Total War: WARHAMMER II

Total War: WARHAMMER II

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Dynamic Economy
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Tags: mod, Campaign
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1.314 MB
Aug 24, 2024 @ 3:31am
Nov 22 @ 1:23pm
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Dynamic Economy

In 1 collection by mr.napop
Immersion, realism and logic
395 items
Description
Overhauls economy for more realistic center-perhiphery dynamics and balance oriented management - greater income but added expenditures, relying more on building management, trade, sacking and ransom:

Highly recommended to play with Population Mechanic which affects income based on workers and Please Stop Cheating to equalize the player and the AI, removing all upkeep and cost cheats the AI has.

- Background constant income is reduced to 500.

- Main settlement building income is greatly enhanced (as non-basic economic activity taxing) as the main economic driver, industry building income is doubled and both made exponential. Combine with Gentler Razing for enhanced main settlement building surviveability.

- Non-income generating buildings cost 10% maintenance (excluding growth), combine with Militia Recruitment for basic recruitment from main settlement building.

- Recruitment costs are doubled but upkeep is halved, so armies are not so easily replaced yet you can field more. Lords and heroes don't cost to recruit since they're already in the pool and are instantly recruited in a 'job' manner, rather than paying for their training/equipment etc.

- Trading has more potential with higher maximum consumption, combine with Resources from Raiding, Orcs & Norsca Can Trade and More Trade Resources.

- Resource bonuses are factionwide as Resource Building Overhaul but with vanilla values.

- Post-battle loot from units casualties is enhanced to 20% from 10% but with 0% from routed units instead of 5%, with captured units’ value/slaves value at 100% instead of 10%, so you get loot from kills/ransoming only. combine with Treatment of captives affects diplomatic relations and Post-Battle Options Overhaul.

- Raiding doesn’t fatigue so it’s much more viable but has greater diplomatic penalties, combine with Supply and Demand for upkeep reductions.

- Removed taxation public order penalty as the AI never unticks it so it always has this penalty, accompanies Happy is Happy by removing excess rebellions.
Combine with Population Mechanic for enhanced management and Bring Ruin! for greater corruption.

9. Unlocks all building slots with reserved final slots for higher tiers, as there shouldn’t really be any physical limit, so if you can afford (and now also sustain) buildings economically you’re able to construct them, like in RTS. Enhances raiding potentially as there are more buildings in the game and quickens early game phase for stronger and varied armies.

- Public order affects tax rate as high elves mechanic is added to all factions.

- Colonization is free as you need to build the first tier anyway, combine with Remove unit loss from colonizing ruins to remove soldiers needed. No public order from occupying as the occupied attitude shouldn't be fixed, gracefully determined by Population Mechanic dissidents system.

Also enlarges cities as they’re more meaningful now, compatible with Cultural Settlement Skins and GCCM.

Enough money is generated for the player and the AI even with Please Stop Cheating which removes all AI bonuses. Combine with Dynamic Factions for enhanced AI income spending.

Can be added/removed mid campaign, criticism/suggestions are welcome.

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Feb 15 @ 1:05pm
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mr.napop
28 Comments
mr.napop  [author] Nov 22 @ 1:36pm 
- Halved upkeep costs with double recruitment costs for units with 0 for lords/heroes
- Reduced background income to 500
- Reduced settlements exponential income growth
mr.napop  [author] Nov 1 @ 5:30am 
- Reformulated settlement income based on vanilla values instead of the normalization to differentiate between factions
- Reduced background income to 1,000 to accommodate starting armies
- Removed income from farms
mr.napop  [author] Jun 27 @ 6:27am 
Reinstated vanilla background income to further accommodate starting armies upkeep while using Population Mechanic

As such, lowered main building income to base 150: 150-300-600-1,200-2,400
mr.napop  [author] Dec 18, 2024 @ 11:53am 
Hey man, the upkeep doesn't appear on my end with Count Noctilus, have you checked in a new campaign? is it the same even without the mod? if so then perhaps clear the Data folder and validate the game files.

