Total War: WARHAMMER II

Total War: WARHAMMER II

196 ratings
Population Mechanic - SFO
2
2
3
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Campaign
File Size
Posted
Updated
544.949 KB
Feb 28, 2021 @ 5:53pm
Jan 8, 2022 @ 3:40pm
8 Change Notes ( view )

Subscribe to download
Population Mechanic - SFO

Description
A patch to adjust Lorghul's Population Mechanic for SFO.

Several buildings added by SFO now give population related effects, this should fix the issue of SFO's mutually-exclusive buildings like dwarfs' infrastructure and limited building slot to a degree.

Added garrisons to the housing buildings.

Capital Settlement growth requirement returned to vanilla values.

Halved the value of the income penalty for low workers. SFO has a much higher unit cost and upkeep. The value in the worker tooltip cannot be changed by me, but it is halved.

Chaos Fortresses mostly use the former inhabitants as slaves. Since they have no minor settlement for food/population/workers... they have no dissidence to manage or citizens to troop conversion. ChaosWarriors will still have a harder time increasing its initial population (sparse settlement, 99% are slaves so no migration, corruption affect food...) so it'll suffer penalties to income and construction for a while, specially when raising a fortress from ruins. But they have great modifiers to the workforce whice will make these city stronger once populated and built.

So do give feedback, everything works, but it can be fine tuned.
178 Comments
Kashmir Mar 28, 2023 @ 12:52pm 
Thank you for your answer, it is almost impossible to beat them without mortar blind firing as Markus since I don't have access to any magical attacks/spells apart from Kalara. Hertig Van Hal and Markus
Maal  [author] Mar 26, 2023 @ 10:24pm 
@Kashmir
Savage orcs have their own buildings, they do not use the orcs ones, or at least not all of them. Something like that.

Dunno how the base mod interact with them. Since they are not playable perhaps the author gave them some side buff or something to "fake it", and since they aren't playable SFO didn't really touch them either beyond base orc stuff they share.

It is a messy mess one way or another, and since Lorghul retired from moding like a year ago (and I just do not play Warhammer these days either). It is likely to stay that way.
Kashmir Mar 26, 2023 @ 2:09pm 
Hello, could you please tell me why savage orcs (blue vipers from lustria) are not affected by this mechanic? Everygame they destroy on legendary because mazdamundi/tlaxtlan can't handle them since savage orcs have no pop and they just create 4 stacks of savage orcs big uns and boar boys
SquidwardTentacles Dec 12, 2022 @ 8:44pm 
Hoping to see this ported
Maal  [author] Dec 2, 2022 @ 3:56pm 
@hary.keogh
IIRC actually few races actually have population growth buildings.

Remember that now, the population is sort-of province wide. by capturing more settlement, you'll grow faster and capture their pop as they all feed the same provincial pool.

Early game will be slower for everyone, which is why i returned the captial buildings pop requirement down, to speed it back up.
hary.keogh Dec 2, 2022 @ 3:19pm 
Hi.
I'm playing as dwarfs.
What buildings are increasing the population growth? In the beginning of a campaign I have 1.6 % in Karak Zorn, and destitute workers.. Is there a way to increase it?
Maal  [author] Aug 13, 2022 @ 9:06pm 
@doug righteous
As I said in the comment just before yours. This is just a SFO patch for SFO buildings. All core buildings and base design stuff/problem do not belong here. Those belong in the main mod's mod page.
doug righteous Aug 13, 2022 @ 8:46pm 
this is one of those mods.. it gets a pat on the back for trying but it's just so bad.

turn 90 as empire, have 35/40 settlements and Altdorf province has like 12 eco buildings, 3 military buildings and a couple utility buildings or whatever.. It's fully upgraded, but producing 8k a turn with over 250k population and the hunger status is nourished. Keep in mind, with Volkmar, a fully upgraded Altdorf recruitment queue is like 8 units per turn. So i train out 2 demigryphs and 5 greatswords or whatever. Next turn, they all come out with 3 units because there are no fucking elites. There is nothing in the province. 90 turns in, and I have to wait 6 turns(on easy population) just for my fuckin units to be trained.

This mod definitely stops the endless nonsense stacks from the AI throughout the game, but the numbers are so poorly tuned past turn 40 its pointless, just like most of stuff in this game
Maal  [author] Jul 30, 2022 @ 5:29am 
@PirrotMax @Henrique Lique
Don't ask me, This is a SFO patch, for all base system and vanilla building issue, check with the main mod.
Henrique Lique Jul 29, 2022 @ 10:58pm 
Hi, why reiksguard castle and empire palace does not generate elites? I mean, a castle for elite cav not generating elites makes no sense.

Specially if you consider the normal stable generate elite.