Diplomatic traits
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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.
Contents
All traits[edit | edit source]
- 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[edit | edit source]
Empire[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
Common traits:
- Unreliable
Warriors of Chaos[edit | edit source]
- Destroyer - Destroyer of cities and empires, leaving only ruins behind.
- Repulsive - Sees everyone and everything as an enemy, except for the chosen few.
Beastmen[edit | edit source]
- Destroyer - Destroyer of cities and empires, leaving only ruins behind.
Wood Elves[edit | edit source]
- Hates Beastmen - Beastmen, the hideous, deformed Children of Chaos, have long been a blight on Athel Loren. Nothing can or will change that view.
- Found on all Wood Elves factions in Season of Revelation.
- Isolationist - So long are their lives, so perfect their isolation, that the affairs of outsiders seem trivial in the extreme.
Norsca[edit | edit source]
- 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[edit | edit source]
- Guardian - No enemy shall gain a foothold on the homeland.
- Diplomatic - Official relations between powers are what really mattes; statecraft is all.
Dark Elves[edit | edit source]
- Supremacy - Hegemony over all lands - no treasures, no resources, no realms are out of reach of the Druchii.
Lizardmen[edit | edit source]
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.
Skaven[edit | edit source]
- 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[edit | edit source]
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[edit | edit source]
- 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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