Total War: WARHAMMER II

Total War: WARHAMMER II

*Updated* New Lore Friendly Climates
Suggestions
Chaotic Wastes - Unchanged
Savannah - Unchanged
Ocean - Unchanged

Ocean Malestrom - New Galeons Graveyard or Eye of the Vortex that give attrition / movement penalties to the other factions

Swamp Coast - Vampire Coast right now just has the Rite for the Fog to give a bit of temporal buff or rather attrition Swamp to reduce movement speed for non Vampirate Factions would be neat
Vampiric Swamp - Vampire Counts, The Moor and the Marshes of Madness again to slow the non Vampiric Factions down in thos Regions.

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
Desert Mountains - There are the mountains in the desert of the west side of the Southlands.

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
Jungle Mountains - These are the mountains of Lustria

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.

Would split Borderlands (Old World) and Chaparral (New World) & Borreal (New World) and Taiga (Old World)

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.

Would keep the Temperate Island for the Southern Islands of the Elves

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

Would Add Vermin Hold for Skavenblight and Hellpit and Vermin Wastes for Ritual Sites like the Temple of the Horned Rat or minor occupied skaven cities.Would add Greenskin Hold similar to the Dwarf Holds or Shaman Sites that are special for Greenskins that differ from the badlands itself

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
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.
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Showing 1-6 of 6 comments
Brosh  [developer] Nov 18, 2018 @ 4:08pm 
Thanks for the suggestions. I have a bit of time right now to express my thoughts on them so here we go.

I like the ideas of the movement slows. I considered doing something similar when I created the mod. The problem relates to how the climate system works. It becomes awkward when an army does not have a movement penalty when they don't own a region but then is penalized when they do own it. A better option may be to add bonus speed to certain owner factions, but then you have armies moving faster in swamps than on normal land. I decided to just leave that to terrain system.

Regarding the old world/new world naming. I tried to minimize the number of climates as much as I felt comfortable. Each new climate requires a new cross reference with every subrace or faction. If the results were too minor, I didn’t go through the trouble. Boreal is used in only a small number of old world regions and borderlands is used in zero new world regions.

I called all the southern temperate islands tropical because they were all off the coast of the jungle climates. The only remaining temperate island were on Ulthuan so I just called it that to focus on the floating magic island part.
The Vermin Wastes thing was created special for the new single settlement skaven provinces. They needed to be undesirable to everyone else. The rest appear to be built hidden under lizardmen temples, dark elf fortresses, and dwarf holds. These should have appropriate values to their originating cultures.

In the future I have grand plans to make a new mod that will account for 3 factors of each region. These are: infrastructure type, population type, and terrain/climate. The problem is that this means several times as many climate types and a ton of work. Compounded on this is the fact that the new dlc added a few new campaign mechanics that I want to use in new, non climate mods first.

Altan Jan 18, 2019 @ 4:15pm 
I first was going to make a comment but apparently I've written too much and as I was technicaly making a few suggestion it seems fitting with this discussion.

So I'm currently playing a Kraka Drak (Cataph's Kraka Drak) game in combination with your climate changes (and a few other mods that don't really matter for the following suggestion). Your system is pretty nice, I like how when you hover over the climate icon it actually gives an explanation and the actual name of the climate.
It would feel right though for the Norse Dwarfs to actually have Frozen Tundra as a suitable climate considering that they start with one which is actually their main port. In the lore the port of Sjoktraken (not sure if the region has that name in vanilla but it definitely has in Cataph's Kraka Drak) is their main port (and probably only if you ask me) and has an access to the Ungruvalk, an underground warded channel which gives them a direct access to the sea of claws. (so no need to circumnavigate the whole of Norsca).

Also not a specialist of the lore so I could be wrong but shouldn't Norsca have some kind of Fjord "climate", I get that there is corruption, and the tribes for the most part are chaos worshipers but as I understand it shouldn't be like the actual chaos waste in the North.
Last edited by Altan; Jan 19, 2019 @ 8:28am
scribeuntitled Mar 10, 2019 @ 10:44pm 
I would suggest changing Shadowlands debuffs slightly for High Elves.
Negative casualty replenishment, negative growth, and recruitment duration should definitely be kept. Perhaps even increase the growth debuff.
Casualty replenishment should probably be decreased to -10% since the elves of Nagarythe are very war-hardened and have spent millennia fighting druchii. It would be newcomers who are wary of joining armies.

Construction cost, time, and negative income should be done away with.
The reason I say this is because while it sucks to live there, the Elves would never abandon it. Public order would be down, people would be reluctant to move there because they distrust it, and newcomers would be wary of joining armies in case they are used against Ulthuan. But when people slowly trickle in, they begin to realize that this was the kingdom of Aenarion, and it was here that the numberless hordes of Chaos were held back. They would try to restore it to its former glory, and make it a land to be proud of once more. The shattered waystones would be repaired and new ones erected. This would calm the rampant winds of magic in the region and strengthen the vortex even more. The Vortex would then begin to purify the dark magic that infests the lands and restore life to some regions.

That's at least what I think of it. Since elves are superstitious as all hell, they wouldn't want to move there from their current homes. Elves are also proud however, and they refuse to let anyone else defile their sacred land.
Last edited by scribeuntitled; Mar 10, 2019 @ 10:47pm
Andkat Apr 16, 2019 @ 3:12pm 
It looks like the new patch is adding in Mordheim with a default temperate climate type; do you think it might be worth setting it as Wasteland or whatnot given the history thereof and the reasons for its continued lack of habitation?
scribeuntitled Apr 17, 2019 @ 4:49am 
Originally posted by Andkat:
It looks like the new patch is adding in Mordheim with a default temperate climate type; do you think it might be worth setting it as Wasteland or whatnot given the history thereof and the reasons for its continued lack of habitation?
this
Commiss4r Apr 17, 2019 @ 10:39am 
ok so I don't think you need to make sub-sub regions their own thing, and I think how you've split the regions into coast-mainland-mountains (and the changes to Wasteland) make the most sense. My only suggestion is to include some level of climate AI
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