Total War: WARHAMMER II

Total War: WARHAMMER II

Loreful Empires: Great Leader Bonuses (Updated For Silence and Fury)
DrunkFlamingo  [developer] 28 Mar, 2018 @ 7:28pm
Current Faction Lists.
Note: THESE LISTS ARE DESIGNED TO PRODUCE THE DESIRED GAMEPLAY RESULTS, NOT TO BE LORE ACCURATE IN OF THEMSELVES. This is why factions like chaos and the wood elves are secondary, and the Beastmen are minor.


"Major" Factions
  • Bretonnia
  • Carcassone
  • Dwarfs
  • Clan Angrund
  • The Empire
  • Middenland
  • Crooked Moon
  • The Greenskins
  • Bloody Hand
  • Von Carstein
  • Vampire Counts
  • Clan Rictus
  • Clan Mors
  • Clan Pestilens
  • Exiles of Nehek
  • Followers of Nagash
  • Khemri
  • The Court of Lybaras
  • Naggarond
  • Har Ganeth
  • The Cult of Pleasure
  • The Order of Loremasters
  • Lothern
  • The Last Defenders of Xhotl
  • Hexoatl
  • Itza

These major factions get help in battles against other AI factions that are not also major or secondary.

Secondary Factions

  • Kislev
  • Karak Kadrin
  • Karak Zorn
  • Kraka Drak
  • Barak Varr
  • Karak Azul
  • Averland
  • Marienburg
  • Red Eye
  • Red Fangs
  • All Waagh Factions
  • The Border Princes (and all subdivisions when playing using Unlocker)
  • Tilea (and all subdivisions when playing using Unlocker)
  • Estalia (and all subdivisions when playing using Unlocker)
  • Scourge of Khaine
  • Hag Graef
  • All Wood Elf Factions
  • All Ulthuan Factions
  • Xlanhuapec
  • The New World Colonies
  • Skeggi
  • Clan Eshin
  • Clan Skyre
  • Clan Moulder
  • The Vampire Coast
  • Mousillon
  • The Warriors of Chaos

These factions receive no bonuses, but other factions receive no bonuses when fighting them. This means that they tend to be difficult expansion targets and thus remain on the map for a long time. Or, in the case of Wood Elves, Chaos, Etc, it means that they are always on fair terms with their enemies.




If there are any factions you think I've missed, post them below!



Last edited by DrunkFlamingo; 2 Apr, 2018 @ 12:11pm
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Showing 1-15 of 28 comments
Lord_Sven_Falcii 29 Mar, 2018 @ 5:25am 
Call me blind, but I can't seem to find Bordeleaux in the major factions
DrunkFlamingo  [developer] 29 Mar, 2018 @ 8:02am 
Originally posted by Lord_Sven_Falcii:
Call me blind, but I can't seem to find Bordeleaux in the major factions
They were left out due to having no difficulties surviving. I will consider putting them in protected like Mousillon.
Should Warriors of Chaos not be a major faction.
DrunkFlamingo  [developer] 29 Mar, 2018 @ 10:02pm 
Originally posted by CINCFLEET:
Should Warriors of Chaos not be a major faction.

No, as major isn't based on lore, it's based on making gameplay that is close to lore. If chaos was a major they would Plow through the entire north with extreme ease because they would crush the minor factions too fast. With them as secondary they get fair matchups versus everyone, which balances their power
Basically have them secondary makes them have fair fights versus everyone, which for the chaos invasion is desirable/


Same reason wood elfs aren't major. They don't need boosted power.
Last edited by DrunkFlamingo; 29 Mar, 2018 @ 10:05pm
Ok cool thanks for the reply
Celtik 31 Mar, 2018 @ 11:09am 
"All Beastmen factions should be major imo, they need all the bonuses they can get." -- a CA guy

Joke aside, what about the Mutinous Gits? I think they should be secondary because you know they regularly send some armies against Angrund or sometimes CM. It would be pointless if they're minor.

Edit: and what about Norsca? If you leave them as minor there's the big risk to see Naggarond becoming very strong very fast, as well as Bretonnia expanding north exclusively. What did you see in your tests?
Last edited by Celtik; 31 Mar, 2018 @ 11:29am
DrunkFlamingo  [developer] 31 Mar, 2018 @ 12:59pm 
Originally posted by CeltiK:
"All Beastmen factions should be major imo, they need all the bonuses they can get." -- a CA guy

Joke aside, what about the Mutinous Gits? I think they should be secondary because you know they regularly send some armies against Angrund or sometimes CM. It would be pointless if they're minor.

Edit: and what about Norsca? If you leave them as minor there's the big risk to see Naggarond becoming very strong very fast, as well as Bretonnia expanding north exclusively. What did you see in your tests?



In my tests norsca seemed to do ok, but I will be likely adding one or two norscan factions to major once may rolls around. For now, I may protect 1/2 of them (or, in unlocker the ones closest to Bretonnia.)

