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Not to be confused with character traits.

Diplomatic traits are special modifiers/effects that can apply to AI faction leaders in a campaign. These affect diplomacy and also how the faction acts on the campaign map. Some are generally available, others are race or faction specific. An AI leader may not have any/all off the possible traits for it's faction.

All traits[]

  • Aggressive - Belligerent and wermongering, their armies reach far with little regard for defence.
  • Broken - The leader of this once-proud faction has been defeated in battle; broken, he will accept any terms to stay alive.
  • Climate is irrelevant - The dead are everywhere, only the living need concern themselves with the environnement.
  • Cold-Blooded Logic - The immutable, alien logic of the Lizardmen means they will only consider strong, emotive states when engaging in diplomacy.
  • Compliant - Only through Saurian unity can the Great Plan be enacted.
  • Defensive - More concerned with maintaining borders than expanding them. Conquest is not their business.
  • Desert-dweller - prefers to conquer and colonise in desert climates only.
  • Despises Nehekharan Undead - Despises other Undead Priest Kings but has affiliations with the spawn of Neferata: Vampires.
  • Diplomatic - Official relations between powers are what really mattes; statecraft is all.
  • Dissonance - Other generations follow a false plan, they cannot be trusted. (Results in a small amount of aversion).
  • Distrust the Empire - This leader doesn't trust most Imperial leaders, and that has an effect on diplomatic relations.
  • Guardian - No enemy shall gain a foothold on the homeland.
  • Hates Beastmen - Beastmen, the hideous, deformed Children of Chaos, have long been a blight on Athel Loren. Nothing can or will change that view.
  • Holds Grudges - Dwarfs do not forget grudges, indeed they harbour them, recording the slights and wrongdoings in great volumes. (Takes longer for relations to improve after negative actions taken against them.)
  • Immovable - The sworn protectors of the Black Pyramid will never leave that settlement.
  • Kingdom Come - Great Kings have the greatest kingdoms.
  • Minor Power - Mostly defensive with a weak military, they do not compete or desire to conquer the world.
  • Naval Aggressor - Prefers attacking enemy ports settlements, even if easier targets are inland.
  • Only likes the desert - prefers to conquer and colonise in desert climates only.
  • Opportunist - Prefers striking at undefended lands whenever the opportunity arises.
  • Passive - A calm boat in tempestuous waters, they will only aid their closest ally, and only fight the most enduring nemesis.
  • Power is everything - It is something to aspire to; to see great power wielded so absolutely.
  • Reliable - What is agreed is set in stone. It is highly unlikely that this one will break a treaty or go back on an agreement.
  • Repulsive - Sees everyone and everything as an enemy, except for the chosen few.
  • Rightly Suspicious - No Druchii is ever a friend - all are potential enemies.
  • Ruin-Dweller - This one often sends troops to capture the ruins left behind by destructive forces.
  • Sated king - Those with grand ambitions who lust for power are always the first to fall.
  • Schemer - Constantly plots to break friendships and make others question their allegiance.
  • Shield of Civilization - a special trait that kicks in when the Chaos Invasion happens.
  • Spineless - Typical verminous valour - easly dominated and prone to flee.
  • Supremacy - Hegemony over all lands - no treasures, no resources, no realms are out of reach of the Druchii.
  • Survivor - Defensive and capable, intending to survive whatever comes at them.
  • Underdog - Instead of trying to get to the top of the food chain, this one prefers joining a worthy faction in confederation.
  • Unreliable - Agreements hold little sway. This one is not to be trusted.
  • Vampiric influence - can be easily swayed by Vampires in diplomacy.
  • Wary - trusting fellow Asur is foolish.

Factions specificities[]

Empire[]

  • Reliable - What is agreed is set in stone. It is highly unlikely that this one will break a treaty or go back on an agreement. (Reikland)
  • Underdog - Instead of trying to get to the top of their food chain, this one prefers joining a worthy faction in confederation. (The Golden Order, The Huntsmarshal's Expedition)
  • Defensive - More concerned with maintaining borders than expanding them. Conquest is not their business. (The Huntsmarshal's Expedition)
  • Hates Lizardmen - This leader hates Lizardmen; nothing can happen that will change that view. (The Huntsmarshal's Expedition)


Dwarfs[]

  • Reliable - What is agreed is set in stone. It is highly unlikely that this one will break a treaty or go back on an agreement.
  • Holds Grudges - Dwarfs do not forget grudges, indeed they harbour them, recording the slights and wrongdoings in great volumes → Takes longer for relations to improve after negative actions taken against them.

