
TheLimburgian Nov 30, 2018 @ 3:00pm 
Hi mate, really enjoying this mod but I would like to suggest that the garrison size or at least quality of province capitals and especially unique cities is increased. Currently a tier 3 minor settlement with built walls often has a bigger and generally better garrison than a tier 4 province capital. At least upgrading the units the province capital core building gives you would help.
For the Empire for example add some greatswords in the higher tiers as currently the only way to get greatswords in your garrison are the tier 3 barracks and smith buildings and both make more sense to build in the minor towns to keep your province capital free for buildings with higher tiers.
Mister Skeleton Nov 29, 2018 @ 12:06pm 
Does this increase garrison sizes?
Obi-Wan Kenobi Nov 26, 2018 @ 8:51pm 
Is this compatible with "Trebor's Garrisons Overhaul"?
TheLimburgian Nov 25, 2018 @ 12:56pm 
Does this mod severely reduce the garrison size of unique core buildings as well or is Khemri's garrison pretty crappy in vanilla too? Because right now it's quite small and doesn't improve (or change at all) on higher tiers either and I quite liked the unique cities at least having a very good garrison.
Iron  [author] Nov 18, 2018 @ 9:33am 
Updated for all new content. Please message me with anything that looks strange.
Arashu Nov 13, 2018 @ 11:37am 
Call me crazy, but the mod doesnt seem to have updated. Is there a wait time to the upload of new versions?
Hattumoerchen Nov 11, 2018 @ 11:08pm 
Thanks!