Total War: WARHAMMER II

Total War: WARHAMMER II

210 ratings
Campaign and Battle Difficulty Differences with Details
By Cancini
I decided to list all the differences between difficulties in campaign since I was not able to find them anywhere in details and easily accessible. My Source is https://twwstats.com/campaigndifficulties?q=

>15.11.2019 added battle difficulty too.
3
2
5
2
   
Award
Favorite
Favorited
Unfavorite
General Things
Couldn't find any numerical data about those but as far as I experienced
  • Chaos/Ritual armies spawn in higher numbers at higher difficulties.
  • AI is more aggressive towards player in higher difficulties and more likely to ignore player in easier modes.
  • AI tends to send intervention forces after you when you start a ritual if difficulty is higher
  • AI generally is less likely to accept negotiations in higher difficulties.
Things Special to Legendary Difficulty
In Legendary difficulty game only allows you to have an autosave file that saves when:
  • You get attacked (get besieged, ambushed, intercepted in underway) or when you attack (engage an enemy army, siege a settlement, activate a ruin, have a chance to intercept an enemy army travelling by underway, or initiate an ambush) (basically when a battle screen is initiated)
  • You retreat
  • You press the tick in post-battle screen
  • You make your decision about captives in post-battle screen
  • You make your decision after a siege victory
  • You press end turn
  • AI's turn ends

In Legendary difficulty you have to play in battle realism mode which means:
  • You can't see enemy unit's info easily in battle. (Normally you can see it just by sliding mouse over them, however in this mode you have to deselect whatever you happen to be selecting, then left click on the unit you wanna check)
  • There is no contextual tooltip
  • Any enemy unit more than 600 meters away will be hidden from sight
  • Your camera is locked to close vicinity of your army (200 meters of any unit) or the city you defend
  • There is no mini-map after deployment phase
  • You can't use slow-mo speed
  • You can't give any orders/use camera when you pause.
Legendary/Very Hard/Hard/Normal/Easy Campaign Difficulty:
  • Player controlled Lords and Heroes gets 10%/10%/+12%/+14%/+16% additional replenishment rate.
  • AI controlled Lords and Heroes gets +16%/+14%/+12%/+10%/+10% additional replenishment rate.
  • Players Campaign Line of Sight is NA/+40%/+70%/+100%/+120% (there is no data for legendary so either same as very hard or some unmentioned default value)
  • AI can see all of the Campaign map except armies that are hidden (like in Beastmen Encampment or Ambush Stance).
  • All player controlled units have +10%/+0%/+0%/+0%/-10% upkeep.
  • All AI controlled units have -20%/-15%/-10%/+0%/+0% upkeep (not certain about normal and easy ones).
  • All player controlled settlements have -8/-4/-2/+0/+1 public order from difficulty per turn.
  • AI suffers -80%/-70%/-60%/-50%/-30% casualties from all attrition (AI is always immune to attrition from horde infighting).
  • Plagues has -30%/-20%/-10%/+0%/+10% duration and chance of spreading for the AI (value isn't mentioned for normal difficulty so it is an assumption).
  • AI every turn generates +12/+10/+8/+6/+4 ritual resource in Vortex Campaign (such as Scrolls of Hekarti).
  • AI gets -80%/-60%/-40%/-30%/-20% public order penalty from slaves (Dark Elves).
  • Slave decline rate is always -60% for AI compared to Player (Dark Elves).
  • Casting rites doesn't cost slaves for AI (Dark Elves).
  • AI gains +10 influence per turn (High Elves).
  • AI units gains +500/+250/+100/+0/+0 xp per turn.
  • AI construction costs are modified by -80%/-70%/-60%/-50%/+0% for all buildings.
  • AI never pays for colonisation.
  • Resistance to occupation for AI is +70%/+60%/+50%/+40%/+10 meanwhile it is NA/NA/NA/NA/+10% for player (I assume player suffers higher public order penalty for conquering settlements from AI on every difficulty. Meanwhile AI only does suffer a slight PO penalty only if campaign difficulty is easy).
  • AI recruitment costs are modified by -70%/-60%/-50%/-30%/+0% for everything.
  • AI casualty replenishment rate is modified by +9%/+7%/+5%/+4%/+3%.
  • AI has +6/+5/+4/+3/+2 default global recruitment and +3/+3/+3/+2/+2 default local recruitment capacity.
  • Player's default global recruitment capacity is always +3 and default local recruitment capacity is always +2.
  • AI settlements have +125/+100/+60/+40/+20 growth.
  • AI hordes have +9/+8/+7/+6/+5 growth.
Very Hard/Hard/Normal/Easy Battle Difficulty
  • Player controlled units gets -4/-2/+0/+4 leadership according to battle difficulty.
  • AI controlled units get +10/+4/+0/-4 leadership according to battle difficulty.
Those two are the only observable ones in unit cards.

