Total War: WARHAMMER III

Total War: WARHAMMER III

Divide and Confer
92 Comments
sleepyHase  [author] 19 Dec, 2024 @ 9:21pm 
I'm probably not gonna be adding new features to this mod, at least for the foreseeable future, but I will fix it if an update breaks it or something (which is incredibly unlikely). It is a cool idea though c:
Yoshi 17 Dec, 2024 @ 8:06am 
Maybe you have stopped supporting this mod but its a great idea. Would love it if the option was added to replace confederations with vassals? There is another mod that does that specific thing but it has not been updated yet to the latest patch and does not work sadly.

I tested a bit with your mod and it seems to work but I just tested a little.
sleepyHase  [author] 9 Aug, 2024 @ 1:00pm 
Ahh, np! Have fun :)
Arawwn 9 Aug, 2024 @ 12:53pm 
My bad, it was maybe a error on my side, since our exchange and just a Steam/Mod Manager restart, and new campaign seems to work! Sorry for loss of time, with a lot of time on Mod Manager to make work big modlist I think to become a lttle bit crazy x)
I use your mod with "Equal faction potential" and "No Handycap for minor faction" and all of this make IEE+LCCP campaigns lovely! <3
sleepyHase  [author] 9 Aug, 2024 @ 11:23am 
Hi! Are you definitely sure it's this mod causing a crash? It should be compatible with everything and is super unlikely to ever crash. I'd appreciate any info you have though so I can look into it when I have time! Also turning on script logging and sending me the script log when it crashes could also help a lot too! You could send it here if you want, you could also send it to me on discord, I am @erosennin on there. Thanks c:
Arawwn 9 Aug, 2024 @ 11:08am 
Hello @Ero-sennin!
I want to say thank you for your mod, it's an indispensable now!
But I have a problem, since this mod make CTD with my modlist, I have make a little list of mods who potentially conflict with yours, maybe this can help or you can confirm incompatibilities, maybe is possible to exchange not here for clear your comment section?
sleepyHase  [author] 25 Jun, 2024 @ 3:37pm 
thanks c:
warbossrok 25 Jun, 2024 @ 2:47pm 
cool mod! Award given
sleepyHase  [author] 22 Jun, 2024 @ 9:15am 
Also yeah, don't use both together cus we are both doing similar things c:
sleepyHase  [author] 22 Jun, 2024 @ 9:14am 
Remove bordergore compared to this has much looser restrictions on which factions will trade so you will probably end up with more single owner provinces earlier.

This mod, while it does eventually want single owner provinces, it doesn't do it as aggressively and focuses more on the factors a human player might consider when trading a region.

Overall I think this mod focuses a lot more on the actual trading of the region and tries to simulate some smart decision making whereas remove bordergore is focusing more on making single owner provinces, basically doing exactly what it's name suggests!
I Have No Enemies Brother 22 Jun, 2024 @ 12:18am 
@Ero-sennin

Forgive me for the very blunt question but is your mod just an all around better version of Remove BorderGORE mod ? There would be no point to use both correct ?
sleepyHase  [author] 1 Jun, 2024 @ 5:09pm 
I don't think the ai has access to that so no unfortunately
Solmyr 1 Jun, 2024 @ 5:05pm 
Will this allow Bretonnia to confederate the dukedoms via tech research?
sleepyHase  [author] 26 May, 2024 @ 3:05pm 
thank you!! yes it will work for custom factions and IEE. should work with every mod c:
ToxicTrashcan 26 May, 2024 @ 2:05pm 
love this mod! it keeps the whole game from getting monocolour after turn 60. Though i have to ask, does this work for custom factions and IEE?
I Have No Enemies Brother 22 May, 2024 @ 11:32am 
Understood, Thank you very much
sleepyHase  [author] 22 May, 2024 @ 8:55am 
just had a look at the description for that mod, the confederation by defeating the faction leader like greenskins should still work fine cus it still works for greenskins with this mod active. this mod should just disable any diplomatic confederations
I Have No Enemies Brother 22 May, 2024 @ 6:51am 
@Ero-sennin

Thank you for this mod.

