Total War: WARHAMMER II

Total War: WARHAMMER II

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Faction Affinity and Naming rework
   
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Tags: mod, Campaign
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258.721 KB
2 Jul, 2018 @ 8:09pm
18 Mar, 2020 @ 3:05pm
14 Change Notes ( view )

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Faction Affinity and Naming rework

In 1 collection by Iron
Warhammer 2
29 items
Description
This mod also reworks the affinity bonuses between races to address the following unloreful issues.

Affinity changes:
High Elves opinion of Empire reduced from +10 to 0 - While Teclis has given much of the Empire a good opinion of the High Elves, his work has not made the High Elves any more favorable towards to the men of the Empire
Dwarf opinion of the Empire raised from 0 to +10 - In contrast to the above, the Dwarf holds are aware of the benefits of allying with Sigmar's successors.
Empire opinion of the Dwarfs raised from 0 to +10 - Unlike all other races, dwarfs have been well respected in the Empire since the time of Sigmar.
Dwarf opinion of other Dwarfs raised from 0 to +10 - Like Bretonnians and Lizardmen, Dwarfs should have at least as much affinity with each other to discourage civil warfare.
Empire, Brettonia, Kislev, Souther Realms, opinion of Vampires (Counts and Pirates) raised from -40 to -20 - The Vampire Counts often hide the horror of their true nature and can, with effort, manipulate the leaders of men.
Vampires opinion of Empire, Brettonia, Kislev, Southern Realms raised from -40 to -20 - In the lore, Vampires are often seen allying living forces before betraying them later.
Empire, Brettonia, Kislev, Souther Realms, Dwarfs opinion of Lizardmen reduced from 0 to -10 - The enigmatic lizardmen should not be easy allies with less enlightened races that deviate from The Plan.
Lizardmen opinion of Empire, Brettonia, Kislev, Souther Realms, Dwarfs reduced from 0 to -10 -The enigmatic lizardmen should not be easy allies with less enlightened races that deviate from The Plan.

Specifically for Bretonnia, this mod reduced the chivalry penalty for Bretonnians to fight Bretonnians from -200 to -40, and allows Bretonnian, Empire, and Dwarf leaders to have the "Distrusts Bretonnians" trait, because Bretonnia is far more interesting when civil war is possible. Civil war should still be less likely than with other races, since Brettonians have a +10 affinity with each other. The bretonnian army books describe multiple instances of its nobles and duchies coming to blows with each other.

Subculture name changes:
Subculture names changed are below: I include them all, even the unchanged ones so that you can see the theme, which is adherence to the traditional army schemes.

Base Game -> Mod
High Elves
Dark Elves
Wood Elf Realms -> Wood Elves (CA has now changed this in base game)
Undead -> Vampire Counts (definitely not the only undead) (CA has now changed this in base game)
Vampire Coast -> Vampire Pirates (GW lore was Zombie Pirates, but that does not seem quite right either so I went with this middle ground)
Lizardmen
Skaven
Tomb Kings
Empire Provinces -> The Empire (CA has now changed this in base game)
Dwarf Realms -> Dwarfs
Greenskins -> Orcs and Goblins
Norsca
Bretonnian Kingdoms -> Bretonnia (Duchies would have at least been more accurate)
Beastmen Warherds -> Beasts of Chaos
Chaos -> Warriors of Chaos (definitely not the only Chaos forces)

Faction name changes:
Faction names changed are below and are similar to the name changes in any mods. They are mainly to deal with the cases where CA has named a faction after the entire race for whatever reason, or where a faction name does not seem to follow the same theme as all other factions for that race.

Base Game -> Mod
Lothern -> Eataine (CA has now changed this in base game)
The Empire -> Reikland (CA has now changed this in base game)
Dwarfs -> Karaz-a-Karak (CA has now changed this in base game)
Greenskins -> Broken Tooth
Vampire Counts -> Drakenhof
Norsca -> Sarl
Wood Elves -> Talsyn (CA has now changed this in base game)
11 Comments
Niche 1 Oct, 2019 @ 9:13pm 
can you make a version that doesn't have any changes to the gameplay itself? renames only?
Professor Hobbton 17 Sep, 2019 @ 9:23pm 
is this still compatible?
Mors Avis 24 Aug, 2019 @ 2:50pm 
Just wanted to say that I think this is the best faction rename mod in the workshop. The other faction rename mods tend to do way too much, and often end up "mucking up" faction names to the point of being completely non-friendly to the lore and/or geopolitical strategy layer.

I appreciate how you have kept things simple, dealt with CA's obvious transgressions (i.e., Lothern --> Eataine), gotten rid of blanket generalizations (i.e., Greenskins, Bretonnia, The Empire, Dwarfs, etc.), while keeping a correct sense of geopolitical "space" (i.e., Dwarfs are identified by their holds, not their clans).

The Warhammer nerd in me also loves what you have done with the political state of things. It always irked me how Lizardmen are not more "neutral" and how Dwarfs and humans don't have better relations.

Awesome mod!
Iron  [author] 16 Jun, 2019 @ 3:37pm 
All effects of this mod are save game compatible and you should be able to confirm this in the related tooltips. Let me know if anything is not.
MeHigh 16 Jun, 2019 @ 12:28pm 
This is not save game compatible,is it?
Zankie2k 7 May, 2019 @ 10:44am 
The mod was working for me but stopped working for me since today. Any idea what the problem might be? I do have a lot of other mods, but none change the affinity nor the names.
Atlan the Atlarch 23 Jan, 2019 @ 5:56pm 
I still don't know what to change... The tool for opening packs of Total war doesn't work for some reason and I used notepad++ in which I cannot find the names of your factions.
Iron  [author] 23 Jan, 2019 @ 4:02pm 
@Atlantycki I think the best way to see all the file pathing is to open the mod file and look. It is not something I can type out with clarity.
Atlan the Atlarch 23 Jan, 2019 @ 1:04pm 
Can I ask where did you find the files for that? I would like to make polish version of your mod if you don't mind. Obviously crediting you as the original author.
Iron  [author] 6 Aug, 2018 @ 7:08pm 
@Tomius Hey, thanks for pointing out the Chivalry issue. I have fixed it and tested it, and I tested that the death sentences seem to be working. Please let me know if any problems persist.