Norsca above naggarond was eventually defeated, but it wasn't quick and it is kind of necessary to having powerful dark elves.

As for the gits, I forgot them and will add them.
Looper 3 Apr, 2018 @ 11:04am 
Would you consider making Intervention armies in Vortex Campaign Secondary?
DrunkFlamingo  [developer] 3 Apr, 2018 @ 12:57pm 
Originally posted by Looper:
Would you consider making Intervention armies in Vortex Campaign Secondary?
Yeah, Ill do that.
PrussianWarfare 3 Apr, 2018 @ 3:20pm 
Hi, been using this mod and was wondering if New World Colonies have had their secondary faction listing applied to them. They keep getting decimated by Blue Vipers and seem to have the autoresolve skewed against them, barely making any damage on the savage orcs. I'm wondering if even Blue Vipers have gotten bonuses because I saw Xlatlan throw two doomstacks over 40 turns and they were eliminated by the settlement garrison.
Last edited by PrussianWarfare; 3 Apr, 2018 @ 3:22pm
Celtik 3 Apr, 2018 @ 3:36pm 
Originally posted by PrussianWarfare:
Hi, been using this mod and was wondering if New World Colonies have had their secondary faction listing applied to them. They keep getting decimated by Blue Vipers and seem to have the autoresolve skewed against them, barely making any damage on the savage orcs. I'm wondering if even Blue Vipers have gotten bonuses because I saw Xlatlan throw two doomstacks over 40 turns and they were eliminated by the settlement garrison.

That's not from the mod. It may be a bug but more likely it's intended by CA.

1) It always happen with some factions, all of them are minor factions and are from WH2.
2) It happens when they attack a settlement. The attacking army doesn't do any damage at all and just disappear no matter how strong it is.
3) It always happen when the player can visibly see the action. It doesn't seem to happen in the fow.

I've personally seen this with the New World Colonies, Tlaxtan, Scourge of Khaine and Ellyrion. But others have reported the same behavior with Deadwood Sentinels, some Norsca factions from WH2, either the Aghol or the Mung or even both, and also most High Elves factions like Chrace and Cothique. It's more than likely that there are others affected.

It's too specific and calculated to be a bug, it has to be intentional.

Report here: https://forums.totalwar.com/discussion/215940/ai-armies-repeatedly-losing-complete-stacks-in-unlosable-battles-unable-to-conquer-anything#latest
DrunkFlamingo  [developer] 3 Apr, 2018 @ 6:47pm 
Originally posted by PrussianWarfare:
Hi, been using this mod and was wondering if New World Colonies have had their secondary faction listing applied to them. They keep getting decimated by Blue Vipers and seem to have the autoresolve skewed against them, barely making any damage on the savage orcs. I'm wondering if even Blue Vipers have gotten bonuses because I saw Xlatlan throw two doomstacks over 40 turns and they were eliminated by the settlement garrison.


Besides what Celtik said, if you want me to be 100% sure that it isn't my mod ♥♥♥♥♥♥ up then you would have to install TheSniperDevil's script logger and play a turn in which the suspicious behaviour happens, then send me that log file via pastebin. But, I checked the keys and both NWC and Tlaxtan are marked as secondary with the blue vipers not being marked at all, so I doubt its me.
PrussianWarfare 9 Apr, 2018 @ 9:16am 
@CeltiK okay I'll just have to deal with rampaging Savage Orc stacks. I downloaded the mod that lets me liberate factions so I was able to get the New World Colonies back in the game.

@Drunk Flamingo I trust you after what CeltiK said, since I know for a fact that CA gave Beastmen AI huge autoresolve bonuses againt AI cities so that players would be able to fight them more. If you would like I still have an incremental save where I could run the script logger and see for you, but it seems you already checked it yourself.

Thanks for the responses!
[L]Sanders 2 Jun, 2018 @ 5:55pm 
So... out of curiosity how do Beastmen do at at least surviving with this mod? I kind of like for them to at least be around as a threat in my Empire and Bretonnia games, but of course when I'm playing other factions I don't want them obliterating everything.

Edit: To clarify, I don't really mind them carving out a little bit of territory to hide away in after kicking it to a minor power or two, but whole swaths of the map are definitely a problem.
Last edited by [L]Sanders; 2 Jun, 2018 @ 5:59pm
DrunkFlamingo  [developer] 2 Jun, 2018 @ 7:42pm 
Originally posted by Sanders:
So... out of curiosity how do Beastmen do at at least surviving with this mod? I kind of like for them to at least be around as a threat in my Empire and Bretonnia games, but of course when I'm playing other factions I don't want them obliterating everything.

Edit: To clarify, I don't really mind them carving out a little bit of territory to hide away in after kicking it to a minor power or two, but whole swaths of the map are definitely a problem.
They survive until they encounter a major power in field combat, then they tend to get destroyed.
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