Total War: WARHAMMER II

Total War: WARHAMMER II

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Under-Empire Overhaul (Skalm)
   
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Tags: mod, Overhaul
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328.699 KB
Apr 28, 2019 @ 6:17pm
May 5, 2019 @ 8:09am
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Under-Empire Overhaul (Skalm)

Description
More of a tweak than an overhaul. I felt that with only four slots we weren't getting enough of a chance to use all the toys they've provided us so I've tried to squeeze the essence out of what we can get in there. When in doubt I always looked to the Horned Rat and the divine number 13.

***Save game compatible. Plays well with "Expand Under Empire NO Cooldown," "Skaven Under Empire: Double Concealment," and "M's Skaven Warpstone Token Currency" (visible in screenshots).

*All buildings offer at least a 13% movement increase unless stated otherwise.

Underpass/Nexus
(Removed discovery increase for this chain)
*Level 1 - Movement Range +100%
*Level 1 - Cash Income 100
*Level 1 - Percent of settlement 5%
*Level 1 - Ambush chance 5%
*Level 2 - Movement Range +200%
*Level 2 - Cash Income 200
*Level 2 - Percent of settlement 10%
*Level 2 - Ambush chance 10%
*Level 3 - Movement Range +300%
*Level 3 - Cash Income 300
*Level 3 - Percent of settlement 15%
*Level 3 - Ambush chance 15%
*Level 4 - Movement Range +400%
*Level 4 - Cash Income 400
*Level 4 - Percent of settlement 20%
*Level 4 - Ambush chance 20%
*Level 5 - Movement Range +500%
*Level 5 - Cash Income 500
*Level 5 - Percent of settlement 25%
*Level 5 - Ambush chance 25%

I wanted this building to be the basic necessity for all under-empire settlements, conferring many incidental helpers. In my playtests I noticed that many under-cities never last long enough to reap the full rewards of a level 5 so I felt justified piling on (economically 500 gold per turn doesn't really offset the full cost to get to a level 5 Nexus, I think). But if you have money to burn and keep investing you'll continue seeing dividends late game. I find with this feature you can never have enough money.

Skaven fight dirty and this building already granted vanguard deployment before I touched it. With the movement bonus you can strike far and wide while still having a home advantage. At best you'll ambush your enemy in these regions and at worst vanguard; win-win, yes-yes?

The Shattered Tower (Skavenblight monument).
*169 relations with other Skaven
*Warlock-engineer capacity +5

I always use a mod that removes the cooldown to manually expand your under-empire, making the -5 turns feature obsolete. That mod requires engineers so an extra 5 helpers really keeps the under-empire running. This monument also requires Skavenblight be level 5 so the price for admission is (somewhat) justified.

Raiding Camp
*130 Income (up from 100)
*13% Of Settlement Income (up from 10%)

Warpstone Refinery
*-13% Upkeep for specified units (up from 3%)

Strip Mine
*Cash Income 130
*-13% Construction (up from 3%)
*13% Trade (up from 8%)

Warlock Lab
*13% Research (up from 10%)
*Cash Income 130


Reasoning

This Under-Empire mechanic plays very similarly to Star Wars: Empire at War's Rise of the Crime Lords corruption mechanic, which gradually increases your income to obscene levels if you keep investing in it. By default that game gives you a noticeable base income and movement speed before you even spec out for that. With that in mind I thought a little extra was necessary here.

The Underpass/Nexus is a building I never used but always wanted to. There are just so many other buildings with better bonuses that always force me to chose cash, food, or secrecy.

The Skaven are known for cropping up where they're least expected via their world-spanning under-way. ALL buildings provide a 13% movement bonus unless specified elsewhere (excluding the pair that destroy the under-city). I've added enough cash here that you can avoid building Warp-Token Stash with the addition of getting the movement bonus.

Also, it takes a total of 15000 cash and 15 turns to fully upgrade this structure so the advantage is one you certainly pay for, especially since it could be wiped out in one turn.

Originally I had hoped to add a passive chance to expand to many buildings but have only found a "dummy" value and not the actual mechanic. For the time being I've shelved that idea.

I decided to leave corruption values alone. I don't know if its the vanilla bonus of the Shattered Tower t corruption or just the shear number of settlements but it looks like skaven rebellions are popping up all the time. Increasing this might increase how fast your own under-cities get razed so no need to increase corruption further.
17 Comments
SergeantAtom Feb 4, 2022 @ 6:33pm 
still work?
Deviant Sep 17, 2020 @ 12:05pm 
How about boosting the Vermintide army? And then the initial composition of the army is too weak, relative to the money invested in the attack from the underground ... Let me remind you the composition of the army without improving technologies: 1 Lord, 2 plague monks, 3 clanrates with a sword and shield, 2 clanrates with a spear and shield, 1 rat ogr, plague catapult. Well, this army is clearly not worth all the costs for it ...
Cúchulainn Aug 7, 2020 @ 2:20am 
Will this ever be coming back?
DudeChris33 Jun 16, 2020 @ 5:18pm 
@Skalm I am just starting looking into it myself so idk if it will work but in data/scripts/campaign there is one called under_empire.lua that supposedly contains the expansion chances
Nero Sima Dec 20, 2019 @ 2:09pm 
update plz
Straight Boolean Sep 27, 2019 @ 7:34pm 
thank god you made this making the skaven under empire was so annoying before this.
Bomjus May 3, 2019 @ 8:34am 
just a comment for your future developments:

under empires are already really strong in vanilla already providing a ton of food, and a good amount of cash if you stack it. so, while i am just one person offering just one person's opinion, don't make these "tweaks" (which are buffs) too strong or add in ridiculous ones. there's a thin line between a "tweaking overhaul" and a full on overhaul with something like 13 skaven corruption PER under empire.

i enjoy trying mods that change up mechanics, but going overboard will hurt the mod imo.
cool_balrog  [author] May 2, 2019 @ 8:22pm 
I see the problem with expansion. The value I changed is only a "dummy." I need to find where the real chance to expand is. In my next update I'll remove the false expansion chances.
cool_balrog  [author] Apr 30, 2019 @ 6:44pm 
For some reason I don't think the passive expansion effect is working where I planted it. It's exactly the same as what is on the excavation buildings (it even shows the correct tooltip ingame) but does not seem to be triggering. There must be something elsewhere attached to this building I haven't found. In the meantime I highly recommend "Expand Under Empire NO Cooldown" mod.
cool_balrog  [author] Apr 30, 2019 @ 5:47pm 
It certainly gives an unfair advantage to the Skaven player(s) so I suppose it should be considered a cheat. Speaking of which, I'm probably going to throw an additional layer of warpstone all over it to ensure the Horned Rat's children get the (un)fair treatment they deserve! My current campaign has shown that the bonuses I've thrown on the Nexus aren't justified by its high cost. So back to my filthy evil, I guess...