Total War: WARHAMMER II

Total War: WARHAMMER II

[MOD/DER ON HIATUS] Kraka Drak Norscan Climate Mitigation Expansion for Cataph's Kraka Drak Overhaul
Chesschamp09  [developer] Apr 20, 2018 @ 11:32pm
Unique Buildings for Kraka Drak, Hell Pit; What would you like to see?
Title.

Hell Pit was (from the lore I've seen) never historically a Dawi Hold, but I think it would good to make killing them seem more rewarding.

Kraka Drak is the Norse Dwarf Capital, so you arent really retaking it, which is the theme of the existing building chain. So at the very least different flavor text, but I think it should have different effects. Maybe if I can figure out how, it should scale with the number of instances of the existing building chain in other provinces (not sure if this is possible or not)?
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Showing 1-7 of 7 comments
Something that linked high trade values with higher skaven corruption?
dreadedladie Jun 12, 2018 @ 12:40am 
5 levels of building
Occupied Hell Pit

- 10/8/6/4/2 growth in all provinces (factionwide), perhaps halved, to simulate colonization
- 7/6/5/4/3 public order, no one, not even a Dwarf should WANT to live in Hell Pit
+ 4%/8%/12%/16%/20% income from trade (factionwide)
+ 8/16/24/32/40 diplomatic relations with Kislev and Imperial Provinces
+ 7/14/21/28/35 exotic animals produced each turn.
+ 1/2/3/4/5 unit recruit rank for spikegunners and rocksplitters (regionwide)
+ 3/5/8/10/13 leadership when fighting Skaven (factionwide)
+ 50%/40%/30%/20%/10% skaven corruption (regionwide) to keep things interesting
+ 3%/6%/9%/12%/15% reload reduction time for spikegunners and rocksplitters (factionwide)


Names?
level 1 Surface Colony
level 2 Cavern Outpost
level 3 Forlorn Hold
level 4 Sleepless City,
level 5 Kazad Drek (Fortress of great enterprise, Fortress of the great distance)
or Karag Zan (Mount Blood) or some other dwarfen name in honor of "fully" colonizing Hell Pit, though it's important a little bit of Skaven corruption and public unhappiness remain to keep it from ever fully being a "nice" place.

This is just what I came up with in about an hour-ish after looking up a bit about Hell Pit and thinking of how and what would work best with Kraka Drak's specific roster and map position. Just some suggestions but I think there's some potential there to make it seem really cool. Something to make it look like Hell Pit is more than just another city to conquer and colonize like any other, after all, it's literally supposed to be THE most horrible place among the Skaven under-empire, with the furthest depths of the city proper being mostly made of living flesh and countless mutated slave monsters stalking shadowy tunnels. All on top of major geo-thermal vents that produce semi-noxious gas. Seems like a place that should feel like a major challenge for even Dwarfs to conquer (considering even Chaos/Beastmen together in the lore were slaughtered in an attempt to conquer Hell Pit in the lore) but also one that should have serious rewards as well.
Chesschamp09  [developer] Jun 12, 2018 @ 3:39pm 
this looks like a solid start to a good idea to me. Perhaps it shoudl double down more on the "this place is an awful place to live....but there are benefits..." perhaps focusing improving miners, acid throwers, maybe even having a tech and/or new unit locked behind having the settlement
dreadedladie Jun 12, 2018 @ 11:24pm 
Thanks man, I'm sure you'll come up with stuff a lot more balanced and appropriate for the theme but I hope the suggestions helped and I genuinely can't wait to see what you can do.
Chesschamp09  [developer] Jun 29, 2018 @ 10:43am 
So the growth malus to other provinces that I was testing recently may be hard to implement because if it causes a region to fall below 0, it will crash the game. Looking into ideas to replace or fix it.
dreadedladie Jun 29, 2018 @ 5:47pm 
That's too bad, is it possible to make it a percentage based growth debuff for the region? That might make it a bit better, but I do know that certain factions' raid mechanics do cause a hard debuff to growth as well, at least with SFO on.
Chesschamp09  [developer] Jun 29, 2018 @ 9:24pm 
I could be wrong, but from what i can tell there isn't a way to do that, but I'll see what other modders think. There may be an approach or DB table I've overlooked. More testing will be done to see if the growth reduction was the thing truly crashing the game or just the thing that seemed like it was
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