Jadawin’s Various Campaign Tweaks

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Author: Jadawin

Last revision: 6 Oct, 2021 at 23:11 UTC

File size: 914.43 KB

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Description:

TWW2 is no longer getting patches or DLC, so my mods are also considered final and will not receive any more updates. Therefore I disabled comments on all of them to avoid constantly getting notifications for the same dumb questions that have been answered a thousand times already. Any comments or announcements I might make in the future will be posted under my collection here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1766089433

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Ragtag mix of changes I made after looking at the available campaign variables and thinking what might be interesting or fun to fiddle with.

Reworked XP gain for lords and heroes
In vanilla, XP earned from battles depends on victory type: A Decisive or Close Victory rewards much more XP than a Phyrric Victory. Given that most Decisive Victories are you beating up a tiny 5-unit garrison with your monster doomstack, that doesn’t make much sense.
Earned XP now depend on the strength ratio of all involved armies, calculated from the gold value of participating units, modified by their current health. If the winning side entered the battle with for example more than twice the strength of the loser, they earn only 350 XP (a standard victory in vanilla earns 1000). If you fight a force closer to your own strength, or even stronger than you, the earned XP are much higher.
Reinforcing lords now earn the same amount of XP as the primary attacker/defender (instead of only half). But of course, if you reinforcing an army causes your combined strength to be much higher than that of the enemy, everyone will still gain much less XP from that battle.
Also changed many other aspects of XP gain. AI lords gain more XP per turn, and their LL’s get an extra bonus on top of that. All lords gain more XP from raiding or just being garrisoned. There’s not always the opportunity to constantly fight battles for every lord, and it should still be possible to – slowly – level up lords that are guarding a province etc.
Heroes gain a bit more XP just being active on the map. They gain a bit less from battles, where they would often gain levels faster than their lord which was weird (they gained the same XP from battles but heroes also get a small amount of extra XP every turn).

Defeated Armies don’t replenish
Any army that was just defeated in a battle will be unable to replenish units for one turn. This makes winning battles against the AI during their turn, or defeating an army inside enemy territory that can then retreat outside of your movement range, not completely pointless anymore. Because they now won’t replenish all their losses before you have a chance to pursue them.

Autoresolver:
Losing armies will slightly less often be completely wiped out in autoresolve, making AR less obviously superior to manual battle in terms of convenience and effectiveness.

Minimum strength of units:
Units now need to have at least 20% strength – if a unit survives a battle with less than 20% of its entities, it is disbanded (in vanilla this is 5%). This is a significant change and leads to more unit losses, making recruitment costs more relevant and it’s now harder and requires tactical retreats to keep veteran units alive. Note that there are certain mechanics that give a unit a chance to survive even when it should have died – but this might be only for Undead.

Block Army action:
It’s a bit less crippling, blocked armies can still move a reasonable distance instead of basically being locked into place.

Raiding:
Earns much more gold (approximately 3x), inflicts much higher Public Order penalty (-10 instead of -3) and growth penalty (-30 instead of -5). Imho raiding was rarely worth it, now armies will sometimes almost pay for themselves while they are raiding a rich region. And you may occasionally be able to cause a rebellion in a hostile province.
To make this change not too overpowered, the races that had a hidden +100% raiding income modifier had this bonus cut to +50%. These are Beastmen, Bretonnia, Chaos and Greenskins.
Also applies an effect to the force that rewards a modest amount of XP per turn to the units in the army.

Wound Recovery Time:
It’s now 5 turns longer for AI lords wounded in a battle against the human player, so 10 turns in most cases unless the faction has a bonus to it. Defeating the AI’s Legendary Lords now feels a bit more impactful. Heroes are unaffected.

For AI vs. AI battles however the wound recovery time is actually reduced by 2 turns. The AI send their lords all the time into hopeless battles and they die a lot. Giving them generally longer recovery times (as the previous version of this mod did) caused them to not gain many levels over a campaign because they were wounded for so long periods.

The player’s lords are not affected one way or the other.

Also changed the trait for defeating Vlad von Carstein so it reduces wound recovery time by only 1 turn instead of 4. Apparently all the LL’s in the Old World were coming back after one turn because everyone has had their turn beating up Vlad in most campaigns, and they never lose that trait again.

Plunge Into Anarchy:
Deathmaster Snikch played by the AI should no longer use Plunge into Anarchy on anyone.