Total War: WARHAMMER

Total War: WARHAMMER

Legitimacy - a New Mechanic for the Empire
169 Comments
Мариус 12 Jun, 2020 @ 4:22pm 
Great mod! (; (:
Velovar 27 Mar, 2018 @ 5:55am 
This mod gives me at least one bug so far, while starting with Norsca, the pop-up window of HOW THEY PLAY changes to Angrund with all the info of clan Angrund instead of Norsca.
Have not tested all races yet.
Timujin 22 Feb, 2018 @ 12:05am 
Is this mod not currently working?

Also, if it is, is it compatible with SFO and cyranos faction unlocker?
Redhand_Jedi 26 Nov, 2017 @ 1:50pm 
Great mod; I was unsure about balancing a new requirement and worried about it requiring me to change how I played the game. It did change it but for the better. The bonuses are worth raising your legitimacy, and it combines well with the game at Legendary. Well done.
King Gwynsen 12 Nov, 2017 @ 11:22am 
Dude your mods sounds very like this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1131334648 .
But this allow us to vassalize or confedere (with some actions) the elector counts, but i truly love the way you have done this to !
Archemyre 12 Nov, 2017 @ 7:11am 
You're doing Sigmar's work, son.
Galle 28 Oct, 2017 @ 9:51am 
Aaand done. Legitimacy: Mortal Empires edition can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1183520408
Galle 27 Oct, 2017 @ 6:43pm 
Working on the theory that it's better to beg forgiveness than ask permission, I've actually started working on porting this to Mortal Empires myself. There are still a few bugs to sort out before it's ready for anything like release, but I'm confident those can be sorted out in a few days at most.

I'll drop the project if boliviantreemonkey objects, of course.
Jim 27 Oct, 2017 @ 12:17am 
Well... I'm hoping that boliviantreemonkey will return to port this to W:II and the Mortal Empires campaign. :(
Aenarion Sindar 22 Oct, 2017 @ 12:28am 
I love this mod. Just one issue...why the heck does razing settlements of Orcs, undead, and Norscans give Empire a penalty? That really makes no sense to me lol
IfThenOrElse 15 Oct, 2017 @ 9:13am 
I love this mod, and if the owner ever returns from their modding break - I'd be happy to work with them to iron out some bugs (and impart advice on how to compartmentalise their scripts).
Lord-General Severus 8 Oct, 2017 @ 8:10am 
there seems to be a couple of bugs.

-the how they play messege is clan angrunds instead of the empire's
-legitimacy is referred to as amber by the game
-unable to gift regions back taken by vampires and agressive elector counts.

would love to see this mod updated
Molay 25 Sep, 2017 @ 3:18am 
Is it possible to make this work integrate with Steel Faith Overhaul properly? As it stands, T4 minor settlements do not give legitimacy at all.

That aside, this mod is really fun to play. Feels a lot more Bretonnian in a sense, although actually I'm feeling like Austria with a Prussian army.
azreal88 12 Sep, 2017 @ 3:19pm 
Would it be possible to expand this mod to work with Crynsos and allow other counts to challenge for the throne?
MagicMike 27 Aug, 2017 @ 3:43am 
I have the problem that when i attack an empire settlement which is occupied by, say woodelves, i cannot give it back to the elector count whom it belongs to. But i can punish the woodelves as if they were my vassals^^ is that intentional or a bug?
I use SFO and Crynsos maybe those case the problem..
Wilze 26 Aug, 2017 @ 6:15pm 
Unfortunately the mod doesn't work for me. I've disabled all other mods but my game crashes when trying to load into a new campaign. I think I'll just wait and hope this mod gets updated before starting an empire campaign.
Sir Smite 26 Aug, 2017 @ 3:01pm 
Not sure about everone else, but this mod still works for me. Just wanted to say that I absolutely love it and can't imagine an Imperial campaign without it. Would it be possible in a future update to gift back minor settlements as well? It's awkward for me when another province starts colonizing several razed settlements that don't rightfully belong to them. I seriously hate the fact CA would remove the ability to buy/gift regions from the AI... such a nonsensical move.
Wolfshart79 25 Aug, 2017 @ 10:37pm 
PLEASE update this! This is such an awesome mod and playing Empire without it feels so empty.
Jim 25 Aug, 2017 @ 10:51am 
Mod definitely does not work correctly with the latest update.
Vero 25 Aug, 2017 @ 9:25am 
I took Marienburg and occupied but somehow one turn later Nordland automatically occupied Marienburg. There was no option or anything.
TC 23 Aug, 2017 @ 11:35am 
@mrwhite Do you have a vassalize/liberate all factions mod? I found that once I turned mine off that issue went away.
vaa 23 Aug, 2017 @ 9:05am 
just found this mod, it sounds like it will make the empire really fun to play! i hope for an update for new patches and compability with as many other mods as possibly.
Sturlink 23 Aug, 2017 @ 8:26am 
Really want to start a campaign with this mod, but how does it perform considering it hasn't been updated after a couple of patches including Norsca? Can't make a decision based on previous comments.
Would appreciate some input from those who played till late game with this mod after the Norsca patch. Don't mind minor (not game-breaking) bugs here and there.
MrWhite 23 Aug, 2017 @ 5:24am 
Have a bug, when I burn to ground greenskin settlement it gives me legitimacy penalty, saying I've killed potentional ally. How the hell orcs are my allies?
Jim 21 Aug, 2017 @ 10:02am 
I can confirm that this mod does indeed cause the 'Clan Angrund' pop-up to appear at beginning of the game.
ZincKobold 21 Aug, 2017 @ 9:40am 
I am having that same issue of having a notice from Clan Angrund. It doesn't seem to do anything, but the notice is there.
Lockbreaker 21 Aug, 2017 @ 3:55am 
Whenever I start a game as the Empire, I get slapped with the Clan Angrund factionwide effects instead of the standard ones. Anyone else having this issue?
Vargs 19 Aug, 2017 @ 10:47pm 
This mod is a must-have for an Empire campaign. Love it.

