Total War: WARHAMMER II

Total War: WARHAMMER II

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The Last Alliance: Embassy and Units
   
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Tags: mod, Campaign
File Size
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931.703 KB
27 Feb, 2021 @ 1:52pm
24 Nov, 2021 @ 8:52am
58 Change Notes ( view )

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The Last Alliance: Embassy and Units

In 1 collection by BAGHolder
The Last Alliance
8 items
Description
This mod allows the player to recruit units among good factions, through a new embassy building chains.

Main Feature:
Among Empire, Bretonnia, High-Elf, Wood-Elf, and Dwarf, you can now build the embassy building in special cities. The embassy building has two-tier: the first tier is available at main city level 4, enabling units from each faction (about 12--13 from each faction); the second tier can be built at city level 5, offering additional campaign and local defense buffs. The embassy building requires per-turn maintenance cost.

The foreign units will get same buff from tech and lord traits. DLC elite units are also included (DLC needed to use them).

Save-game compatible, should work with most mods, and should work in multiplayer as well.

Other mods:
Elite Unit Cap adds unit limits for foreign elite units based on number of lv5 embassy. The unit cap makes the main mod more balanced.

The Last Alliance: Lord and Hero further enable foreign lord and agents recruiting via the embassy.

The Last Alliance: Haven City will enable recruiting by conquering special city of another culture, with other non-chaos faction included.

The mod also supports Mixu Unlocker, which enables more unique locations to build embassy.

For earlier access to embassy, try out Higher Level Capitals and 22 Slots for Mixu, which can give level 5 city at the start & extra slots in city.

If you look for more challenges, I also recommend
Population Mechanic and Super Chaos Invasion. The former further limits elite unit recruiting by population, and the latter makes chaos much harder to beat.

Common Questions:
Q: Some units from embassy have secondary building requirement, I cannot recruit them.

A: Mod conflict ---- all secondary building requirement are removed in this mod. So any building requirement comes from another mod that changed unit recruitment, say SFO.

Q: Some units have missing unit cards.

A: Again mod conflict. Typically another mod who modifies unit arts.

Q: Can you add other factions? Can you do X / Y / Z? Can you add other mod's new unit?

A: No. The mod is as it is. The plan is bug correction and balancing, update when CA updates the game, and bring the mod to TWW3 this year.

Q: How about Kislev? Dog of War?

A: I will add them once they are officially included in TWW3.

Q: Why I cannot hire Bretonnia peasants in the embassy?

A: The embassy is supposed to provide elite units. If there is any particular elite unit missing, let me know and I can add it.

Q: Why the embassy building is so expensive to build and maintain?

A: The embassy building can be a game-changer landmark due to its recruiting, campaign, and local defense buff. The per-turn cost is designed to prevent embassy spamming. It is a big net-negative if you build tier-2 embassy too early, while tier-1 is cheaper.

Q: Will AI build embassy and recruit foreign units?

A: AI good faction may build embassy at capital when resource allows (currently limited to 1 per AI faction).

Q: How does lord skills and tech affect foreign units?

A: For example, Peasant proficiency in Bretonnia skill tree also give extra ammunition to Elven and Empire archers, not only Bretonnia archers. This is done across the board so foreign units won't lag behind as tech and skill increase.

Q: I didn't build embassy, but my city has garrison from other cultures.

A: Yes that happens for a few port and gate, since some buildings are common across all factions and garrisons are tied to buildings. System will default to the better units under siege, so it shouldn't matter.
60 Comments
Loki 2 Feb, 2023 @ 8:57am 
Great mod, any chanses this will get SFO submod? It works but some units requires buildings in order to hire them. Thanks
Wrath_of_Janos 22 Feb, 2022 @ 12:46pm 
to Vanhal with SFO it work
Wrath_of_Janos 22 Feb, 2022 @ 12:46pm 
nice mod but i dont can recruit all units (missing buildings)
Vanhal 25 Nov, 2021 @ 10:38pm 
Anyone checked this with SFO? Do it works and if yes, those units are the SFO versions or vanilla ones?
BAGHolder  [author] 8 Nov, 2021 @ 5:02pm 
@Mazewar5291

Unfortunately, building a mod on another non-essential mods can create many issues, such as when game or the other mod updates, or for people who do not use the other mod.
Mazewar5291 8 Nov, 2021 @ 3:38pm 
Great mod. Can you extend it to include the southern realms in cataphs mod?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1158737832
Mon'Keigh Chirurgeon 50A 30 Sep, 2021 @ 6:50pm 
Yeah. Though the units side of the mod was updated rather 'recently' in July, which was around the time the Silence and the Fury was inserted into the game, implying that it's still functional, which it still is. Thanks for your advice, anyway. Good experience :D
BAGHolder  [author] 30 Sep, 2021 @ 11:12am 
@Mon'Keigh Chirurgeon 50A

Good to know. Then it shouldn't be table id conflict.

The knightly order mod was really old, probably before Repanse DLC. Maybe that is the cause.
Mon'Keigh Chirurgeon 50A 30 Sep, 2021 @ 10:54am 
I ran the game with this mod and the Holy Knightly Orders (the mod that 'made' Repanse unable to recruit units from the embassy) with Couronne (Louen), and I noticed that the embassies were back to being able to be used for foreign recruitment once again. Strange.
BAGHolder  [author] 30 Sep, 2021 @ 9:52am 
@Mon'Keigh Chirurgeon 50A

That is weird. Sounds like a rare table id conflict with the recruiting mod. If you unsubscribe that mod, do you get the foreign units back? (which can be checked in building browser on turn 1 as Couronne or Reikland)

If that works, let me know the name of that mod; then I can get them compatible.