Total War: WARHAMMER

Total War: WARHAMMER

The Empire
96 Comments
kastellan 12 Sep, 2019 @ 10:32am 
Could it be possible, that the mod not allow the AI to confederate? Not one Province will confederate with me, and now it's turn 35. :/
Infinity Squidward 4 Apr, 2019 @ 2:56pm 
Please update
Onkel Tom 16 Feb, 2019 @ 3:32am 
i absolutely love this mod. makes the game more interesting
thaygiaomap2000 7 Sep, 2018 @ 10:03pm 
i use this mod and rise of beastmen , and play mini beastmen camp , and no dark moon event show up :-(
thaygiaomap2000 21 Aug, 2018 @ 4:18am 
The Fate of Marienburg : when this event happen ?
rhemek 15 Aug, 2018 @ 5:57am 
this mod is total un balalance wtf aldof defeneder is total op spam >_<
Minitialize 15 Mar, 2018 @ 10:34pm 
@Sinon

This mod, if you play as the Empire, makes you "feel like a True Emperor". From time to time, you are faced with choices concerning the Empire. As an Emperor, it is up to you to determine the fate of the Empire by choosing what you think is the right option (or not).

In the case of not playing as the Empire, you are faced with a choice concerning peace between the Empire's provinces early on in the game. Whichever you choose will last for the entire Empire Campaign.
Baek_Seju_1 3 Mar, 2018 @ 5:15pm 
ehhh what benefit if i use this mod ..... i don't understand the description lol
alejandrogomez4444 23 Feb, 2018 @ 10:09pm 
Hey it seems that since the cult of Ulric update the “enemy of the empire” event keeps giving me the game breaking “can’t end turn, can’t move units on campaign” but. Do you know how I could fix this? This campaign was a new save. I tried to restart the campaign twice, but every time the “enemy of the empire” event happens, this bug happens.
Zarkis  [author] 13 Dec, 2017 @ 9:37am 
@ I will make more, but only for WH2 ME. I have a full time job and only that much time for a hobby.
R2zi3l 1 Dec, 2017 @ 9:33am 
the empire if my fav faction in the game am so glad I found this wonderful mod rated up and favorited cheers xd
Dixie Normus 6 Nov, 2017 @ 12:11pm 
It's also integrated into SFO as of yesterday's Patreon beta 0.9.
Rys 4 Nov, 2017 @ 6:20am 
It works with SFO.
Kurt Helborg 27 Oct, 2017 @ 7:51am 
hi :-) will you continue your work for WH2?? i hope so!!!
BOOGEYMANE 21 Oct, 2017 @ 6:33am 
bonzo homie i did read it but how could i know if radious changes said "wh_dlc01_chaos.lua."
Greyscale 21 Oct, 2017 @ 6:07am 
Works for Radious - i mean just read the compatibility section :)
BOOGEYMANE 21 Oct, 2017 @ 6:00am 
im wondering too.. is it compatible with radious or sfo? i guess not
croKnight 18 Oct, 2017 @ 3:48pm 
Hi, does this mod work with steel faith overhull mod ?
Zeta_Enigma 14 Oct, 2017 @ 11:17am 
thank you for this awesome mod, can this be ported to mortal empires when it's out?
Zarkis  [author] 6 Oct, 2017 @ 8:23am 
Error on my side. Forget to change avariable from testing the mod. That's how trying to find and fix bugs leads to new bugs... :) Updated the mod.
Azerbaijan_Technology 6 Oct, 2017 @ 7:39am 
Currently in my non empire campaigns,the last stand campaign message is immediately triggered on turn 2.
Granted I use lots of mods,but I do not use any that modifies Empire's startpos,so any idea as to why that would happen?
Could it be conflict with Celtki's advanced Ai mod?
Zarkis  [author] 1 Oct, 2017 @ 7:57am 
I have no plans for that.
MagicMike 29 Sep, 2017 @ 2:45pm 
would it be possible to add that function sometime?
Zarkis  [author] 29 Sep, 2017 @ 2:02pm 
No, only for the Empire.
MagicMike 29 Sep, 2017 @ 12:11pm 
Maybe a stupid question: does it work for all Empire factions using crynsos unlocker?
Zarkis  [author] 24 Sep, 2017 @ 5:36am 
Last update before WH2: The main dilemmas will now run for 30 instead 40 turns. Added a new dilemma, which lets you train your troops. Some balance changes.
Krowser 23 Sep, 2017 @ 11:39am 
Is this compatible radiouis?
augustsson.markus 23 Sep, 2017 @ 12:29am 
Awesome mod! I just finished a Empire (H/H) run and it was so much fun! I love the dilemmas, buuut, could you make one where instead of 40 turns, its more like 15 turns? I found that i took the same one the whole campaign (build an empire), since when there is so long of a wait for the next dilemma, that one seems like the best one to be using. But again, it was one of the most fun capaign i've ever played i think! :D
Also, the update you just made, would it be possible to make the same change there? Instead of the whole campaign, maybe they cant attack each other for like 20-30 turns or so?