Question: If the only confederation for AI that I wanted to allow was from Allegiance of the Damned mod, which allows chaos factions to confederate eachother by defeating eachothers' faction leader, how would I go about that while I have this mod active?
FinaL 15 May, 2024 @ 12:43pm 
ty ! I'll try this out asap
sleepyHase  [author] 15 May, 2024 @ 12:39pm 
try disabling the trading using the mct while in the main menu, it should carry the setting across as long as you are loading a save before you added this mod!
FinaL 15 May, 2024 @ 8:29am 
Great mod! I wanted to use this with "Remove Bordergore" in my existing campaign, however I can't disable the trade feature of your mod like suggested because the feature is locked. What do ? ^^'
sleepyHase  [author] 12 May, 2024 @ 11:01pm 
Thank you very much c:
karinamon 蘇 12 May, 2024 @ 9:49pm 
yes! can confirmed, I tried playing it with the Hecleas AI mod overhaul thing, works like a charm. Fr fr it added a different layer of complexity and just makes playing the game so fresh, really great mod, thank you!
sleepyHase  [author] 12 May, 2024 @ 12:09pm 
This will not conflict with any mod! The exception being Remove Bordergore as we do similar things so you may get weird results. This mod doesn't actually touch or affect any actual ai decision making, it is purely scripted and, very simply, it is basically putting each region through multiple checks and then if it passes them all, it will trade that region. Its more of a simulated decision making
karinamon 蘇 12 May, 2024 @ 7:03am 
so far this mod is so interesting and has raving reviews! currently i'm using Hecleas' AI overhaul, do you think it will conflict with this mod?
sleepyHase  [author] 11 May, 2024 @ 10:36am 
thank you c:
NEST-7 11 May, 2024 @ 10:33am 
Absolute game changer, thank you
sleepyHase  [author] 8 May, 2024 @ 3:52pm 
thanks!
Wolf 8 May, 2024 @ 3:22pm 
Awesome, thanks a bunch! Also, just from the description this is a masterclass mod! Well done.
sleepyHase  [author] 8 May, 2024 @ 1:56am 
This mod should work for every patch cus the functions I use from the game are generally extremely common and widely used so it's highly unlikely a patch would ever break this mod
Wolf 7 May, 2024 @ 9:22pm 
Will this mod work through patches or does it require updates every patch?
sleepyHase  [author] 5 May, 2024 @ 9:11pm 
thanks c:
namenotgiven 5 May, 2024 @ 6:38pm 
super cool mod, I like it a lot and it pleases my brain quite a bit more than normal warhammer AI :)
Grixa 21 Apr, 2024 @ 6:21pm 
Sorry for this. Other mod caused this bug.
sleepyHase  [author] 6 Apr, 2024 @ 9:34am 
please dont spread misinformation. this mod doesnt touch ai declaring war at all. it will not affect it in any capacity. also please read the description, the ai wont trade unless it has positive relations on top of many other requirements
Grixa 6 Apr, 2024 @ 8:19am 
With this mod AI DO NOT DECLARE WAR after turn 90 or so.
Cause even stupid AI thinks that to buy territory is better idea than to hire armies and send them to war...

Tested in Rifts Campaign. Played as Cathay, blue Orks and nurgle, bird monogod faction had more than 8 towns and more than -200 relations with their "good" neighbours (ogres, red - flag cathay), and no war was declared.

