Total War: WARHAMMER II

Total War: WARHAMMER II

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Varied Treaties
   
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Tunnisteet: mod, Campaign
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341.664 KB
1.9.2020 klo 6.44
12.8.2021 klo 6.44
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Varied Treaties

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Ever wondered why every treaty and agreement in the game has to run for ten turns before it can be safely canceled/undid? Every war has to go for ten turns, every peace must last for ten turns, every trade treaty is very much the same as non-aggression pact, as they must last for ten turns each, and then war cannot be declared in the following ten turns either - unless you are willing to lose reliability, of course.

This mod makes the treaty lengths and timers more varied.
There is also a submod available: Short Wars

Details:
I tried to capture the character and meaning of each treaty, thus resulting in identifying three different approaches:

Grace period
Affected treaties: Trade Treaty (dissolved), Military Access (canceled)
Specifics: You can declare war 3 turns after dissolving the treaty.
Explanation: Trade and Military Access treaties are practical, pragmatic agreements that are not as diplomatically binding as, say, Non-Aggression Pact. You can declare war as fast as the foreign merchants and troop detachments depart.

Set-length Treaties
Affected treaties: Trade Treaty (signed), Military Access (signed), Defensive Alliance (broken), Military Alliance (broken), Non-Aggression Pact (broken), Vassalage (broken), Client State (broken)
Specifics: You can cancel the treaty or declare war 5 turns after signing/breaking the treaty.
Explanation: In earlier TW games, treaties such as Military Access were often negotiated in multiples of 5 turns (and minimum of 5 turns), so that seemed like a reasonable number of turns for the formal, but lesser-binding treaties. In case of Defensive and Military Alliances dissolution, it seemed to me like a formal lesser-length Non-Aggression Pact is implied to be signed.
Now it also covers breaking Non-Aggression Pacts (to bring in line with Alliances) and freeing your Vassal and Client states.

Informal Expectations
Affected treaties: Peace Treaty & War Declaration, Gifts Received
Specifics: You can sue for peace or declare war 7 turns after each other.
Explanation: It is the only "treaty" that never felt formal to me, but carried weight and significance. 7 turns is just an arbitrary number between "lesser formal" 5 turns and vanilla formal 10 turns, and hopefully satisfyingly "chaotic" to carry the informal feeling.
Now it also covers declaring wars after receiving gifts (as a form of tribute payments).

All other treaties are left unaffected.


You may also be interested in my other Warhammer mods.
Suositut keskustelut Näytä kaikki (2)
3
7.3.2021 klo 10.52
TÄRKEÄ: Compatibility
Nikitian
1
10.9.2020 klo 18.59
TÄRKEÄ: Upcoming Features
Nikitian
20 kommenttia
Nikitian  [tekijä] 13.8.2021 klo 13.16 
@Zets I didn't change reliability hit from vanilla, but I'll look into it.

@Deli Paşa I've updated the mod, but generally it shouldn't be broken by updates (it wasn't this time, for example).
Deli Paşa 25.7.2021 klo 10.15 
Hi great mod. Is there be any update?
Zets 2.6.2021 klo 15.34 
Could you reduce the realiability punish? Seems like every treaty that I break puts me at Very Low
BesoC 14.12.2020 klo 23.20 
Thanks @Nikitian
Nikitian  [tekijä] 6.12.2020 klo 17.46 
@BesoC There were no obvious changes with the new patch, but I updated the mod just in case. Hope it helps.
Nikitian  [tekijä] 6.12.2020 klo 8.25 
@BesoC Absolutely.
BesoC 6.12.2020 klo 4.27 
Hi Nikitian. Can you please update the mod? Thanks in advance
=[NK]= Col. Jack O'Neil 4.10.2020 klo 21.59 
Thanks anyway for your reply :)
Nikitian  [tekijä] 4.10.2020 klo 14.30 
@=[NK]= Col. Jack O'Neil As a game mechanic, no (to my knowledge), at least until CA gets to it. As AI rule it might be possible, but I wouldn't count on it (as it'd be modded at this point, likely). I think it might be pretty possible to negate (repay) the reliability hit for breaking NAP and declaring war after you have been raided by a faction (for balance reasons, maybe raided for a few turns straight) via event scripting, but that's only reactive/punitive, not proactive/discouraging, sadly.
=[NK]= Col. Jack O'Neil 3.10.2020 klo 19.24 
Is there a way to change it so that raiding can only be done at war, or at least when there's not a non aggression pact or something?