Total War: WARHAMMER III

Total War: WARHAMMER III

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[IE] Loreful Strategic Threat
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27 Aug, 2022 @ 9:17am
2 Sep @ 11:51am
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[IE] Loreful Strategic Threat

Description
This mod replaces Strategic Threat for IE only, with something that makes more sense in a lore friendly way for both the player and the AI.

UPDATE: ported over from Game 2.

Big thanks to Vandy for his help with scripted effect bundles!
Big thanks to AwwHEEEALNaw for thier help with the latest update definitions.


Why not just remove Strategic Threat?
Strategic Threat has many faults, but at its core, has a good purpose. It’s designed to encourage conflict between large factions and their neighbours. This mod seeks to achieve this goal, in a less frustrating way. No longer, will your long time dwarfen ally declare war on you, the Empire, for pacifying and colonising Ulthuan, home to their hated foe, the elfs.

So how does it work?
First off, the mod removes Strategic Threat. You will no longer have increasing diplomatic penalties, simply for owning lots of Territory.
Instead, the mod creates diplomatic penalties based on territorial disputes - this is for the player and the AI.
There are two types of dispute, the diplomatic penalties stack.
  • Faction Dispute: A faction believes a region should be owned by them specifically and will have a -8 diplomacy penalty to any other faction that owns this region. E.g. Reikland the faction, believes that the region of Altdorf is theirs and theirs alone and will hate any other faction who occupies it.
  • Culture Dispute: A faction believes that a region should be owned by someone of their culture and will receive a -5 diplomacy penalty with any faction not of their culture who owns that region. E.g. All the Empire elector counts, believe that Altdorf should be owned by an Empire faction (but do not care which one) and woe to any non empire faction who threatens this.
In this way, as a faction naturally gains territory though expansion, they are more likely to have diplomatic friction with other factions who feel they have a right to that land. This is shown in game as "rulers prejudice vs X"

Effects of the Mod:
  • As the player, you can choose how you expand to respect your allied expectations.
  • Player or AI - Factions with disputed territory are more likely to have negative diplomacy.
  • Player or AI - When a faction expands into a new region, that regions culture are more likely to band together against the encroaching foe than get taken down one by one.

Region Management:
Remember, you can now trade regions and abandon regions - a great way of leaving a region that might be annoying your allies.

Loreful conflicts:
I dug deep into the lore of Warhammer, to get a good understanding of who feels what territory are rightfully theirs in general. I am pretty sure I have missed the mark with some of this.
  • Chaos & Beastmen don’t have any attachment to regions, they want see everything burn.
  • Empire Electors feel they should own their state and that the Empire should be owned by their culture.
  • Bretonnian Dukes feel they should own their own Dukedom and that Bretonnia should be owned by their culture.
  • Dwarf lords feel like they should own their own holds and that the Karaz Ankor should be held by Dwarfs.
  • The selfish Skaven have no concept of cultural ownership, but there are a handful of regions that many clans feel should be theirs.
  • The Greenskins have no concept of cultural ownership, but there are a handful of regions that some tribes feel should be theirs.
  • Wood elf factions have certain regions they have custodianship over, but in general feel the magical woodland should always belong to their culture.
  • The southern realms have no cultural allegiance, but all feel they should own their territories, e.g Tilia owns its provinces.
  • Kislev factions feels that Kislev lands should be ruled by Kislevites. Each faction has its own oblast/cities they lay claim to.
  • Lizardmen leaders claim ownership of specific temple cities, but in general feel the jungles should be held by their culture.
  • Tribes of Chaos (e.g. Norsca) have certain regions that tribes lay claim too, largely in Norsca and in the Chaos Wastes.
  • High elf princes lay claim to their individual regions, but overall they feel Ulthuan beloings to the high elfs.
  • Dark elf leaders have the various cities in Naggaroth that falls under their dominion. They generally feel the icy land should be ruled by the dark elfs. They also feel that Ulthuan should be ruled by dark elfs too.
  • There are a handful of pirate bastions that have been claimed by the pirate factions.
  • The various Tomb kings have their own cities to manage, and feel the ancient lands of Khemri belong to them.
  • Vampire counts have no sense of cultural identity. The Von Carsteins vie for the Empire and the Red Duke vies for Bretonnia. The Strigoi seek for castle Vorag & Mourkain to rebuild their lost empire.

Regional Conflict
Of course, there are some regions that are focal points of conflict, I've tried to capture this here too. Let me know if I missed anything!
  • The city of Marienburg is vied for by Reikland, Marineburg and Nordland.
  • The Moot is disputed by Stirland and Averland
  • K8P is dipsuted by Queek, Skarsnik and Belegar
  • Nagashizaar is disputed by Tomb Kings guarding against Nagash, Skaven after warpstone and Nagash's servants.
  • Mordheim is disputed by Ostermark and all the skaven.
  • Stirland lays claim to Sylvania.
  • Brass keep disputed between Fecundites, Ostland and Hochland

Broken lands of Tian Li | The Grand Canal
These start out being a land that the burning wind nomads lay claim to. This gives Gelt some breathing room. Depending on how that final dilemma goes:
-If you declare war or stay put negatively - set up ownership dispute between golden order and western cathay - with all cathay claiming cultural ownership.
-if you stay as ally only golden order has ownership claim.
-if you depart, western cathay has direct claim, with cathay doing cultural claims.
Popular Discussions View All (1)
2
3 Sep, 2024 @ 9:53pm
Submods for IEE and Old World
Anthaderas
496 Comments
Haky 22 Sep @ 6:55am 
Infortunately, this mod doesnt work correctly i mean... IA continue to ask money then u are in the other side of map and try to fight u as well.... too bad
Hidalgo 21 Aug @ 3:00am 
Alright thanks. Love your mod but sometimes I forget to add at the start of a new campaing and realise when everybody have -50 opinion because annoying strategic threat malus. Thank you for this, the mod is so good and love the customization.
IfThenOrElse  [author] 20 Aug @ 12:19pm 
Ah sorry, should be fine. You might just need to end the turn before you see the effect take place.
Hidalgo 20 Aug @ 10:32am 
Is this savegame compatible? maybe was asked before but its not specified in the mod description.
(Was asked 17 Feb but no answer)
IfThenOrElse  [author] 19 Aug @ 2:31am 
This mod still works. It doesn't affect the AI or how it reacts to the current strategic threat modofier. It just changes how the "strategic threat" is calculated.
rockyalthor 19 Aug @ 1:57am 
The Ai settings and Strategic threat have been changed since the update 6.2 . Does it still work ?
What arethe ideal parameters for factions minors and strategic threat ?
Co1475 20 Jul @ 3:02pm 
Does this work with Deepwar?
Co1475 19 Jul @ 5:29pm 
does this cause some change to the end game crisis? All factions on my campaign, including the end game crisis faction (chaos dwarfs) have 120 plus affinity to me? randomly
egbert504 25 Jun @ 2:54pm 
@Twin Tailed Comet I have used it in the past with SFO with no issue.
esp 25 Jun @ 9:14am 
Does cumulative option have a cap? How fast they decrease each turn? If its -20 penalty, does it go to -40 next turn?