Total War: WARHAMMER

Total War: WARHAMMER

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Old World Diplomacy Overhaul
   
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Tags: mod, Campaign
File Size
Posted
4.075 MB
19 Aug, 2017 @ 5:18pm
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Old World Diplomacy Overhaul

Description
TWW2 VERSION RELEASED
You can find my TWW2 version of this mod here:
New World Diplomacy Overhaul

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Old World Diplomacy Overhaul is an overhaul mod that focuses on the AI personalities. Faction traits, cultural and religious relations are improved to reflect the old world of Warhammer more accurately.

Did you notice that both Beastmen and Empire factions can get DIstrusts the Empire trait or that infighting between Dwarfs occurs often? This mod removes this kind of inconsistencies.

The Grand Campaign will have increased replayability as the number of faction traits are significantly higher. Overall this mod will make the game more challenging and less predictable.

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MOD OVERVIEW:
  • More varied relations in the Grand Campaign
    The possible combination of faction traits in the Grand Campaign is significantly higher now. Each playthrough will be so different as I have added over 3000 new personality variations.
  • More challenging to maintain relations with other Main-factions
    Main-factions have faction traits, such as distrust and trust traits. Maintaining relation with other Main-factions isn't as easy now, as they will be less predictable.
  • More competitive Sub-factions and minor factions
    Sub-factions, such as Clan Angrund, and minor factions, such as Border Princes, have priority to confederate too just like the Major factions. As a result you need to compete with them when trying to unite your subculture.
  • Add 42 new faction traits
    Faction traits can be classified into 5 types now: Recoloniser, Distrust, Trust, Hatred, and faction specific traits. Each of these types have variations for each subculture (e.g. Kislev, Southern Realm & Bretonnia).
  • Add 2 new personality types
    Bretonnia and Savage Orc have their own personality type, instead of using Empire's and Greenskin's. Overall Bretonnia is a more reliable Empire, while Savage Orc is a more aggressive Greenskin.
  • Add 2 new construction personalities
    Anarchist and Militarist Naval construction personalities are added back from Attila.
  • Standardized cultural relations
    Originally DLC cultures, such as Beastmen, have incomplete cultural relations.
    This will allow me to modify their cultural relation easily.
  • Modified cultural & religious relations
    I have modified the base attitude of each relation to reflect the lore with balance in mind. The base attitude will also determines the positive modifier and negative modifier.

COMPATIBILITY:
  • Semi-compatible with on-going campaigns.
    Some of the changes affect instantly, while the others need time to make noticeable effects.
    I highly recommend you to start a new campaign to fully see the differences.
  • Compatible with most mods, even overhaul mod such as SFO.
    It will overwrite the cultural relations of the overhaul mod, although it might still cause imbalance to the diplomacy.
  • Incompatible with my previous mod, Diplomatic Affinity Overhaul.

DISCLAIMER:
  • Please read the stated changes first before asking.
    If it wasn't stated, then it is mostly likely not included in this mod.
  • Make this mod (geo_old_world_diplomacy) read-only for extra precautions
    Just to make sure your on-going campaign won't be affected by updates.
  • This mod will make the campaign MORE CHALLENGING
    I want to make this mod similar to what Long War Mod do to XCOM.
  • Each BIG UPDATE to the base game might cause on-going campaign not working
  • YOU MUSN'T DISABLE THIS MOD in the middle of a campaign
    It will cause an error if the new traits exist in it.
  • I don't recommend using this mod for your first playthrough when playing factions that are new to you. As it will change the vanilla experience to some degree.
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OTHER MODS:
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OTHER LANGUAGES:
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CREDITS:
  • Allan for Mod Inspiration.
  • Cryzom for First Mod Cover Image.
  • MINOS for Modding Guidance.
  • Gigiauz for Old Mod Cover Image and Italian Translation.
  • Jamie0251 for Cover Image Background.
62 Comments
OpenBook 8 Feb, 2022 @ 7:48pm 
Hi. Thank you for the mod. It is working well.

Can anyone tell me which value controls how happy dwarves are with you when you kill greenskins? I tried moving all 4 integar values on the rows pertaining to greenskin/savageorc+Dwarf inside cai_personality_cultural_components_tables, the 3 inside cai_personality_cultural_relations_overrides_tables, and the 3 inside campaign_cultural_relations_tables. Nothing changed inside my games. I still recieved 6 love from dwarves for war with greens and 5-6 for military action.Handing the greens medium money gave me 10-11 hate depending on dwarf faction. This is with this mod installed OFC. I was used it to find the values. I can't make heads or tails of it.I want to use war with greens as a primary route to alliance for dwarves. Like in the old ps1 game. Please help.
Human72 23 Nov, 2017 @ 7:41pm 
will this be put in to warhammer 2? cause mortal empires is out on there.
Geochime77  [author] 12 Oct, 2017 @ 8:11am 
@shaky_rivers
The way I work around that is by creating a new personality groups that is exclusive for a specific faction.
So what you need to do: make personalities > make personality group > change personality group of the faction
shaky_rivers 11 Oct, 2017 @ 11:04am 
Hi, I've made a mod with some mercenary horde factions and I want it so they can be easily confederated by the empire. I've tried a few ideas none working and I thought of your mod and thought I wonder if its possible to create a trait and apply it to a faction rather than a culture, do you think its possible?
Geochime77  [author] 11 Oct, 2017 @ 3:46am 
@Shatilov
Updating values and maybe porting some features from TTW2 if possible.
Shatilov 10 Oct, 2017 @ 7:11pm 
Why does this mod needs updating, its working fine, what's there that isnt working ?
DaKatarn 2 Oct, 2017 @ 1:54pm 
Thanx for this good work but my trouble is about Empire. Empire and Bretonnia are always the passive victims in the game. Empire is always in ruin before Archaon's coming, it's a pity... I think a ruins settler trait may be a solution.
jpinard 29 Sep, 2017 @ 2:24pm 
Any progress on making this work? Thanks!
Jaeger 31 Aug, 2017 @ 1:36am 
This is a good mod.but I recommend using nerf dwarfs mod with this mod to make them not take over and be so powerfull every game. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1122899348
Felius 29 Aug, 2017 @ 9:11pm 
@Geochime77

Nah, it was just that I got a mission to kill a specific enemy commander in battle and by the time I was in position to move in to where the relevant stack was, I only had 5 turns to do it, and the enemy was inside a walled town, with an army just big enough to make attacking with my artillery or siege engines unfeasible. Before it would have taken 6 turns before the massive siege attrition hit. Now it took 3 turns instead.