Total War: WARHAMMER III

Total War: WARHAMMER III

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Remove Bordergore
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Tags: mod
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492.401 KB
5 Apr, 2022 @ 7:49am
28 Mar @ 4:38am
17 Change Notes ( view )

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Remove Bordergore

Description
This mod will reduce the effects of bordergore by promoting ai factions to own entire provinces.


What is Bordergore?
Bordergore is when ai factions take territories without any forethought in how to support t as part of a consolidated empire. Their territories end up being a collection of enclaves that are frustratingly hard to manage and defend - normally resulting in a weakened faction. This makes for poor allies, and walkover enemies.

So how is this fixed?
First off, this does not change AI behavior. They are still going to take regions that don't make sense.

Instead, at the end of each factions turn, this mod will take a look at their territories, find possible regions that are bordergore and provides a small chance to trade them back. Province capitals will never be traded. This mod see's them as the seat of power in a region and uses that to define "ownership" of that province.

Woah, that sounds a bit OP any region?
OK, so I simplified it a bit there, here is the process in detail. This happens at the end of every factions turn.
1. Find all adjacent regions to an AI factions territory owned by another AI faction. (this has 0 impact on the player, no loss/gain of territories for you!)
2. make sure that faction is not hostile, make sure they have more than 1 region (limits the chance they will be homeless after a trade)
3. checks to see if any of those regions are in the same province as a province capital region owned by the faction.
4. 10% chance for each of those regions to be traded over.

What is the impact of this mod?
By encouraging the AI to have more complete provinces, you should:
1. See more stable provinces with the AI being able to use provincial edicts.
2. See more stable provinces because a faction has the build slots to maintain corruption/public order.
3. A stronger economy because of a stable province with lots of build slots.
4. Better armies because the faction has more slots to build recruitment buildings.
5. Reduced risk of crazy war declarations, because of reduced borders with other factions from out-of-the-way enclaves.

Bugs?
This works off of adjacent regions, so I'd expect regions that are islands, or separated by large rivers to not work.

Compatibility
This is script based so will be fairly compatible. If other mods also manage region ownership in some way, then you may get odd behaviours.
55 Comments
FailSafe 28 Jul @ 5:57am 
Good concept, causes issues though sadly. If the AI takes the province capital only, it can get granted the rest of the entire province in quick succession!

Had the laurelorn wood elves take most of toddy's middenland when they took middenheim from festus...not ideal! had to fix it with console commands and delete the script from the mod file.

Ideally, a fix would involve something like only giving the free settlement if the province capital owner owns at least half the settlements in the province? So it helps them 'finish' provinces, but otherwise doesn't interfere as much...

but if you're busy I get it :)
Yung Whizzurd 14 May @ 8:33pm 
Does this mod factor in ruins? I am playing a beastmen campaign and my blood grounds seem to keep getting randomly occupied without any armies traveling to the ruins. This is the only mod I use that I can think of that touches settlement ownership.
Dread Pirate Tuco 6 Jan @ 6:26pm 
This is a really clever solution. But I'm hesitant to try it after reading comments about the AI trading the settlements with people they are at war with. The AI is enough of a liability as-is while at war. I don't want my allies to give our shared enemies any territory.
God Emperor D 7 Dec, 2024 @ 11:13pm 
Is there a way to make major factions be favored in this? The only reason I haven't really put on this mod for a while is that is seems to kill off many the playable LLs. Probably because many do not start in a capital.

Having Minor factions not be able to do it to Major ones could fix it?
world_Link 21 Jul, 2024 @ 11:43pm 
The mod seems to be causing factions to give settlements to other factions that they are at war with. Had a situation playing as Franz, I attacked a minor settlement controlled by Vlad and gave it back to Talebecland, on their next turn they gave it back to Vlad. My next turn I attacked the province capital and gave it to Talebecland, and on Vlad's next turn they gave away every minor settlement
Dean Winchester 29 Jun, 2024 @ 9:28pm 
I had a situation where Gisereux controlled Gisereux & Fort Bergbres. They ended up handing over the settlement of Giseroux to Artois. Artois now has a full province, but Giseroux only controls the fort, so they no longer have a functional settlement. I don't think a situation like this should be possible.
战术肥宅 15 Jun, 2024 @ 10:00pm 
Can you add some restrictions? For example, only allies or high diplomatic relations will trade, which will not lead to human and chaos transactions
Ciaphas Cain 14 Feb, 2024 @ 9:59am 
I'll bare that in mind. Are you going to make an IEE version or just stick with this? Just so I know whether or not to try to use in a campaign
Zooasaurus 11 Feb, 2024 @ 5:29am 
Can you perhaps make it so that the stolen settlement always went to the faction that has the most settlements in the province? From my case below, Karak Izor should went to Belegar who held most of the Vaults
Zooasaurus 10 Feb, 2024 @ 6:29am 
It does work but sometimes it make things worse. For example in my game Gelt captured Karak Izor in the Vaults, the rest of which is held by Belegar. The mod decides the logical thing to do is to give Gelt the rest of the Vaults