Total War: WARHAMMER II

Total War: WARHAMMER II

60 ratings
Protected Faction Capitals (no more having 3-5 factions control the whole map!)
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Tags: mod, Graphical
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163.047 KB
Jul 31, 2022 @ 12:32pm
Aug 6, 2022 @ 8:33pm
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Protected Faction Capitals (no more having 3-5 factions control the whole map!)

Description
Update: Capitals razed by human players now stay razed, and other factions will not colonize the ruins!

Prevents the "tides"/complete control by a few factions due to the AI momentum steamrolling tiny factions and eventually destroying larger factions completely. AI targeting against faction capitals has been disabled, allowing them to potentially stay in the game and make a comeback. If the capital city of a faction is still somehow captured by an AI (due to a vanilla oversight with garrisoned armies), it will be returned next turn, even if the faction was destroyed. If a human player captures the capital, it will not be returned to the AI, allowing the player to decide the fate of factions. Additionally, if one AI faction obtains the capital of another AI with the same culture through war or confederation, it will not be returned (e.g., Grimgor will still be able to beat other greenskin warlords in battle and unite their factions). A very select few faction capitals have not been protected, and some have been moved, so as not to create problems:
-Avelorn does not get the Gaean Vale, but instead gets Tor Saroir because the Gaean Vale needs to be destroyed for the Wood Elves to capture it during their campaigns
-Greybeard's Prospectors do not have any protected settlements because all of their settlements would create undesirably permanent chokepoints for other AI
-I have tried as much as possible to prevent similar permanent chokepoints for other AI when possible, choosing settlements that do not block mountain passes, even if it is not their capital

P.S.
I am open to criticism/feedback and would appreciate it, in fact! I have extensively written tested this mod over a few months now and it seems to work under all conditions. If this is not the case in your experience, please let me know so that I can examine where the mod fails or where another of your mods conflicts with it. If you have any suggestions to improve my mod, such as changing which settlements or factions are protected, I am happy to hear it. A special and eternal thanks to Vandy/Groove Wizard, Heimdal, Drunk Flamingo, and everyone else in the Discord "Da Modding Den" who helped me go from an idiot who couldn't figure out basic code and almost gave up to someone who now knows somewhat what he is doing and made the mod I had always dreamed of!!!

Popular Discussions View All (1)
1
Dec 2, 2024 @ 10:45am
This mod is fantastic!
Falkner
16 Comments
Ğğğ_ğğğ_ĞĞĞ Nov 18, 2022 @ 12:52pm 
The Ordertide [order-tide] noun:
"The shield of civilization ... with the Empire, Dwarfs and High Elves enslaving all lesser races and giving Archaon and Grimgor swirlies in the school bathroom."
-milkandcookiesTW
aciel.samael Aug 17, 2022 @ 7:01pm 
No worries, it's hard to know unless someone mentions it, so thanks for looking into it!
Vladimir1761  [author] Aug 17, 2022 @ 8:30am 
Oops, I hadn't considered that! I am looking into making the mod configurable so you will be able to uncheck Skavenblight as protected. If I can't work that out, I will add a line to the code (more like 140+ lines!) that prevents the capital from respawning if the faction is the player, maybe even specifically for Skaven factions to only have to do a few lines of code.
aciel.samael Aug 15, 2022 @ 3:27pm 
I'm surprised no one mentioned that this seems to mess with Skaven self-abandonment of your capital, I.E. I abandoned Skavenblight so I could resettle it as a T5 but it auto-resettled at tier 1 until I disabled this mod for a turn. On the other hand I was able to save Skrolk for once, so glad to have it as an option.
Bethencourt Aug 9, 2022 @ 8:48am 
So they are among us...
Vladimir1761  [author] Aug 8, 2022 @ 10:32am 
Compressing it down to 256x256 must have done something odd to it. I swear it was a normal Mortal Empires map before!
DudeChris33 Aug 8, 2022 @ 10:08am 
something about that thumbnail map looks off...
Bethencourt Aug 8, 2022 @ 7:57am 
Seems they are all grudge bearers, ok, it has its logic. Thank you.
Vladimir1761  [author] Aug 7, 2022 @ 8:41am 
If they respawn, they are at peace with the invader, unless the two factions are automatically at war with each other with no diplomacy option, e.g. Arkhan the Black and other Tomb King factions. Otherwise, relations are still horrible because they remember the "past war" modifiers and such even after dying and respawning.
Bethencourt Aug 7, 2022 @ 12:18am 
How does the respawn of a faction that recovers its capital, being the last settlement, affect the diplomacy with the invader? are they still at war or are they at peace now?