Protected Faction Capitals (no more having 3-5 factions control the whole map!)

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Author: Vladimir1761

Last revision: 7 Aug, 2022 at 03:33 UTC

File size: 158.72 KB

On Steam Workshop

Description:

Update: Capitals razed by human players now stay razed, and other factions will not colonize the ruins!

Prevents the "tides"/complete control by a few factions due to the AI momentum steamrolling tiny factions and eventually destroying larger factions completely. AI targeting against faction capitals has been disabled, allowing them to potentially stay in the game and make a comeback. If the capital city of a faction is still somehow captured by an AI (due to a vanilla oversight with garrisoned armies), it will be returned next turn, even if the faction was destroyed. If a human player captures the capital, it will not be returned to the AI, allowing the player to decide the fate of factions. Additionally, if one AI faction obtains the capital of another AI with the same culture through war or confederation, it will not be returned (e.g., Grimgor will still be able to beat other greenskin warlords in battle and unite their factions). A very select few faction capitals have not been protected, and some have been moved, so as not to create problems:
-Avelorn does not get the Gaean Vale, but instead gets Tor Saroir because the Gaean Vale needs to be destroyed for the Wood Elves to capture it during their campaigns
-Greybeard’s Prospectors do not have any protected settlements because all of their settlements would create undesirably permanent chokepoints for other AI
-I have tried as much as possible to prevent similar permanent chokepoints for other AI when possible, choosing settlements that do not block mountain passes, even if it is not their capital

P.S.
I am open to criticism/feedback and would appreciate it, in fact! I have extensively written tested this mod over a few months now and it seems to work under all conditions. If this is not the case in your experience, please let me know so that I can examine where the mod fails or where another of your mods conflicts with it. If you have any suggestions to improve my mod, such as changing which settlements or factions are protected, I am happy to hear it. A special and eternal thanks to Vandy/Groove Wizard, Heimdal, Drunk Flamingo, and everyone else in the Discord "Da Modding Den" who helped me go from an idiot who couldn’t figure out basic code and almost gave up to someone who now knows somewhat what he is doing and made the mod I had always dreamed of!!!