However in database there are more changes depending on difficulty settings so I decided to test fighthing two Kholeks in custom battle. In very hard settings my Kholek always dealed smaller damage compared to AI's Kholek per hit.

I also tested reload stat by pitting two Mel Gibsons Orions against each other in very hard. AI's Orion's took a few seconds less between shoot animations compared to mine.

However those results might be coincidal and tables below could be wrong/inactive so just take following info with a grain of salt.
  • AI units' charge bonus is multiplied by 1.15/1.1/1/0.8 according to battle difficulty.
  • AI units' melee attack is multiplied by 1.15/1.1/1/0.8 according to battle difficulty.
  • AI units' melee damage is multiplied by 1.15/1.1/1/0.9 according to battle difficulty.
  • AI units' melee defence is multiplied by 1.2/1.1/1/0.9 according to battle difficulty.
  • AI units' missile reload stat is modified by +20/+10/0/-10 according to battle difficulty.
28 Comments
Féanor 31 Mar @ 1:58am 
Maybe ive played too much total war but im having too much of an easy time on everything but very hard and legendary :,) (Legendary is a click-fest which i dislike but atleast the AI seems a bit smarter haha)
Vector 22 Oct, 2024 @ 9:53am 
I play very hard/very hard. The drag is not being able to slow the game down. You are controlling twenty units, and it just becomes a click-fest. I am not good at the "real time" games for the same reason. It doesn't mean you are good at the game itself; it just means you can move your mouse and click fast. On very hard, I have the game going very slow and I am still clicking like mad.
Chaos 18 May, 2023 @ 3:38pm 
The AI pays no upkeep regardless of difficulty and has a small set units they can recruit from any building/settlement, most small and medium tier melee and ranged specifically. I searched through some of the saves using SaveParser (out of curiosity) and found their money almost never changes per turn and even if you change one of their settlements in the editor so they can't recruit anything they'll still get the basic and mid tier stuff.
MenMaatSet 29 Apr, 2023 @ 6:38am 
I always knew, that "normal" difficulty - is real normal. Not Me, not AI don't have cheat bonuses (ok, AI а little). So - if you want fairplay, choose normal.
Elfie 31 Aug, 2021 @ 1:11pm 
I recommed all who play Mortal Empires campaign for RP experiece to play on Hard only.

Because smh, the difficulty is affecting AI, too. On normal, AI will sally out of sieges even when autoresolve is not favorable to them and generally sometimes act retarded.
And on Very Hard and Legendary, AI seems to show unloreful and unhealthy interest towards the player (they often ignore other faction taking all their lands just to be able to harass the player). Not to mention bloody unexplainable player-only -4 to public order penalty.

So Hard it is all the way - it is in fact the "normal" difficulty of this game, just called "Hard". I guess, they protect their game from negative reviews from casuals by doing it this way (labeling normal diff as "Hard").
jayvh 16 Jun, 2021 @ 12:55pm 
I rarely played the Vortex campaign, but I noticed that the surrondings differ when you chose a harder campaign difficulty. For example the last campaign I played on Mortal Empires was Karl Franz on Legendary. The first enemy army you meet has always the same units.

Now I wanted to play Kroq-Gar on Vortex and wanted to try VH campaign difficulty (former Vortex was always on Normal). The Skaven army right in front of me is huge with two storm vermin with halberds, clan rats and lots of Skaven slaves. Starting with normal campaing difficulty it's just a few slave units pretty much.
Der Kaiser 16 Jun, 2021 @ 11:38am 
i just fought a battle with the high elves (Yvresse) as clan skryre and i killed their Lord and their moral didnt lower it would go down then regenerate, they had no hero in their army. i think the problem was the game and battle difficulty got bugged and set it to something much higher. (grouped all of my comments together so they're not taking up a space)
Schweik 18 May, 2021 @ 10:03pm 
@Ragatokk Well I did not that AI does not receice background income. Just that background income is most noticeable for AI factions with single minor settlement (like Karak Ziflin) which have about 2 full stacks seemingly not having enough income to pay the upkeep if we do not take into account their background income.
Ragatokk 11 Apr, 2021 @ 10:33pm 
@Schweik What makes you think AI does not get background income?
paddo_bs 27 Feb, 2021 @ 10:26am 
Each additional Lord recruited increases faction wide upkeep by 2% in normal, and 15% in very hard.