Total War: WARHAMMER Wiki
Total War: WARHAMMER Wiki


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[]

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

Wood Elves[]

  • 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[]

  • Aggressive - Belligerent and wermongering, their armies reach far with little regard for defence.
  • Naval Aggressor - Prefers attacking enemy ports settlements, even if easier targets are inland.

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[]

  • 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.
  • Sated king - Those with grand ambitions who lust for power are always the first to fall.
  • Climate is irrelevant - The dead are everywhere, only the living need concern themselves with the environment.
  • Power is everything - It is something to aspire to; to see great power wielded so absolutely.

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)