Total War: WARHAMMER III

Total War: WARHAMMER III

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[IE] Loreful Strategic Threat
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27. srp. 2022 v 9.17
7. pro. v 14.06
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[IE] Loreful Strategic Threat

Popis
This mod replaces Strategic Threat for IE only, with something that makes more sense in a lore friendly way for both the player and the AI.

UPDATE: ported over from Game 2.

Big thanks to Vandy for his help with scripted effect bundles!
Big thanks to AwwHEEEALNaw for thier help with the latest update definitions.


Why not just remove Strategic Threat?
Strategic Threat has many faults, but at its core, has a good purpose. It’s designed to encourage conflict between large factions and their neighbours. This mod seeks to achieve this goal, in a less frustrating way. No longer, will your long time dwarfen ally declare war on you, the Empire, for pacifying and colonising Ulthuan, home to their hated foe, the elfs.

So how does it work?
First off, the mod removes Strategic Threat. You will no longer have increasing diplomatic penalties, simply for owning lots of Territory.
Instead, the mod creates diplomatic penalties based on territorial disputes - this is for the player and the AI.
There are two types of dispute, the diplomatic penalties stack.
  • Faction Dispute: A faction believes a region should be owned by them specifically and will have a -8 diplomacy penalty to any other faction that owns this region. E.g. Reikland the faction, believes that the region of Altdorf is theirs and theirs alone and will hate any other faction who occupies it.
  • Culture Dispute: A faction believes that a region should be owned by someone of their culture and will receive a -5 diplomacy penalty with any faction not of their culture who owns that region. E.g. All the Empire elector counts, believe that Altdorf should be owned by an Empire faction (but do not care which one) and woe to any non empire faction who threatens this.
In this way, as a faction naturally gains territory though expansion, they are more likely to have diplomatic friction with other factions who feel they have a right to that land. This is shown in game as "rulers prejudice vs X"

Effects of the Mod:
  • As the player, you can choose how you expand to respect your allied expectations.
  • Player or AI - Factions with disputed territory are more likely to have negative diplomacy.
  • Player or AI - When a faction expands into a new region, that regions culture are more likely to band together against the encroaching foe than get taken down one by one.

Region Management:
Remember, you can now trade regions and abandon regions - a great way of leaving a region that might be annoying your allies.

Loreful conflicts:
I dug deep into the lore of Warhammer, to get a good understanding of who feels what territory are rightfully theirs in general. I am pretty sure I have missed the mark with some of this.
  • Chaos & Beastmen don’t have any attachment to regions, they want see everything burn.
  • Empire Electors feel they should own their state and that the Empire should be owned by their culture.
  • Bretonnian Dukes feel they should own their own Dukedom and that Bretonnia should be owned by their culture.
  • Dwarf lords feel like they should own their own holds and that the Karaz Ankor should be held by Dwarfs.
  • The selfish Skaven have no concept of cultural ownership, but there are a handful of regions that many clans feel should be theirs.
  • The Greenskins have no concept of cultural ownership, but there are a handful of regions that some tribes feel should be theirs.
  • Wood elf factions have certain regions they have custodianship over, but in general feel the magical woodland should always belong to their culture.
  • The southern realms have no cultural allegiance, but all feel they should own their territories, e.g Tilia owns its provinces.
  • Kislev factions feels that Kislev lands should be ruled by Kislevites. Each faction has its own oblast/cities they lay claim to.
  • Lizardmen leaders claim ownership of specific temple cities, but in general feel the jungles should be held by their culture.
  • Tribes of Chaos (e.g. Norsca) have certain regions that tribes lay claim too, largely in Norsca and in the Chaos Wastes.
  • High elf princes lay claim to their individual regions, but overall they feel Ulthuan beloings to the high elfs.
  • Dark elf leaders have the various cities in Naggaroth that falls under their dominion. They generally feel the icy land should be ruled by the dark elfs. They also feel that Ulthuan should be ruled by dark elfs too.
  • There are a handful of pirate bastions that have been claimed by the pirate factions.
  • The various Tomb kings have their own cities to manage, and feel the ancient lands of Khemri belong to them.
  • Vampire counts have no sense of cultural identity. The Von Carsteins vie for the Empire and the Red Duke vies for Bretonnia. The Strigoi seek for castle Vorag & Mourkain to rebuild their lost empire.

Regional Conflict
Of course, there are some regions that are focal points of conflict, I've tried to capture this here too. Let me know if I missed anything!
  • The city of Marienburg is vied for by Reikland, Marineburg and Nordland.
  • The Moot is disputed by Stirland and Averland
  • K8P is dipsuted by Queek, Skarsnik and Belegar
  • Nagashizaar is disputed by Tomb Kings guarding against Nagash, Skaven after warpstone and Nagash's servants.
  • Mordheim is disputed by Ostermark and all the skaven.
  • Stirland lays claim to Sylvania.
  • Brass keep disputed between Fecundites, Ostland and Hochland

Broken lands of Tian Li | The Grand Canal
These start out being a land that the burning wind nomads lay claim to. This gives Gelt some breathing room. Depending on how that final dilemma goes:
-If you declare war or stay put negatively - set up ownership dispute between golden order and western cathay - with all cathay claiming cultural ownership.
-if you stay as ally only golden order has ownership claim.
-if you depart, western cathay has direct claim, with cathay doing cultural claims.
Populární diskuze Zobrazit vše (1)
2
3. zář. 2024 v 21.53
Submods for IEE and Old World
Anthaderas
Počet komentářů: 506
cybergroover 9. pro. v 7.04 
I have the same question as @Pamparampampamparam : Does this work with mods that add factions, like
* Immortal Empires Expanded
* Mixu's faction unlocker
* Mixu's Legendary Lords
cybergroover 9. pro. v 7.03 
I have the same question as @Pamparampampamparam : Does this work with Immortal Empires Expanded?
Detonation 8. pro. v 4.10 
Thanks for the update, really enjoy using this mod!
Imperial Obligation 7. pro. v 16.52 
True, and everyone is afraid of Nagash. Celestial Dragon Emperor is outright scared about fighting him, Chaos Gods think he's one of their biggest threats, and everyone else hates him for being a jerk.

Nagash on the other hand, doesn't hate everyone else so much as he views them all as people who need to die so that they can serve him. Nagash wins when everyone else is dead and under his control.
IfThenOrElse  [autor] 7. pro. v 14.10 
Hey, I'll do obvious stuff but may need help: not familiar with the setting. With the big players being more destruction: I may not need to do too much? Nagash wants the entire world :p
Dairak Logrus 6. pro. v 8.59 
thx for update man! I have a question about the End Times DLC. A lot will change in terms of lore and diplomacy. Will you be changing anything according to canon?
lorenzo.emiliani.97 6. pro. v 8.17 
Update please
IfThenOrElse  [autor] 30. lis. v 12.00 
You can disable cumulative penalties in the mod configuration tool.
synthphase 29. lis. v 14.57 
I uninstalled this because of the cumulative penalties for the Golden Order regarding Cathay. IMO there should just be a flat penalty for staying in regions claimed by other factions in the lore. As it is it's virtually impossible to keep the settlement where Gelt's faction building is without going to war with Cathay.
Pamparampampamparam 30. říj. v 19.13 
Does this work with Immortal Empires Expanded?