I recommend KMM anyhow as it makes modded games run smoother, besides the mod organizing capability.
Polident_medio Dec 15, 2024 @ 9:00pm 
Yes, i meant to write here as well a little thing :)
The buildings in the shipbuilding all still say they will take upkeep, but in reality they do not.
I tried unsub/resub, i tried using KMM, nothing. It is only a graphical bug, and maybe i'm doing something wrong myself as it seems something cache related :)
mr.napop  [author] Dec 15, 2024 @ 12:18pm 
Ahh ok but I removed the PO penalty for taxes, and they don't get income only if they don't have any other provinces with income.

What do you mean the AI doesn't play with population, they're restricted by its mechanics throughout the game.

No cheating is recommended, it might also help with that weird autoresolve result you stated in Deadly Attack Dynamics comment.
Polident_medio Dec 13, 2024 @ 8:17pm 
Hello, nice to hear about the vampire coast!
By sending armies to raid a region and bringing it close to revolt, then you will see ai turn off taxes, generally for 1 turn. If you mouse over the public order icon, to see the breakdown, you will see when taxes are on or off.
in vanilla you would need a lot of armies though, so it basically never happens unless you really really go for it (bretonnia is the easiest faction to use for this).
In your mod is easier to tell because when they turn off taxes they have no income, and suffer desertion instantly :)

Never tried the no cheating mod.
Population mechanic is very good, i love it too! Very creative and well done mod. Still, the ai is not able to play with it except in the very first turns.
Also, thanks for making your mods! I dont like game3 at all, so i end up here all the time, but vanilla has no surprises left :D
mr.napop  [author] Dec 3, 2024 @ 1:57pm 
Hello man can't thank you enough for this detailed feedback. from last to least:
- I had no idea Vampire coast even had the horde mechanic as i never played them, so thanks a lot and all of their ship maintenance is removed.

- Removed all of Norsca and Wood elves outpost maintenance as well. didn't remove the maintenance from upkeep reduction as it's part of the 'game' and would require removing that to everyone.

- Your point on the balance between the main settlement income and other buildings is valid and true, I enhanced main building income as well as farms.

I didn't specifically state it but Population and No Cheating are very good balancers for this mod, as such I put them as required as they are highly recommended to play with.

How could you tell if the AI taxes or not? left it be for now, maybe ill consider making it -1/-2 just for the mechanic.
Polident_medio Dec 2, 2024 @ 4:49pm 
Oh last but not least, the changes to VCoast need to be reverted. It is unacceptable that everything in the shipbuilding costs upkeep. 1k each. Even the main building costs 720.
Going for the bare minimum of recruitment options (gunnery mob, artillery, beast building) plus infrastructure and landmark, this amounts to 9120 each turn just for existing.
Even funnier, the upkeep reduction building (-15%) costs 1k upkeep, thus becoming a financial trap.

So, let me rephrase: your legendary lord without troops costs almost 10k upkeep, and that is the race's core identity.
Btw this explains why i never saw a vampirate except the very early game :D

Also, Norsca is barely playable in vanilla (being very generous here), and this mod, all things considered, empowers mainly your enemy :) Here too we have the upkeep reduction building costing upkeep, which needs to go. Honestly i think some struggling factions could go without building upkeep at all.
Polident_medio Dec 2, 2024 @ 1:55pm 
Some funny bits: Mannfred 3/3 won the empire effortlessly and fast but Vcounts are weaker in the mod, so idk :)
Kislev has 9 starting settlements and just beats all non empire factions (until Manny).
Landing on Ulthuan proved to be a very challenging manoveur with 10+ patrolling stacks plus 6 stationed on the classic ports like Tiranoc and Tor Anlec :)) Very funny and involved a lot of conscious placement of armies to provoke a weak spot, over a lot of turns!

It seems that tier5 capitals produce less income than minor settlements. As upkeep from tier5 military is frankly incredible, what i see is ai factions get super strong early and fast, try to snowball (big cheats on growth, cost reduction etc) and get stuck with extremely high unavoidable upkeep (ai doesnt demolish or disband heroes) getting worse the higher the tier.
I was looking at athel loren with only 1 army on each tree and kemmler with his starting army plus 3 heroes suffering desertion in his tier 5 capital.