Total War: WARHAMMER II

Total War: WARHAMMER II

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Bordergore Fix
   
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Tags: mod, Campaign
File Size
Posted
490.785 KB
9 Jan, 2022 @ 3:20am
1 Change Note ( view )

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Bordergore Fix

Description
This mod will reduce the effects of bordergore by promoting ai factions to own entire provinces.


What is Bordergore?
Bordergore is when ai factions take territories without any forethought in how to support t as part of a consolidated empire. Their territories end up being a collection of enclaves that are frustratingly hard to manage and defend - normally resulting in a weakened faction. This makes for poor allies, and walkover enemies.

So how is this fixed?
First off, this does not change AI behavior. They are still going to take regions that don't make sense.

Instead, at the end of each factions turn, this mod will take a look at their territories, find possible regions that are bordergore and provides a small chance to trade them back. Province capitals will never be traded. This mod see's them as the seat of power in a region and uses that to define "ownership" of that province.

Woah, that sounds a bit OP any region?
OK, so I simplified it a bit there, here is the process in detail. This happens at the end of every factions turn.
1. Find all adjacent regions to an AI factions territory owned by another AI faction. (this has 0 impact on the player, no loss/gain of territories for you!)
2. make sure that faction is not hostile, make sure they have more than 1 region (limits the chance they will be homeless after a trade)
3. checks to see if any of those regions are in the same province as a province capital region owned by the faction.
4. 10% chance for each of those regions to be traded over.

What is the impact of this mod?
By encouraging the AI to have more complete provinces, you should:
1. See more stable provinces with the AI being able to use provincial edicts.
2. See more stable provinces because a faction has the build slots to maintain corruption/public order.
3. A stronger economy because of a stable province with lots of build slots.
4. Better armies because the faction has more slots to build recruitment buildings.
5. Reduced risk of crazy war declarations, because of reduced borders with other factions from out-of-the-way enclaves.

Bugs?
This works off of adjacent regions, so I'd expect regions that are islands, or separated by large rivers to not work.

Compatibility
This is script based so will be fairly compatible. If other mods also manage region ownership in some way, then you may get odd behaviours.
29 Comments
Wry Cynic 18 Mar @ 10:25am 
Roger, no problem.

Would this be simple enough to implement in Lua on my end with a local copy of the file? I'm happy tinkering with RPFM.
IfThenOrElse  [author] 17 Mar @ 3:02pm 
Nah, I don't really support older wh games anymore. My modding time isn't what it used to be.
Wry Cynic 17 Mar @ 3:00pm 
Hey IfThenOrElse - did you ever get round to back-porting a ruin fix to the WH2 version of Bordergore?
crispychips 22 Jan @ 4:57pm 
based pfp
IfThenOrElse  [author] 22 Aug, 2022 @ 1:54pm 
Yup.
tankdasso 21 Aug, 2022 @ 12:50pm 
is border gore compatible with trade region and loreful diplomacy?
Eli 14 Jul, 2022 @ 10:13am 
Has it been updated? :3
We want the best WH2 experience available and this helps !
IfThenOrElse  [author] 5 May, 2022 @ 2:40am 
i fixed the issue with ruins on my WH3 mod, I'll get around to updating this on the weekend.
several goblins 4 May, 2022 @ 11:38am 
FYI for those of us still on Warhammer 2: I think ruined settlements in ritual-completed bloodgrounds aren't prevented from being colonized via this mod, so if you're playing as Beastmen your finished bloodgrounds will be a bit "leaky". (I know there are other mechanisms by which e.g. Empire can also reclaim bloodgrounds regions, I'm seeing this for factions that I don't believe have any such mechanic like Dwarfs).
lwhのsama 5 Apr, 2022 @ 8:21am 
战役平衡走向有时会出现更大玄学