Total War: WARHAMMER II

Total War: WARHAMMER II

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Legitimacy: Mortal Empires Edition
   
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28 Oct, 2017 @ 9:37am
31 Jan, 2018 @ 2:54pm
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Legitimacy: Mortal Empires Edition

Description
This is a Mortal Empires port of boliviantreemonkey's excellent Legitimacy mod for Warhammer I, which adds a new faction mechanic for the Empire. This is mostly a straight port, but I have made a few adjustments of my own to account for Mortal Empires:

  • Dark Elves and Skaven are now classified as enemies of the Empire, and you will gain Legitimacy for sacking or razing their settlements.
  • High Elves are now classified as potential allies of the Empire, and you will lose Legitimacy for their razing their settlements.
  • Lizardmen and Tomb Kings are now classified as "neutral" to the Empire - you will still gain Legitimacy for sacking their settlements as a show of strength, but otherwise you will not gain or lose Legitimacy from interacting with them.
  • Imperial Academies now give 5 Legitimacy.
  • Castle Reiksguard now gives 10 Legitimacy, while the Imperial Palace gives 20.
  • The settlement chains for Altdorf and Castle Drakenhof now only give twice as much Legitimacy as typical province capitals, up to a maximum of 10.
  • Damaged buildings will now provide only half their normal Legitimacy, and destroyed buildings will provide no Legitimacy at all.

As of 11/7/2017, I have also added a new feature - three technologies, available to the owner of Altdorf, which cost Legitimacy and grant unique bonuses. These technologies represent the establishment of a sophisticated centralized Imperial government, and are aimed at addressing common gameplay issues in the Legitimacy mod.

As of 11/11/2017, this mod now requires Crynsos's Community Modding Framework. This should make the mod almost universally compatible.


Below is boliviantreemonkey's original FAQ:

-1. What is “Legitimacy”?-

The Emperor of Man rules not by fiat but by consent. He is beholden to the Electors who chose to elevate him – most importantly, the Elector Counts. No Emperor can disregard the ancient obligations he owes to these powerful men and women. However, the Electors are also bound by tradition – if an Emperor acts in a way befitting an heir to the crown of Sigmar, they will find it hard to reject his commands.

This is represented in this mod by a new resource, legitimacy, which functions like a hybrid between the dwarven Grudge system and the Bretonnian Chivalry system. Being a good Emperor will increase your legitimacy score, which in turn offers an array of bonuses.

-----2. What does Legitimacy do?-----

There are ten tiers of legitimacy: five positive and five negative. The positive tiers will offer bonuses to diplomatic relations with the Elector Counts, public order, corruption reduction and eventually income.

The negative levels impose increasingly harsh penalties on public order, morale and diplomatic relations. But those who decide to fully embrace rule by terror may find that it can provide benefits... if you are willing to fully commit.

-3. How do I gain Legitimacy?-

The following will provide a decent amount of baseline legitimacy:
- Building impressive buildings
- Securing the famous symbols of the Empire - such as Ghal Maraz, the Jade Griffon and the Staff of Volans.
- Recruting other Legendary lords
- Filling offices

But to achieve the highest levels of legitimacy, you’ll need to show that you can fulfil the highest duty of the Emperor: the defence of the realm. Sending your armies into battles against the forces destruction will please the Electors, and decisive actions against the settlements of Norscans, Vampires and the Greenskins will provide further boosts to your legitimacy.

Note, however, that these boosts are only temporary, and the Elector Counts will not reward you if you focus over-much on a single threat. The greatest benefits are to be had if you can sustain victories against your foes on multiple fronts. The more cynical members of the court suggest that the Emperor is best served by leaving some enemies weakened but alive – after all, without such enemies, why would the Electors need an Emperor?

The largest gains of all are from liberating destroyed Elector Counts, or through returning provincial capitals via the new Region Gifting System.


-4. How do I lose Legitimacy?-

The borders of the Imperial Provinces are ancient, dating back to the arrival of the tribes in the age of Sigmar - woe betide the Emperor who seeks to change them. If the Emperor occupies any of the ancient territories belonging to the Elector Counts (i.e. their starting regions), that territory will be harder to govern and will contribute to a reduced legitimacy rating, at least for a time.

But the greatest crime any lord can commit is to breach the duty of protection owed to their subjects. Razing or sacking any settlement owned by an Elector Count will have a powerful, long-lasting effect on your legitimacy.


-5.Does that mean I’m punished for fighting the Elector Counts?-

Not necessarily. Sometimes the balance between the Elector Counts is disrupted, threatening the Empire’s stability. In these cases, force might be necessary – but a wise Emperor should temper such action with mercy. The new “punish” occupation option allows you to retaliate against recalcitrant Electors in a demonstrative way. Such decisive – but restrained – action will boost your legitimacy and hopefully restore peace.

Furthermore, the Emperor can now liberate occupied Electors, providing a large and sustained legitimacy boost and bringing any oversized vassals back down to size. And confederating with other factions will no longer impose penalties, making peaceful expansions easier.

Most exciting of all, if you capture the province capital of a surviving Elector Count, you'll be offered a dilemma in which you can choose to return the city; perfect for reclaiming regions from those pesky Vampires or encouraging re-colonisation.

-Technical notes-
I advise you start a new campaign with this mod, though it is technically save-game compatible.

COMPATIBILITY: There is a reasonable chance that this will be incompatible with other mods that affect the Grand Campaign. If you are having problems, try deactivating any such mods and see if the issue persists. Cosmetic and battle mods should not be a problem.

I've had reports that it works fine with SFO and Crysnos faction unlock. Some people report ther have been problems with the more building slots sub-mod for Crysnos mods. No idea why. In the future I will try and make this mod as compatible as possible, but my current focus is on fixing bugs and adding features.

This will affect the AI-controlled Empire, though I haven’t yet done extensive testing on how the AI will do with the new changes. If you want to play it safe, it’s probably best to disable this mod while playing other factions.
89 Comments
Shadowknight47 15 Nov, 2020 @ 2:59am 
Update please?
Tingu 21 Feb, 2020 @ 6:37am 
update please, for the empire:steamsad:
Kerizma 19 May, 2019 @ 3:45pm 
Please come back
/-/oney Butter enjoyer 19 May, 2019 @ 2:22am 
This mod is hands down still the best empire rework to this day. I would cry happy tears if it was ever brought back!
Aenarion Sindar 29 Mar, 2019 @ 5:10pm 
Hope this mod gets brought back
B-Braunx 5 Aug, 2018 @ 4:43pm 
any news on tis mod bud?
if your not gonna keep it up can somebody make make your 3 empire techs a standalone mod?
bearfieldlee 8 Jul, 2018 @ 10:05am 
I think the mod has been abandoned.
Deadw0rker 6 Jul, 2018 @ 4:36am 
Just found, that apparently its incompatible with the "Region Trading" mod, not sure why, but when both activated the region trading UI cant be found and opened anymore. I posted this aswell on the other mods thread.
Greetings Deadworker
[RG] Miles Bennet Dyson 2 Jul, 2018 @ 5:03am 
My generals wont get any experience. This mod is not good anymore
Leifr 21 Jun, 2018 @ 8:29am 
Hi Galle! What is happening with Legitimacy?