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==Vampire Counts== |
==Vampire Counts== |
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+ | Common traits: |
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+ | * ''Unreliable'' |
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==Warriors of Chaos== |
==Warriors of Chaos== |
Revision as of 08:27, 11 August 2018
Please help improve this article or section by expanding it. Further information might be found on the article's talk page. |
- 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.
General
- Shield of Civilization - a special trait that kicks in when the Chaos Invasion happens
- Minor Power - does not attempt to create a large empire or win the campaign
- Defensive
- Aggressive - typically seen on Rebel factions, Greenskins, Beastmen, Norscans etc
- Naval Aggressor
- Underdog - more likely to confederate
- Survivor - defensive and capable, intending to survive whatever comes at them
- Schemer - constantly plots to break friendships and make others question their allegiance
- Destroyer - destroyer of cities and empires, highly aggressive, tends to raze, often seen on Norscans, Beastmen, Warriors of Chaos etc.
- Unreliable - not to be trusted, more likely to break diplomatic agreements
- Reliable - what is agreed upon is set in stone, it is highly unlikely that this one will break diplomatic agreements/pacts
- Distrust the Empire - notably seen on Wissenland, Ostland, Ostermark, Hochland and most Beastmen factions.
- Opportunist - prefers striking at undefended lands when available. Often seen on Vampire Counts
- Passive - a calm boat in tempestuous waters, this one will only aid their closest ally and only attack their most hated enemy
- Vampiric influence - can be easily swayed by Vampires in diplomacy
- Ruin-Dweller - more likely to colonise ruins, often seen on Norscan Tribes
Empire
Common traits (not shared by all subfactions):
- Defensive
- Underdog
- Distrusts the Empire
- Reliable
Dwarfs
- Holds Grudges - Dwarfs do not forget grudges, indeed they harbour them, recording the slights in great volumes. Takes longer for relations to improve after negative actions taken against them.
Greenskins
- Aggressive - all Greenskins factions have this trait.
Vampire Counts
Common traits:
- Unreliable
Warriors of Chaos
- Destroyer
Beastmen
- Destroyer
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. 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 comparison
Norsca
Norscan Tribes also often have the aggressive and ruin-dwellers traits.
- Repulsive - sees everyone else as the enemy
High Elves
- Guardian - no enemy shall gain a foothold on the homeland
- Diplomatic - statecraft is all, official relations matter
- Wary - trusting fellow Asur is foolish
Dark Elves
- Supremacy - hegemony over all lands: no treasures, no resources are out of reach for the Druchii
Lizardmen
- Compliant - only through Saurian unity can the Great Plan be accomplished
- Cold-Blooded Logic - the immutable alien logic of the Lizardmen means they will only consider strong emotive states when engaging in diplomacy
Skaven
- Spineless - verminous valour, easily dominated and will flee easily
Tomb Kings
- 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 - Hates Tomb Kings but likes Vampire Counts factions (this is only found on 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 are fated to fail