Total War: WARHAMMER II

Total War: WARHAMMER II

Guv's Diplomatic Gains & Cultural aversions Overhaul Mod
Guvenoren  [udvikler] 5. feb. 2022 kl. 10:19
Diplomatic Gains: Overview
Diplomatic Gains: Overview
Overview & Value:
All Skills, Techs, Traits From Lords and Heroes have had their diplomatic bonuses from skills nerfed.

All Diplomatic relation amplifiers such as Negatives and Positives
have been reverted back to vanilla. Example, Order factions and Evil factions have in current version 0.5 in positive gains and 2x in negative gains. This has now been reverted to 1x/1x. Certain factions have exceptions to this rule.

The campaign balance of power and empire rivalry has been slightly altered.
In very hard difficulty, the AI will now view themselves the same as they would view you. In vanilla, they would view each other with less great power penalty.

Diplomatic gains from assassinations contracts (Nagarythe) has been reduced. They were too powerful and easy to use.

Vortex diplomatic effects from proceeding rituals are UNCHANGED
for gameplay reasons.

All rituals that give Diplomatic relations bonuses are nerfed
(except Skaven Thirteen Ritual, didn't wanna break the 13 meme)

Edited numbers on cultural aversions.
Added a few more numbers to cultural aversions and affinities to help with campaign balance.

Personalities with "dislikes ..." have been increased in intensity to provoke infighting.
Exceptions being Bretonnians with Bretonnians and Dwarfs with Dwarfs, since it doesn't suit their lore. Vice versa for personalities with "likes" have now been nerfed to half effect. Positives have been slightly adjusted.

Specific dislikes such as “Dislikes Vampires” and “Likes Vampires” includes Vampire Coast.

Diplomatic Bonus when Chaos arrives (Shield of Civilization) now gives +30 diplomatic relations
and no bonuses to positive actions and no reduction to negative action penalties.

Changed how the Tomb Kings look at other factions.
In vanilla, they get a ridiculous amount of diplomatic relations (+60) with great powers. This is unhealthy and to me makes no sense, this has been changed to better suit their style, lore and gameplay. They should abhor that other factions are more powerful than they are, but they're sluggish to respond and are delusional, so they should attempt to
remain dormant. Now Tomb Kings do not gain relations from high power, but a maximum of -20 relations with great power factions. Great Power disliking factions receives an appropriate context on their faction diplomacy screen.

Factions with the “Survivor personality” trait now have affinity towards Great Powers,
like Tomb Kings did. This takes a different method on kingdom survival and reflects their desperation for survival and to avoid conflict. You can now find certain factions lying around with the survivor trait for you, or the AI, to take advantage of.

Some factions have increased diplomatic penalties towards each other as they view each other's atrocities with disdain.
100% increase from all negative actions and 50% reduction to positive actions. Examples: Dwarfs x High Elves/Dark Elves/Wood Elves. High Elves x Dwarfs.

Dwarfs now correctly "Hold Grudges".
Dwarfs hold on to positives 5 times stronger than your average faction. Which means they hold on to positive relations just as long as they hold on to negatives. To make it tougher to remain great buds with dwarfs, I have changed so they hold positives 2 times the amount instead. (also fixed a bug where some dwarf did not hold grudges)

Diplomatic relations ranges:
Typical numbers are now +5, +10 or +20 with a single race or a faction, +5 (maybe +10) with all races on certain techs, skills and events. Occasionally some can have +20 or +30 with a single faction or race, depending on WHICH race and what it is amounting to? Is it intending to counter an aversion or something? Does it make them OP, etc. Proper analysis is required for such. Evil Factions are practically left unchanged, so they can continue messing up the order.
Sidst redigeret af Guvenoren; 5. feb. 2022 kl. 10:21