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.

General[edit | edit source]

  • 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 Carcassonne, 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[edit | edit source]

Common traits (not shared by all subfactions):

  • Defensive
  • Underdog - common to Empire minor factions, but not exclusive to the Empire
  • Distrusts the Empire
  • Reliable

Dwarfs[edit | edit source]

  • 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[edit | edit source]

  • Aggressive - all Greenskins factions have this trait.

Vampire Counts[edit | edit source]

Common traits:

  • Unreliable

Warriors of Chaos[edit | edit source]

  • Destroyer

Beastmen[edit | edit source]

  • Destroyer

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 comparison.

Norsca[edit | edit source]

Norscan Tribes also often have the aggressive and ruin-dwellers traits.

  • Repulsive - sees everyone else as the enemy.

High Elves[edit | edit source]

  • 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[edit | edit source]

  • Supremacy - hegemony over all lands: no treasures, no resources are out of reach for the Druchii.
  • Rightly Suspicious - no Druchii is ever a friend, all are potential enemies.

Lizardmen[edit | edit source]

  • 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.
  • Dissonance - other generations follow a false plan, they cannot be trusted. (Results in a small amount of aversion)

Skaven[edit | edit source]

  • Spineless - verminous valour, easily dominated and will flee easily.

Tomb Kings[edit | edit source]

  • 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) it is also found on The Sentinels.
  • 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.

Vampire Coast[edit | edit source]

Tips[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.

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.