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The "normal" campaign where the good ally primarily with the good and the evil ally primarily with the evil. Certain nations start at war and have their relations altered to reflect that.
Then there's a campaign where all relations are neutral and there's no alliances set.
I looked at the main campaign title and then looked down and then saw it as you said XD
Do you know by chance if the alliances are hard-coded, or if they are broken they will remain broken?
But there is plenty of conflict between good factions, more so than the evil factions.
I personally heavily dislike how evil factions fight evil factions and vice versa with good ones, I guess that is why I prefer MOS with the script that forces good and evil factions to be allied with their respective good and evil factions.
I guess basically putting it in simpler terms:
DaC is Total War with LOTR flair
MOS is LOTR with Total War flair
If AI Khand decides to join they will be allied to both Gondor and Dol Amroth while being put at war with Mordor. More often than not, they still break their alliance with Gondor/Dol Amroth and go to war with them.
Having a script that runs every turn to see whether good is allied to good and evil allied with evil slows the end turn down immensely.
Putting/installing the game on an SSD (a good one) helps a great deal with this issue however. And optimizing the game text files helps as well, such as removing unnecessary lines or too many spaces/"paragraphs" (such as I am doing right now, I am making a "Finalized" MOS submod that I am going to publicize that improves almost all text in the game and makes other, more minor, changes).
It also incorporates the "creature fix", the Hobbit unit submod, golden instead of silver Elven armour, makes certain units recruitable (again), all kinds of stuff to make it WAY easier for newer players to play the MOS whole package.