Hunger Games: Battle Royale
WARNING: Your game will FREEZE on the second turn on the start of a new campaign (Mortal Empires) with this mod. Do not panic! The freeze is due to random placement of the factions, it’s working as it should!
Now SUPPORTS the Warden and the Paunch update!
Yes should be compatible with SFO, Radious or any other overhaul you are using – I tried to make it as other mod friendly as I could. This basically acts as a layer on top of all of your other goodies. Of course depending on your other mods – results could vary. I do recommend setting this as the last modhigher priority on your list as there is a few DB tables this mod directly modifies to get the AI into the proper aggressive mindset. The rest is all scripts so to be as other mod friendly as possible.
I do not know if it is MP friendly, I cannot test this.
DO NOT RECOMMEND USING ON EXISTING GAMES – MUST START A NEW GAME, especially if you’re playing Empire.
Heavily inspired from Totally Random Total War Generator
https://steamcommunity.com/sharedfiles/filedetails/?id=1438446448.
It’s my own spin on the formula from TRTWG (refer above) and to properly address the problems I have had with it. It’s not a direct adaption, more of a different approach in numerous ways.
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Biggest differences from TRTWG:
FACTION CHANGES:
EMPIRE:
FIXED. BY SIGMAR YES! The entire Imperial Authority is basically halted. No setting Elector Counts etc… All Diplomacy and Confederation options available right from the start. No initial full blown wars to deal with or broken chaotic events due to random placement. To compensate for removal of the Imperial Authority system, you’ll automatically unlock each elector count troop and the respective runefang if you had owned the province every 5 turns until you get everything by turn 65. All elector count effects automatically stack onto Franz or Gelt (depending who you start with). Volkmar gets the shaft here.. the effects will still apply to Franz, so you’ll need to unlock him when starting with Volkmar. You will also automatically receive 175 prestige per turn to use.
HIGH ELVES:
Alarielle has some trouble because of defense of Ulthuan mechanic and random placements, she receives several buffs to help compensate for this (see the screenshot). Also if playing any HE faction, you’ll automatically be able to recruit treekin or shadow walkers under RoR, a number of them won’t be available initially but will be eventually via chance every turn to be recruitable. Played this conservatively to uphold balance.. all HE factions get these units due to potential confederations between one another.
NORSCA
These guys had a real problem in TRTWG if they didn’t roll a good spot somewhere in the northern chaotic wastes or a faction capital. They’d be uncompetitive and you would be in for a real challenge being unable to recruit better units other than marauders.. So the best solution I could think of was they can only roll locations with their fellow Norsca factions so they should always be in a decent location. This greatly limits the randomization but best I can do here.
WOOD ELVES
Same deal as Norsca but arguably even worse. Their campaign mechanics heavily rely on holding Athel Loren when you are playing as them. If you pick Orion or Durthu then your placement will not be randomized but your neighbors will be. WE factions only trade positions with fellow WE factions. IF SFO or "Radious Wood Elves Overhaul Submod" detected then Wood Elves get full randomization placement like other factions due to friendlier mechanics.
DARK ELVES
If selected for random placement, you are going to lose your Black Arc if you normally had one. Sorry, I couldn’t figure out a better alternative!
CLAN SKRYRE
Workshop upgrades should now work despite not owning Skavenblight due to random placement.
CROOKED MOON
+%5 ward save, -15% upkeep across the board. This is to compensate if even farther from Karak Eight Peaks. Of course could win the lottery and be even closer.
CLAN ANGRUND
-45% upkeep across the board, same reasoning for Karak Eight Peaks quest.
BEHAVIOR CHANGES (from TRTWG):
– Random placement does not occur on Vortex since I feel it’s much more questmission driven in that campaign. Random attributes, unique GP system and aggressive wars will still operate though.
– 75% chance of random placement
– You trade regions with another potential faction so more likely to getting a least a province capital but no guarantee
– Random placement happens on turn 2 instead of the start of the game, I did this for other mods which may adjust settlement ownership at the start of the game (OvN mods for example). This will run on top of those and hopefully we don’t get too much of a mess….
WHAT IS THE SAME (from TRTWG) :
– All wars end on turn 2 but don’t worry.. the world will explode with war on the next turn.
– Victory conditions could be impossible
– Initial Objectives could be impossible
– The introduction may make no sense by turn 2
– Knowing factions you are not neighboring with or across the map
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FEATURES:
– Random placements
– Random starting attributes for each AI faction at the start (-5% to +5% of many attributes like Armor, Melee Defense, Missile Damage and much more)
– Random starting ‘strengths’ given to the AI factions, specifically growtheconomyresearch. The more powerful the awarded strength.. the bigger diplomacy hit they receive from other factions. So powerful factions will get much more hostility from others who will attempt to stop them from taking over the world.
– Different Great Power mechanic. IT DOES NOT REPLACE THE EXISTING GP. So it stacks with WH2 default mechanic. But this system is much more gradual compared to WH2 and takes into account many different aspects of your faction strength. It will gradually penalize different aspects of your faction (refer to screenshot). However The AI suffers from the exact same rules as you do (in fact likely much worse). There is no difference between difficulties.
-Everyone starts with 15% ward save but the benefit will wear off the greater your GP becomes. (So you have fighting chance with large empires zerging you)
– Rogue empires if not dealt with could potentially get very powerful
– Some buffs to ChaosBeastman but results will vary, no buff if you play them though
– Relationship hit for everyone to Chaos and Beastman except Skaven, Norsca and Heinrich Kemmler. This is to ensure they stay hostile toward you and other factions due to all the wars and relationships from that. No effect if you play as them though.
-Everyone suffers a diplomacy hit for the first 20 turns. Diplomacy will be tough to begin… This is to get the blood boiling and wars starting early but eventually when this effect subsides you’ll likely be able to make some ‘allies’ since there will be a lot of ‘enemy of my enemy is my friend’ relationships going around.
– You’ll suffer diplomacy hits with stronger neighboring factions if they think they can crush you (this will show under the negative ‘Recent events’ (refer to screenshot). Also being part of multiple wars may motivate neighboring AI factions in seeing you being spread thin and attempt to ‘gank’ you. These same rules apply to the AI to AI relationships as well. You can diminish this effect by performing non-aggression pacts with other factions (it won’t eliminate it entirely though) or an alliance (which will completely nullify the effect).
Special Thanks to tw-modding.com/Vandy for the great infoarticles which help me do this.
Revisions:
Old revisions of this mod are available below. Click the link to download.