Total War: WARHAMMER II

Total War: WARHAMMER II

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Varied Treaties
   
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Tags: mod, Campaign
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1 Sep, 2020 @ 6:44am
12 Aug, 2021 @ 6:44am
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Varied Treaties

Description
Ever wondered why every treaty and agreement in the game has to run for ten turns before it can be safely canceled/undid? Every war has to go for ten turns, every peace must last for ten turns, every trade treaty is very much the same as non-aggression pact, as they must last for ten turns each, and then war cannot be declared in the following ten turns either - unless you are willing to lose reliability, of course.

This mod makes the treaty lengths and timers more varied.
There is also a submod available: Short Wars

Details:
I tried to capture the character and meaning of each treaty, thus resulting in identifying three different approaches:

Grace period
Affected treaties: Trade Treaty (dissolved), Military Access (canceled)
Specifics: You can declare war 3 turns after dissolving the treaty.
Explanation: Trade and Military Access treaties are practical, pragmatic agreements that are not as diplomatically binding as, say, Non-Aggression Pact. You can declare war as fast as the foreign merchants and troop detachments depart.

Set-length Treaties
Affected treaties: Trade Treaty (signed), Military Access (signed), Defensive Alliance (broken), Military Alliance (broken), Non-Aggression Pact (broken), Vassalage (broken), Client State (broken)
Specifics: You can cancel the treaty or declare war 5 turns after signing/breaking the treaty.
Explanation: In earlier TW games, treaties such as Military Access were often negotiated in multiples of 5 turns (and minimum of 5 turns), so that seemed like a reasonable number of turns for the formal, but lesser-binding treaties. In case of Defensive and Military Alliances dissolution, it seemed to me like a formal lesser-length Non-Aggression Pact is implied to be signed.
Now it also covers breaking Non-Aggression Pacts (to bring in line with Alliances) and freeing your Vassal and Client states.

Informal Expectations
Affected treaties: Peace Treaty & War Declaration, Gifts Received
Specifics: You can sue for peace or declare war 7 turns after each other.
Explanation: It is the only "treaty" that never felt formal to me, but carried weight and significance. 7 turns is just an arbitrary number between "lesser formal" 5 turns and vanilla formal 10 turns, and hopefully satisfyingly "chaotic" to carry the informal feeling.
Now it also covers declaring wars after receiving gifts (as a form of tribute payments).

All other treaties are left unaffected.


You may also be interested in my other Warhammer mods.
Popular Discussions View All (2)
3
7 Mar, 2021 @ 10:52am
PINNED: Compatibility
Nikitian
1
10 Sep, 2020 @ 6:59pm
PINNED: Upcoming Features
Nikitian
20 Comments
Nikitian  [author] 13 Aug, 2021 @ 1:16pm 
@Zets I didn't change reliability hit from vanilla, but I'll look into it.

@Deli Paşa I've updated the mod, but generally it shouldn't be broken by updates (it wasn't this time, for example).
Deli Paşa 25 Jul, 2021 @ 10:15am 
Hi great mod. Is there be any update?
Zets 2 Jun, 2021 @ 3:34pm 
Could you reduce the realiability punish? Seems like every treaty that I break puts me at Very Low
BesoC 14 Dec, 2020 @ 11:20pm 
Thanks @Nikitian
Nikitian  [author] 6 Dec, 2020 @ 5:46pm 
@BesoC There were no obvious changes with the new patch, but I updated the mod just in case. Hope it helps.
Nikitian  [author] 6 Dec, 2020 @ 8:25am 
@BesoC Absolutely.
BesoC 6 Dec, 2020 @ 4:27am 
Hi Nikitian. Can you please update the mod? Thanks in advance
=[NK]= Col. Jack O'Neil 4 Oct, 2020 @ 9:59pm 
Thanks anyway for your reply :)
Nikitian  [author] 4 Oct, 2020 @ 2:30pm 
@=[NK]= Col. Jack O'Neil As a game mechanic, no (to my knowledge), at least until CA gets to it. As AI rule it might be possible, but I wouldn't count on it (as it'd be modded at this point, likely). I think it might be pretty possible to negate (repay) the reliability hit for breaking NAP and declaring war after you have been raided by a faction (for balance reasons, maybe raided for a few turns straight) via event scripting, but that's only reactive/punitive, not proactive/discouraging, sadly.
=[NK]= Col. Jack O'Neil 3 Oct, 2020 @ 7:24pm 
Is there a way to change it so that raiding can only be done at war, or at least when there's not a non aggression pact or something?