Seems to mostly work with the latest patch, but I did just come across one issue. I took Norden (coastal empire town) from the Norscans and reinstated Ostland, bringing them back into the game. But Ostland retained the Norscan buildings. Their primary settlement building is a manmade fjord that provdes chaos corruption, and they're using the Norscan port.
NoSkill 17 Aug, 2017 @ 12:33pm 
Now , that loyalty has been reveald as a feature in game 2, do you htink it can be worked in on the combined map?
Also maybe the politcs of the elfes refit for Empire?
Dawn 17 Aug, 2017 @ 5:48am 
First thing, i love this mode and the concept behind it. But there is a small problem some faction also have the legitimacy mechanics (Brettonia and if you have a faction unlocker Kislev and the Southern Realms). But especially for Brettonia it is a bit lore breaking
WillW  [author] 17 Aug, 2017 @ 12:45am 
Don't worry, it's not dead - just sleeping. Work commitments mean I haven't been able to do any modding for a while, but hopefully I'll be able to work something out.
omegaphoenix068 14 Aug, 2017 @ 10:47pm 
Pls someone tell me it isn't dead?
IfThenOrElse 13 Aug, 2017 @ 5:29am 
Hey @BolivianTreeMonkey Love the mod concept! I was wondering if you could give a fellow modder some advice on how to skill up with scripting this game? I'm wanting to make a mod that scripts events which make certain empire subfactions willing to vassalise.
Mumion der Unsterbliche 10 Aug, 2017 @ 3:56pm 
Update pls.
Allergies 10 Aug, 2017 @ 11:45am 
I really love this mod! Gives just enough of its own touch to put it on par with the rest of the campaign mechanics in the game. I am a big fan of the applications for Legitimacy - however, I think the numbers need to be nerfed a bit (or make Legitimacy easier to lose). As it stands, it makes things a bit too easy a bit too early, as you don't need to do or build much to rack up a ton of Legitimacy. The many instances of bonus Legitimacy per turn (oppossed to the substantial single installments) seems to be what's throwing the balance off. Just my two cents.
Stick Rick 3 Aug, 2017 @ 8:32am 
Works fine with SFO until you get to tier 4 settlments. the fourth tier makes you loose the legitimacy bonus. maybe you could ad this?
ArchAngelGundam 30 Jul, 2017 @ 5:34pm 
Any chance you'll be releasing a version compatable with the teir 4 minor settlments mod?
jbbergerault 29 Jul, 2017 @ 3:06am 
Great mod. I tried it in vanilla or with SFO and it give a personnality to the Empire.

Just one feedback, all the buffs make the campaign a bit too easy (I play at very hard). My diplomatic relations with the other Empire Provinces is always good (in vanilla I'm often close to war with north provinces) and the +20% income at the last stage is too much. You begin to steamroll too early.

