Total War: WARHAMMER III

Total War: WARHAMMER III

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Cultural Alliance
   
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966.186 KB
31 Jul, 2023 @ 7:24pm
4 Sep @ 10:38am
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Cultural Alliance

Description
This mod creates an alliance between all factions of the same culture for all cultures.

During the third turn and only during this, each faction will ally with other factions of the same culture, even between factions that did not previously know each other.

These alliances exclude rebellion factions, vassal factions, and eliminated factions.

This can have other implications, including:
-Now some factions will not feel as isolated compared to others.
-It will allow confederations more easily and therefore fewer losses of legendary lords.
-Automatic peace between factions of the same culture.

The mod is based on a script that has been generated by AI, from what I have been able to appreciate the impact on performance is minimal.

It should be compatible with anything although it might conflict with other mods using forced diplomatic option scripts. (I don't know, I really don't understand much about scripts)

Subscribing and adding to favorites is fine, but if you want other people to see the mods you like, after trying the mods if you like this press 👍. I see mods with 3000 downloads and only 80 reviews, that makes me☹️. People who are dedicated to modifications will appreciate it. Thank you.

Remember to take a look at the mods in my game collection, I use them all, but even if I only use a few the game will improve a lot, and it's completely modular.

-Collection of gameplay mods
-Visual collection and utilities
-All my mods total war tww3
-All my mods total war tww2
24 Comments
Nullified 1 May @ 8:58am 
@Incata this is what I'm looking for thank you so much! it's a shame it doesn't immediately confederate factions but 10 turns in most factions are confederating!
Incata  [author] 1 May @ 6:55am 
Nullified 1 May @ 3:42am 
@Incata Do you remember a mod called "world war" on WH2 it has since long been removed, but that mod made every faction of the same culture confederate turn one, I know this mod doesn't do that exactly but does it do something similar? alliances...through your mod is there a way to increase probability of confederation?
Incata  [author] 11 Jun, 2024 @ 11:33pm 
@Quickpawmaud Well, modifying my mod so that instead of it being executed on the third turn, it is executed one turn after the invasion :lunar2019coolpig:
Quickpawmaud 11 Jun, 2024 @ 9:10pm 
I want to do an ultimate crisis campaign with the Dawi as Thorgrim and settle all the grudges. I have a mod for crisis factions to declare war on everyone though so almost everyone will be at war with everyone else. Basically I just wanted to ask would my Dawi brethren also declare war on me in this scenario? If so how could I stop this?
Incata  [author] 12 Feb, 2024 @ 4:25am 
@D. Rivera Hello, do you mean that human factions do not alienate with elves or that human factions do not alienate with other human factions? If it is the first option, I have a mod that basically consists of doing that Diplomcy Factions Wars https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2975818858 . Regarding teaching how to do it, unless you speak Spanish, it would be quite tedious for me, so I don't know if another person would be interested, if I could give you some parameters to modify in some mod to achieve exactly what you want.
D. Rivera 12 Feb, 2024 @ 2:12am 
Hello everyone,
I'm a casual player but I find myself wanting to tweak variables here and there to change the campaign gameplay of TWWH3 to my liking. Is there anyone available to provide me a crashcourse in how to do this myself. I can pay for your time!
In particular, I'm interested in preventing the huge alliances between the human factions/elf factions/dwarf factions.
email me at diegoriveracpp@gmail.com
Thanks for your attention!
Incata  [author] 10 Oct, 2023 @ 3:08pm 
@Zach It seems that this time I used the correct words :lunar2019crylaughingpig:, in the end I left it in the third turn to avoid problems since some factions take 2 turns to get their first settlement. :lunar2019wavingpig:
Incata  [author] 10 Oct, 2023 @ 2:29pm 
@Zach I tried it but when I told the AI to add that parameter it stopped working, on the other hand I don't know if it is advisable to put it on the first turn since some factions that are normally destroyed on turn 1 will survive and some factions that should get their first settlement they won't do it, normally I activate it on the second turn and then deactivate it. That said, if anyone knows how to improve it, even add a menu, you can tell me about it, even upload another version of this.
Zach 10 Oct, 2023 @ 1:35pm 
Can this be edited to only run on the first turn?