Could u make that script which allows to buy provinces works if only factions have a POSITIVE relations with each others (more than zero)?
Echo 27 Mar, 2024 @ 8:07am 
I think you're on the right track with those ideas. Let's say it's a work in progress and I'll be keeping an eye out for future changes. While it's been a fresh take on the game to play without confederations, I think I'll disable it for my next campaign to allow poor Franz and Gelt to live a bit longer :D
sleepyHase  [author] 27 Mar, 2024 @ 7:08am 
always open to more suggestions though
sleepyHase  [author] 27 Mar, 2024 @ 7:08am 
thanks for the feedback! yeah disabling diplomatic confederation for ai entirely is just like a simple catch all solution to wanting to see more minor factions. things i do have planned for the mod are later game confederations because no matter what, sometimes a faction could still just be left on a single settlement, especially if using more faction mods making some areas crowded so in those cases the smaller faction would be able to be confederated by a larger faction. i do also plan to include an option to only disallow confederations between major factions which probably would help a lot of the points you raise. the region trading chance i could definitely bump up to 100% since there are pretty specific restrictions in place, the numbers and turns that i set the default for this mod are like half guesswork half testing cus campaigns can vary wildly, especially with how different each persons modlist will be which makes a big impact to what factions will and wont survive sometimes
Echo 25 Mar, 2024 @ 3:52am 
Another thing which I was kind of disappointed in was the very little region trading that was going on. It's one of the major points of the mod, but it turned out to be so little in actual play. I think the conditions are far too restrictive and need to be relaxed, on both percentages and which factions are allowed to trade.
Echo 25 Mar, 2024 @ 3:49am 
I feel like taking away confederation for these factions should come with a sort of compensation. Like stronger ties, that lead to faster alliances, or something. Or maybe the approach needs to be re-thought and confederation enabled with restrictions rather than globally disabled. Or maybe just disable confederating major factions, but leave it enable for the minors.
Echo 25 Mar, 2024 @ 3:49am 
All right, so I've played 3 full campaigns with this mod (Changeling, Ostankya and N'kari) and I have some mixed thoughts on it. The only AI mod that I'm using is AI Improvements (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3166309670) which is relatively lightweight and deals only with "evaluation criteria for diplomatic treaties and wars".

First off, I really do like the fact that factions play a bigger role than before, moreso than races, and we get to see quite a few live past the point they'd be confederated previously.

My reservations stem from the fact that some factions are inherently better at surviving and thriving on their own (Skaven, Greenskins, Dark Elves, WoC, Ogres), while others are suited for confederation and it's one of their most potent tools (Empire, Kislev, Dwarfs). Neither Empire or Kislev actually survived past 30-40 turns in any of my campaigns, with the Dwarfs being a bit lucky in one of them, but certainly not thriving.
LimeUser 16 Mar, 2024 @ 3:36am 
Thanks, was looking for one that didn't need MCT due to some issues when using both SFO and MCT
sleepyHase  [author] 15 Mar, 2024 @ 12:08pm 
@TorgueUser
There is a mod which already does that here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2854770773
just untick the disable ai confederation in the mct settings for this mod and use the above mod

@TheFlame8
its only the financial boost atm, wasnt 100% sure what sorta compensation i should give them
TheFlame8 15 Mar, 2024 @ 10:36am 
Is there any gain for the faction that loses the region at all besides the small financial boost? For example, if we as the player trade away a region, we usually gain a lot. What makes this worth it for the faction losing the region? I really love this mod concept, just curious.
LimeUser 14 Mar, 2024 @ 2:23pm 
Is it possible to have the confederation part only affect the same faction as the player?
This is mostly for the SFO brett confederation buffs since if another faction confederates a minor faction first you don't get the bonus
w_stan 28 Feb, 2024 @ 3:59am 
Alright! Thanks a lot!
sleepyHase  [author] 28 Feb, 2024 @ 3:54am 
yeah!
w_stan 28 Feb, 2024 @ 3:30am 
Thanks for the reply, I think I got it.
So the next time I want to use this mod without MCT, on a new campaign, I need to use RPFM, and set :
(enableNoConfeds)option:set_default_value(false) (in ErynnDivideAndConfer_MCTSettings.lua)

local enable_no_confeds = false --mct (in ErynnDivideAndConfer.lua)

Those 2 setting would do the work, right?
sleepyHase  [author] 28 Feb, 2024 @ 2:44am 
Unfortunately if you change an MCT setting, then MCT has to stay enabled for that setting to stay. You can enable confederations the same way I described below but it won't have any effect during a campaign, I can't like re-enable confederations for factions since there are just lots of things to account for