Whatever thx for your work.
Revan Tair 25 Jul, 2017 @ 9:48pm 
Hey, I really like ur unique mixing of already ingame features into a new mechanic :3
Really good mod, here my two cents: we should be able to confederate from the first round (i.e. not possible because empire faction @ start aren't that trustful of you). Since we already got the "artificial 5 rounds confed rules for only empire" bull.

You could penalize it severly, by tying it to relations? So the better the relation, the better the outcome of the confederation? high relations = more legitimacy, positive buffs and the other way around.

Just my two cent, really like the mod, cheers and thx, dude
Pelloutier 25 Jul, 2017 @ 6:00am 
Hello ! I really like the idea of your mod, I'm using it alongside Steel of Faith. I'd like to give my personnal impression as well as report a bug though :

- I think the buff are really, really too strong. +20% income at the last stage is completely insane, as well as the huge buff you receive from confederation. Maybe reducing it just a bit could be good ?
- When I tried two times to give a province back to it's original owner, it didn't work. First it was for Hochland : the event popped, I had the buff for one round, then the buff disappeared but I still kept the province. Same thing for the moot when I captured it back from the VC and tried to give it to Averland. Then, randomly, the buff from Hochland reappared like 20 turns later and stayed active this time, but I still kept the city !
michimatsch 23 Jul, 2017 @ 5:51am 
What is the reason for a legitmacy penalty on purging greenskins or vampires?
In the lore that is pretty much the way the Empire handled them.
James Stone 19 Jul, 2017 @ 12:21pm 
Can the AI use this properly? Is it even bound by it? Because the Empire is already weak and frail when you're not playing as it, and this mod's complexity is definitely too much for the already strained AI to handle.
Barachiel 18 Jul, 2017 @ 5:32pm 
It does work with SFO. For me at least it does.

But yeah its a cool mechanic. Confederation feels broken. Do it once and the game becomes ezmode lol.
=[NK]= Col. Jack O'Neil 15 Jul, 2017 @ 10:18pm 
I read in the description maybe works with SFO, anyone else been using them and having problems??? :)
Barachiel 14 Jul, 2017 @ 7:46pm 
Fantastic mod. THanks for assembling it. If I could raise a point for perhaps future review, the mod can make the game too easy once you get rolling. Confederation shouldn't add legitimacy and should penalize it -- it makes sense, the other electors would view you with suspicion and you have to rebuild. Makes the game too easy to assemble a single empire when you should be managing a complex group of electors.

Get into a war and sack a town? +legit, restore city to elector? +legit Confederate? + a ton of legit.
Desmond 7 Jul, 2017 @ 2:40pm 
Why would I give the nordlands Marionberg to them? Sure long ago it was their lands...but its the biggest port with the most money potencial in the game...Seems like there is no reward for that.
Jim 28 Jun, 2017 @ 6:26am 
Hi!
I have recently taken control of Kemperbad from the VC but I was not presented with an option to return the province to Talabecland (they still exist in Talabheim). Is this an error?

I'm a little confused as you show a "Regional Claims" screenshot. This clearly shows the retaking of 'The Moot' region and suggests that we can restore land to the rightful Elector Count and not just the province capitals.

Other than that, this is an excellent mod! Although I think it is a little too easy to gain legitimacy.
Younghappy 26 Jun, 2017 @ 11:33am 
Been having a blast with this in my latest campaign! With Crynsos' faction unlocker, I've been having some fun as Talabecland and having its elector lead a bloody rebellion against Franz. ;) My one issue - if you could even call it that - goes like this: once you hit rock bottom on the -rep scale, the description reads along the lines of "you have tarnished your name for generations to come; the history books will describe you as a tyrant and a monster" - perfect. Next turn, my legitimacy rises back up to level 4 and I'm back to "cruel but forgettable". To counter this, I propose a further penalty to legitimacy once you hit level 5 -rep to reflect the "being so evil that you'll be in history books" thing (say another -60 for 30 turns). It just doesn't feel right bouncing back and forth between level 4 and 5 on the hated scale when one is "pretty bad guy" and the other is "the world is better off if Chaos wins over this dude". Aside from this, one of the best mods to date, congrats!
Bhelliom 26 Jun, 2017 @ 10:48am 
Superb mod! Having lots of fun with it eventhough it makes for long routes to get to fighting. Can I gift provinces in this? Reinstalled the rightful Elector of Stirland but I now own half his lands.
drew_west 25 Jun, 2017 @ 1:36pm 
absolutely love the mod.only criticsim is the legitimacy icon on the right. Not a fan of the roman numerals over the top. Maybe just change the color of the gem? with a red gem being the highest stage?