Awesome work!
Zarkis  [author] 22 Sep, 2017 @ 12:06pm 
New update: Added a new dilemma that lets you setup the AI of all Imperial states plus Kislev to not attack each other. This dilemma triggers if you are not playing the Empire faction and should make the campaign a bit more different. Have fun!
mickiedn 19 Sep, 2017 @ 2:54pm 
I have posted a little suggestion in the Feedback section.
Zarkis  [author] 18 Sep, 2017 @ 9:40am 
Did you activate the mod in the mod launcher???
LittleMcArthur 17 Sep, 2017 @ 3:05pm 
doesnt work for me cant seem to get in running tried subsribing and then not subscriping but still no use HALP!!!:steamsad:
bearfieldlee 17 Sep, 2017 @ 12:21pm 
I like the changes a lot. Something like this is what CA should have implemented for Empire's unique playstyle. I guess Empire suffers from being an original faction in that respect.
Dath 17 Sep, 2017 @ 10:40am 
Great mod, adds much needed replayability to Empire playthroughs.
Zarkis  [author] 17 Sep, 2017 @ 9:21am 
I changed it before I released it. It will now cost an upkeep in tax money. I want the choices to be real dilemmas, thats why it's 40 turns.
mickiedn 17 Sep, 2017 @ 8:35am 
I have maybe a suggestion.
Early in the game you can pay 1k so the elector counts don't declare war against each other.
But wouldn't it only be logical, that further on in the game, that price will only become greater and greater?

Also, this is just an oppinion. But isn't 40 turns a little bit too long?
I will be testing it out more, and post my feedback in the feedback section.
mickiedn 17 Sep, 2017 @ 7:06am 
Zarkis, this is such a nice update you did. I really enjoy the changes :D
I was just at turn 10 yesterday, and today i noticed these updates and i thought 'whoooah, awesome :D'
bearfieldlee 17 Sep, 2017 @ 4:43am 
Nice! I'll try it out.
Zarkis  [author] 17 Sep, 2017 @ 4:36am 
I updated the mod with many balance changes and additions. The update should be savegame compatible, but some bonuses and penalities will be different.
Harald Hårrade 16 Sep, 2017 @ 10:56pm 
I read it, but I wonderd if there had been a update, but thank you for the reply
Zarkis  [author] 16 Sep, 2017 @ 1:16pm 
@Breadbox Don't worry. I will put all diplomacy related changes in seperate dilemmas, so you can choose if you want them or not.
@Trondheim There are no unit changes. Read the description.
Azerbaijan_Technology 16 Sep, 2017 @ 12:19pm 
Not so sure about the first change.
It removes all possibilities of internal conflict and could make things way too easy to manage/predictable for the human player.

If you are going through with the first one,please provide a way to revert it back
(Or how to do it with pfm)
Thanks btw.
Harald Hårrade 16 Sep, 2017 @ 10:37am 
Dose thos mod reduce the amount of members in a unit? Or should I look at my other mods?
James Stone 16 Sep, 2017 @ 3:59am 
Are the chances implemented already? I'm subscribing as soon as they are
Zarkis  [author] 15 Sep, 2017 @ 11:38am 
I am testing a few changes for the mod:
- The "Leader of Men" choice will be renamed "Untied we stand" and will now prevent war declarations between all members of the Empire plus Kislev until another stance is chosen.
- Loosing territories will improve your relations with the elector counts instead of deteriorating it. The more territories get lost, the more the elector counts will unite under your rule.
highest_man 15 Sep, 2017 @ 7:04am 
Great mod, but as James said "NEW MECHANIC - The State of the Empire (player only)" thing doesn't really work well, so could you make alternate version without that mechanic?
James Stone 14 Sep, 2017 @ 3:46am 
The State of The Empire is an interesting mechanic in theory. Problem is it for the most part makes the Empire campaign needlessly hard without giving the player many means of control over it.

The Elector Counts take turns being little bitches each campaign. Sometimes it's Ostermark declaring war of extermination on Kislev and almost being totally taken over. Sometimes its Nuln and Stirland being raped by Vampires. But something always happens. What almost always happens as well is those guys refuse to even let you have a nonaggression pact, so you can do nothing to fix those problems, like sending your armies to help, without starting another war.

Fine idea in theory, pity the game doesn't support it.
Mr Jaeger 13 Sep, 2017 @ 6:03pm 
I like the sound of this, but actually more if it was something the AI would benefit from. Like if you're playing against the Empire and rather than just have one big battle to decide the war in which afterwards is just clearing up, you instead have multiple major battles against a increasingly desperate nation which even uses the finatical part to try and defeat you. Vanilla Empire never seems to put up much of a fight in my playthroughs.
Barres Itovuo 13 Sep, 2017 @ 12:55pm 
does this works with other empire faction gameplay ? like wisseland Stirland ....
Thrame1807 13 Sep, 2017 @ 11:56am 
Between this, Summon the Elector Counts, and improved empire offices i am having the best empire campaign ever. Roleplaying settling disputes between elector counts and being constantly challenged because im not confederating or really expanding at all and instead just seeking to vassalize which i can do through custom objectives for each elector count it is absolutely amazing