Total War: WARHAMMER II

Total War: WARHAMMER II

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Dynamic Recruitment
   
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Tags: mod, Campaign
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12 Jun @ 5:46pm
13 Jul @ 12:41pm
3 Change Notes ( view )

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Dynamic Recruitment

In 1 collection by mr.napop
Immersion, realism and logic
392 items
Description
Overhauls recruitment to be infrastructure based rather than the arbitrary vanilla amount, promoting more strategic gameplay in provinces management:

No global recruitment

Recruiting from provinces half a world away is senseless and removes the need to evaluate losses and plan a military campaign. As such, removed replenishment while in foreign territory.
Black ark's recruitment is retained, but its range has been reduced so it can support armies only close to the shore.
To balance with raise dead mechanic, use No Famous Battles which removes elite units raised by undead armies.

Military buildings-based recruitment slots

Instead of relying on global recruitment, military building levels now directly link to recruitment slots. The more and better infrastructure you build, the greater your recruitment capacity. This effect stacks, so building 2 tier 3 barracks gives 6 recruitment points (removed the warning icon on duplicated buildings), leading to potentially creating full armies in 1 turn of 1 turn units.

Added 50% cost for mustering stance as you need to stay put in order for reinforcements to arrive, and set encampment cost to 100%, raiding camp to 75%, but with 100% ambush defense.

Base recruitment slots

Reduced to 1, used for main settlement building recruitment of militias (check Militia Recruitment for more faction militias options).

Public Order effects

Public order models the willingness/ability to enlist the population, so negative values will now remove recruitment slots and raise its cost greatly.

Recommended with Population Mechanic for further recruitment management.

Excludes hordes.

Affects both the player and AI, supports OvN Lost Factions.
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2 Jul @ 6:02am
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mr.napop