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Fealty is a campaign mechanic added for Reikland and The Golden Order in Total War: Warhammer II.
Each state of the Empire is governed by an Elector Count: securing their fealty is key to unifying the Empire through confederation. Some though, will not be easily convinced and will require much persuasion through aid or military force. Once a state's capital is under your control, you may keep the residing Elector Count or elect a new one. Each provides a host of benefits, such as granting a unique Runefang sword and unique units.
Fealty is a new resource to the Empire and the Golden Order. There is a UI button on the bottom right that takes you to a map of the Empire with the elector counts of each county marked. Here you can see their fealty which is how much they recognize your faction's authority. A counts fealty is affected by the Imperial Authority and prestige mechanics as well. Dilemmas will pop up that allow the player to increase their standing with a faction. By spending prestige, money, or supporting a count in the dilemma will increase their fealty. High Imperial Authority also gives a small chance to increase each elector counts fealty per turn.
Fealty may vary between 0 and 10 and is categorised as low, medium and high which is summarised in the table below.
Fealty category | Value interval |
---|---|
Low fealty | 0 - 3 |
Medium fealty | 4 - 6 |
High fealty | 7 - 10 |
When a faction's fealty reaches 10 they will offer to confederate in a dilemma. The player can refuse for +1 Imperial Authority (they will offer to confederate again in 20 turns) or accept confederation and lose 3 Imperial Authority.
Once you have either confederated or wiped out an elector count faction, you gain the ability to appoint your own Lord, as well as access to that provinces unique Runefang item, their Elector Count traits, and their unique Elector Count state troops.
Flavour text[ | ]
“ | Fealty is the measure of how strongly an Elector believes in the cause of the Empire. Reaching a maximum Fealty of 10 will result in the elector offering the confederation of their faction, whereas an Elector whose Fealty reaches 0 will attempt to secede from the Empire. | „ |
Modifiers[ | ]
There are a number of permanent modifiers which may increase or decrease fealty in different amounts and with a variety of triggers. These are usual in-game actions which the player has significant control over or random dilemmas and they all incentivise preservation of land ownership, peace of Elector Counts and status quo. Unless specifically stated, modifiers affect the named Elector Count faction only.
Gained[ | ]
There are 9 permanent modifiers which may increase fealty ranging from high diplomatic relations to supporting Elector Count factions in the campaign or battle.
Modifier | Amount | Description |
---|---|---|
Allowed expansion dilemma | +1 | Per dilemma |
Base fealty | +2 to +7 | See Base fealty section |
Defended settlements | ||
High relations | +1 to +3 | Capped to +3
+1 if attitude value >150 +2 if attitude value >194 +3 if attitude value >212 |
Positive Imperial Authority | ||
Political events | +1 | Uncapped: per unique The Council of States dilemma |
Reinstated Elector Count | ||
Returned settlements | ||
Technology | +1 | Affects all Elector Count factions simultaneously
RequiresThe Runefang Pack technology |
Lost[ | ]
There are 7 permanent modifiers which may reduce fealty ranging from refusing to support Elector Count factions in the campaign or battle and even declaring war on them.
Base fealty[ | ]
At game start, each one of the 10 Elector Count factions spawns with a base fealty value depending on whether the player is Reikland or The Golden Order.
Elector Count faction | Base fealty if Reikland | Base fealty if The Golden Order |
---|---|---|
Averland | +5 | +8 |
Hochland | +6 | +6 |
Middeland | +3 | +5 |
Nordland | +5 | +5 |
Ostermark | +4 | +3 |
Ostland | +6 | +5 |
Reikland | n/a | +5 |
Stirland | +5 | +4 |
Talabecland | +7 | +7 |
The Golden Order | +7 | n/a |
Wissenland | +2 | +2 |