Total War: WARHAMMER II

Total War: WARHAMMER II

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Revenge of the Wicked
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Tags: mod, Campaign
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935.048 KB
8 Mar, 2021 @ 10:23am
17 Jul, 2021 @ 3:23am
3 Change Notes ( view )

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Revenge of the Wicked

Description
TWW2 is no longer getting patches or DLC, so my mods are also considered final and will not receive any more updates. Therefore I disabled comments on all of them to avoid constantly getting notifications for the same dumb questions that have been answered a thousand times already. Any comments or announcements I might make in the future will be posted under my collection here:
https://steamproxy.net/sharedfiles/filedetails/?id=1766089433

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Prevents Ordertide most of the time and rebalances the campaign in favor of evil factions. Stops certain AI factions from confederating each other to promote faction diversity while still allowing confederations of minor factions.

Play with Chaos Invasion disabled for best results! The Shield of Civilization trait makes all the good guys fall in love with each other.

Important note: Despite the name, the mod does not specifically try to make *all* the evil factions win against their order enemies. Also it does not make all evil factions friends with each other. Most of them actually still have aversions against each other, just those are much weaker than before and can quickly be overcome under the right circumstances, like a shared war. The result is a map where the evil factions have much better odds than in vanilla to become dominant, but many or even all of them can still lose, it's just much less likely.

The current vanilla balance almost always leads to world domination of the good factions. And if you let the AI play long enough, the Empire in particular inevitably rules the whole world.

Another issue is that most races rapidly consolidate to just one or two remaining factions, usually always the same ones, which creates a map with only a few, predictable remaining AI factions that are often very large. Having a few more separate factions can make the map more interesting, even if those factions are allied with each other.

This issue is worst with Norsca and Greenskins due to their special confederation mechanic. Greenskins are rapidly reduced to only one remaining faction, usually Grimgor. This leads to either that one faction becoming very large and powerful, or Greenskins completely wiped out by the mid game. The worst case is actually if Grimgor and Wurzzag get unlucky and lose a fight against one of the minor factions, because then the minor faction will confederate them. But because they have the passive/defensive personality of a minor faction, they will soon be wiped out by someone else.

So this mod does several things to significantly shake up campaign balance:
-cultural aversions between many evil races are strongly reduced - the wicked can now have friends, too!
-there's now some mistrust between Empire, Dwarfs, Bretonnia and High Elves. They still often ally because the small aversion is overcome by other factors like technology, but sometimes the initial mistrust will cause them to be at war very early, poisoning their relationship for the rest of the game
-Drycha definitely looks like a pretty evil tree, so is now firmly in the camp of the evil factions and will less often attack the Vampires
-World Walkers and Wintertooth rarely confederate each other and cannot be forced to confederate by other Norscan factions
-Grimgor's 'Ardboyz, Bloody Handz and Bonerattlaz rarely confederate each other and cannot be forced to confederate by other Greenskins factions
-Naggarond and Cult of Pleasure will rarely confederate each other but can still confederate minor factions
-Same for Eataine, Avelorn and Yvresse
-Same for Clan Eshin and Clan Mors
-Karaz-a-Karak rarely confederates Karak Kadrin or Zhufbar so that the Dwarfs will usually keep to the South and West and not meddle with the Vampires
-Reikland and The Golden Order should now only confederate a few of the minor Empire factions. If Karl-Franz wants all of the Empire, he has to fight for it for a change

(All of the above are intended to never happen, but by some hidden and apparently unmoddable mechanic in the game they still sometimes confederate, but much less often than normal.)

All the aforementioned changes to confederation are not in effect for the player's race. For example if you play the Empire, you can still confederate all the Empire factions.

All trespassing penalties have been removed. AI factions recklessly trample through each other's lands and so often ruin their relationship with another faction even though they have otherwise good reason to get along well.

Should be compatible with almost all other mods, including those that affect confederations.