Racial Buffs
For further campaign variety this mod adds additional racial bonuses (& a few debuffs). Specific balancing with a nudge towards strengthening the early game Greenskins and Beastmen to be competitive vs other races. More civilization based races recieve longer term economy buffs related to their fields while warlike races get early game recruitment or upkeep buffs (which aid all stages of the campaign).
Empire/Human Factions – "Trade is the Lifeblood" +50% trade tariff mod
Dwarf Factions – "Early Steam Age" +30% income mod
Chaos Factions – "Warlike Ways" +1 recruitement slot
Bretonnia – "9/10ths belongs to the Lord" -33% upkeep costs
Greenskins – "Warlike Ways" "Basic Instincts" +2 recruitment slot
Greenskins – "Horde is a Horde" +3 animosity morale modifier (Waagh buff, Main Factions only)
Beastmen – "Animal Ways" +1 recruitment slot
Beastmen – "Live off the Land" -50% upkeep costs
Beastmen – "The Great Migration" +3 animosity morale modifier (Brayherd buff, Main Factions only)
Wood Elves – "Nature provides All" -33% upkeep costs
Vampires – "Takes seconds to Summon the Dead" +2 recruitment slots
Vampires – "They spend Milleniums Underground" – VC factions have access to the Underway movement.
Dark Elves – "They take Whole Cities when they Come!" +50% captives
High Elves – "The High Elf Kingoms span Sunrise to Sunset" +100% trade tariff mod
High Elves – "They dont Breed much" -1 recruitment slot
Lizardmen – "Animal Ways" +1 recruitment slot
Lizardmen – "The Slaan See All" -1 corruption
Skaven – "Vermin-Tide" +2 recruitment slots
Norsca – "Warlike Ways" +1 recruitment slot
Norsca – "Live off the Land" -33% upkeep costs
Tomb Kings – "Takes seconds to Raise the Dead" +2 recruitment slots
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Details/ Reasoning:
Humans "Trade is the Lifeblood" – represents the human civilizations focus on specialization of labor as well as Empire of Man’s developing Mercantileism & the Southern Principalities tradition, commitment to trade. Game wise it represents a mid/late game buff once multiple thriving trade routes established.
Dawi "Early Steam Age" – mechanical & steam developments, in production (Gyrocopters vs Empires exp Steam Tanks) give this faction an early push into Warhammer industrial age.
"Warlike Ways" Chaos & Greenskins – These factions are primarily if not exclusively geared for constant warfare. As such they recieve a recruitment slot buff. Greenskins (esp Skarsnik) also can spam their early Orc/Goblin spam to hold off the Dawi Freight Train. Dark Elves don’t recieve this buff due to lower rates of procreation (as High Elves).
"Animal Ways" Beastmen & Lizardmen – These factions primarily rely on beastly units. No training required there – as such they recieve a recruitment slot buff. Aids Beastmen in holding their own vs being a mere fly on the wall.
"Live off the Land"/ "Nature Provides All" Beastmen & Wood Elves – Both rely primarily on the land for sustenance. As such their armies require no complicated supply routes, cutting their upkeep cost. Aids both in Lategame to be able to sustain larger stacks.
"Takes seconds to Summon the Dead"/ "Vermin-Tide" Vampire Counts & Skaven – Both rely on ability to rapidly spam large hordes. One due to undead having zero training required, the other due to completely unsustainable breeding and growth rates. Quick to spam and rebuild, so should help them hold their own.
"The High Elf Kingdoms span Sunset to Sunrise" High Elves – They are the WH British Empire, having overwhelming superiority in world trade. As such they recieve a huge trade tariff buff.
"They dont Breed much" High Elves – With the huge commitment to trade comes the Elvish way of increadibly slow procreation. -1 recruitement slot (Dark Elves have this cancelled out by commitment to ‘Warlike Ways’ as well as more naughty behaviour in general.)
"They take Whole Cities when they Come!" Dark Elves – renown for their slavery and having their Empire primarily running on slaves is their way. Serves as a good mid/late game buff.
"9/10ths belongs to the Lord" Bretonnia – "Son of the soil, thou art born to labour and to serve, protected by thy betters. Thou shalt give unto thine glorious liege the taxes that he requires. Thou shalt labour all but feast days. And no more than a tenth-share shall you keep for kith and kin. Rejoice! For a Knight of Bretonnia provides your shield."
?Vows of the Peasants unto their Bretonnian Lord
The Nobility collects all & historically dosent have much incentive to develop its holdings (Mercantile class did that). As such the Nobles focus on the shield aspect of their duty with a upkeep buff. Serves well in mid/late game.
"Horde is a Horde"/ "The Great Migration" Greenskins & Beastmen – The Beastmen are typically seen as a silly goat speedbump in WH and the Orcs a paper vs Dawi scissors. The horde/brayherd morale buff should help stop the decay of the morale meter (normally set to -1) and help gather their strength to bring the Horde & Herd come to fruition. Now few turns of Greenskin/Beastmen raiding can summon their baddies and seeing a true beastly horde at your doorstep is a distinct possibility.
"Basic Instincts" – The Animal beasts and the Green skinned require no training, or education in anything at all, least the arts of war. As such they can be ready to wage cruelty on their foes as soon as they can wield a blade.
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Compatibility:
Should work with pretty much everything 😉