Greenskins[]

  • Aggressive - Belligerent and wermongering, their armies reach far with little regard for defence.
  • Unreliable - Agreements hold little sway. This one is not to be trusted.

Bretonnia[]

  • Aggressive - Belligerent and wermongering, their armies reach far with little regard for defence.
  • Unreliable - Agreements hold little sway. This one is not to be trusted.

Vampire Counts[]

Common traits:

  • Unreliable

Warriors of Chaos[]

  • Destroyer - Destroyer of cities and empires, leaving only ruins behind.
  • Repulsive - Sees everyone and everything as an enemy, except for the chosen few.

Beastmen[]

Beastmen will spawn on the map and search for regions to raid. After getting sufficent troops, they will declare war on any unfortunate factions and have their settlements raised. Major Beastmen factions will simply raise a heardstone, and then destroy everything around it. Afterwards they will simply stay there and not do much else.

  • Destroyer - Destroyer of cities and empires, leaving only ruins behind.

Wood Elves[]

Wood Elves will usually keep to themselves in their forest, only attacking armies if they choose to trespass.

  • Hates Beastmen - Beastmen, the hideous, deformed Children of Chaos, have long been a blight on Athel Loren. Nothing can or will change that view.
  • Isolationist - So long are their lives, so perfect their isolation, that the affairs of outsiders seem trivial in the extreme.

Norsca[]

The great power penalty against Norsca is doubled. Making them more likely to try and pillage the shores of stronge empires.

  • Aggressive - Belligerent and wermongering, their armies reach far with little regard for defence.
  • Defensive - More concerned with maintaining borders than expanding them. Conquest is not their business. (Khrag)
  • Naval Aggressor - Prefers attacking enemy ports settlements, even if easier targets are inland. (Khrag)
  • Underdog - Instead of trying to get to the top of their food chain, this one prefers joining a worthy faction in confederation. (Khrag)

High Elves[]

  • Guardian - No enemy shall gain a foothold on the homeland.
  • Diplomatic - Official relations between powers are what really mattes; statecraft is all.

Dark Elves[]

Dark Elves are known to attack rich players should an opportunity pop up, especially if they are weak or not a dark elf themselves.

  • Supremacy - Hegemony over all lands - no treasures, no resources, no realms are out of reach of the Druchii.

Lizardmen[]

Lizardmen are notoriously difficult to confederate because of their cold-blooded logic trait which means they will only accept such a deal if they are dramatically weaker than the player.

  • Cold-Blooded Logic - The immutable, alien logic of the Lizardmen means they will only consider strong, emotive states when engaging in diplomacy.
  • Dissonance - Other generations follow a false plan, they cannot be trusted. (Results in a small amount of aversion).

Skaven[]

  • Spineless - Typical verminous valour - easly dominated and prone to flee.
  • Ruin-Dweller - This one often sends troops to capture the ruins left behind by destructive forces.

Tomb Kings[]

Tomb Kings are the only faction that will not receive the "great power" aversion when you have a large amount of settlements. This is to reflect that Tomb Kings like and respect great power, where other races want to tear you down.

  • Desert-dweller - prefers to conquer and colonise in desert climates only.
  • Only likes the desert - prefers to conquer and colonise in desert climates only.
  • Despises Nehekharan Undead - Despises other Undead Priest Kings but has affiliations with the spawn of Neferata: Vampires. (This is only found on The Sentinels or on the Followers of Nagash provided you are not playing as them.)
  • Kingdom Come - Great Kings have the greatest kingdoms.
  • Immovable - The sworn protectors of the Black Pyramid will never leave that settlement. (The sentinels only)
  • Sated king - Those with grand ambitions who lust for power are always the first to fall. (Similar to underdog and that they will not try and expand, however, they cannot confederate.)
  • Climate is irrelevant - The dead are everywhere, only the living need concern themselves with the environment. (Will settle anywhere regardless of climate issues.)
  • Power is everything - It is something to aspire to; to see great power wielded so absolutely. (Likes great power)

Vampire Coast[]

  • Naval Aggressor - Prefers attacking enemy ports settlements, even if easier targets are inland.
  • Hates Lizardmen - The Awakened, also present on Markus Wulfhart
  • Hates Norscans - This leader hates Norscans; nothing can happen that will change that view. (Pirates of Sartosa)
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