Total War Warhammer 2 Loyalty


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  • Various Single Player Campaign Hints

Hint 1: One question is whether or not having rebels are worth it for the extra money, and it usually depends. If you're low on money, then yes, so long as you have a defense structure at a province capital. Only exception is your main capital if you have a significant trade income. Otherwise, if you have the money, try to maintain public order and develop instead, as waiting an extra 5 or 6 turns for a construction to resume is not ideal. Once you've maxed out economically, you can scrap the public order and start getting rebels again. This is especially better for skaven as they get food from every fight, which can then be used for the food buffs or to improve newly conquered settlements. For High Elves it's worse due to the debuffs you get from low public order. Otherwise if you're not willing to fight more rebels then you can keep the public order building. The problem is that while sometimes you can auto-resolve it just fine, there are other times you can't, and that takes up time.Total War Warhammer 2 Loyalty

I figured out loyalty and it's pretty straightforward. The 2 things you need to focus on are estates and influence. With estates, any time you have more than 2 estates more than the vassal with the fewest estates, all your nobles will take a loyalty penalty.


Hint 2: Auto resolve generally goes like this: Elves>Lizardmen>Skaven. Elves in general get a high auto resolve rating just from their lord alone, and add in some chariots and archers and suddenly the auto resolve says you have almost no chance. That's been my experience with the balance bar so far. Oh and if skaven have twice as many units as you as Lizardmen, then it also becomes favorable for them even though you can win that fight manually. You take significantly more losses (generally twice the amount) through auto-resolve than manually, and they tend to target the casualties on one specific unit or unit type.

Feb 20, 2020 'Secure the fealty of the Empire's Lords to govern or take over by force, assigning new, more loyal Elector Counts' Fealty is a campaign mechanic added for Reikland and The Golden Order in Total War: Warhammer II. Total War: WARHAMMER II – Mortal Empires This content is a massive free expansion to owners of both Total War: WARHAMMER & Total War: WARHAMMER II, and requires ownership of both games to play. A new grand scale campaign set across the Old World and the New World. Play as any Legendary Lord from both games and any owned DLC. The Empire now has a loyalty mechanic where it actually works like a disjointed, decentralised country (instead of a bunch of culturally-similar states). You win over the loyalty of the other Elector Counts. They also redid the tech tree. Finally, Gelt got a new start position. The Brets had their vow system reworked into something more interesting.


Hint 3: Do not go for intervention forces early unless you're sure they have no army that's stationed/will station there. The auto resolves generally aren't that great for them and they might target a different settlement from what you expected. Generally better later on when their armies are spread thin between dealing with your forces+enemy forces+chaos hordes.
Hint 4: If you have a technology that reduces construction costs and construction time that will be finished next turn, cancel all the current constructions of that type started this turn and wait until next turn. You can also wait a bit for further reduction through treasure hunting and events.
Hint 5: For DE and Skaven, Loyalty is generally gained from winning battles, so if you're thinking of recruiting a lord that turn, recruit him first and then fight with your current armies to gain some additional loyalty. This helps in particular when recruiting Grey Seers in Queek's campaign.
Hint 6: All campaign effects like income, recruitment, and construction occur at the start of your next turn. Anything that interrupts those effects between the end of your current turn and the start of your next will cancel or delay those effects.
Hint 7: For recruitment purposes, demolished buildings take effect before recruitment, and commandments come after.
Hint 8: If you've ambushed an army with reinforcements, your reinforcements will only arrive once the enemy has spotted one of your units.
Hint 9: Individual models within a group get their hp restored at the end of a battle. So if all 90 archers get down to 1 hp at the end of the battle, the entire unit becomes fully replenished. This is why small groups like chariots can be useful in a campaign where you are often fighting more than one battle in a single turn.

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Hint 10: From an efficiency standpoint, don't go out of your way to explore the treasure locations at sea; the rewards are sometimes very helpful, but other times don't apply.
Hint 11: When there's an enemy force right next to an enemy settlement you're targeting, you can attack the enemy army first, then attack the enemy settlement. This gives more xp to your lord(s) and can weaken a fortified settlement. Just make sure you have enough movement points to perform both actions.
Hint 12: If it looks rather close whether you can attack a settlement or not, hold your move command over the settlement with your attacking force and look at the campaign movement percentage on the lower left side (left click to cancel by the way). If it says zero percent, then you usually won't make it. Another way to tell is if the movement range of the army on the map shows a small yellow circle surrounding the settlement.
Hint 13: Unless you want to upgrade it or they provide income, you don't ever need to repair military recruitment buildings.
Hint 14: If you think you'll do poorly fighting a siege battle, you can opt to siege it for a turn instead. If their army is strong enough, they'll force a fight in a field battle instead which, if you win, will weaken them significantly. There are times when a siege battle is better (mostly related to how the AI acts) so consider both scenarios before deciding. | Submitted by Neto



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'Secure the fealty of the Empire's Lords to govern or take over by force, assigning new, more loyal Elector Counts'

Fealty is a campaign mechanic added for Reikland and The Golden Order in Total War: Warhammer II.

Overview[edit | edit source]

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.

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 Runefangitem, their Elector Count traits, and their unique Elector Count state troops. See the individual faction pages for their Elector trait except Solland and Sylvania which are listed below (Marienburg has the Wasteland Elector trait)

Solland[edit | edit source]

Elector Count of Solland:

Upkeep -5% for Crossbowmen and Spearmen units (Lords Army)

+1 Local recruitment capacity (all provinces)

Attribute: Vanguard Deployment

Upkeep -5% for Imperial Supply units (all armies factionwide)

Grudge Settler:

+6 Melee Attack

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+10% Weapon Strength

Passive ability: Solland Runefang: -8 leadership in a 30m radius

State Troop: Eldred's Guard[1]

Sylvania[edit | edit source]

-20% casualties suffered from Vampiric attrition (all armies factionwide)

Attribute: Cause Fear

Attribute: Cause Terror

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-5% Upkeep for Imperial Supply units

Total War Warhammer 2 Loyalty

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