Total War: WARHAMMER II

Total War: WARHAMMER II

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Allied Auxiliaries (Cross-Faction Units)
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Tags: mod, Campaign
File Size
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950.268 KB
Sep 24, 2019 @ 9:21am
Jul 14, 2021 @ 3:18pm
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Allied Auxiliaries (Cross-Faction Units)

Description
I wasn't happy with how useless military allies were in vanilla - they rarely help you out in any meaningful way and tend to drag you into stupid wars. The smartest way to play is often to just refuse all military allliances, and that's just not super fun to me.

So, inspired by the 8th Edition tabletop's Allied Armies mechanic, this mod aims to fix that by granting you limited access to the units of your military allies and vassals! Each faction will offer 14-16 unit types depending on their vanilla+DLC roster. Each are generally the shielded or armored version when possible, no slots wasted on filler crap. The basics;

  • Making a Military Alliance or Vassalizing another faction, and constructing their clearly-labeled special faction building in a province capital (NOT minor settlements), will allow you to build some of their units. This also works in coop right from turn 1, just make the building!
  • Based very loosely on 8e mechanics: each faction's units are split into 3 categories; Common, Rare, and Elite, each with different caps.
  • Common includes 4 of the most iconic tier 1-2 units of a faction, like Darkshards (Shields) or Dwarf Warriors, each capped to 4 units.
  • Rare includes 8 tier 3-4 units, each capped to 2. Not as spammable but MUCH more powerful and can make a huge difference for some factions with very limited options - Vampire Counts with Organ Guns?
  • Elite generally include 4 tier 4-5 units, each capped to 1, though Dwarfs and Greenskins instead offer 2 units capped at 2 each. The capstones of each faction, getting access to War Mammoths, Engines of the Gods, and Steam Tanks can make a fun cornerstone to even endgame armies.
  • Auxiliaries come with the equivalent of a generic redline (8MA/MD, 12% missile damage, 20% ammo) but DO NOT benefit from factional redlines, lord-unique skills, or most techs.
  • The buildings are split into two sets; Order and Destruction. If you're concerned about lore friendliness, stick to the same set as your race. Otherwise, have fun.
  • You cannot increase the caps normally (only 1 alliance per race matters here) but if your allied faction gets wiped or the alliance is broken you do not lose access to their units.
  • The AI doesn't use this mechanic, so you have full control how much this effects your campaign.

Balance is obviously an open question; in general if you rush military alliances you will have access to more options than you normally would, but you'll also be stuck in military alliances, and the units have pretty low caps to discourage spamming them - Swordmaster+Sister-only armies are still High Elf only.

There is a cheat building that removes the need for alliances and allows you to make infinite numbers of units, use at your own risk.

Compatibility:
  • If you want to use it alongside SFO, a kind person on the workshop made a submod for it here! DO NOT use this mod alongside SFO, use that submod instead.
  • Should work fine with most other mods (with the aforementioned upkeep issue), I don't overwrite anything vanilla here, just added new buildings, cloned the units, and made a few scripts (with Vandy's help). So if you're using another overhaul some things may get a little funky but the units will still generally perform as they should.
  • I've gotten mixed reports about the diplomatic options mod - vassalizing people from the settlement option doesn't seem to work well with this mod, normal vassalizing via diplomacy does.
  • Sebidee's Faction Officers mod causes crashes with this mod. I have no idea why.
  • Will not account for modded units, ex. if you're using Radious, you can't get Grimnir Berserkers as Empire.
  • WILL NOT apply on existing military alliances, but can be added mid campaign and will apply to military alliances/vassalizations that happen after mod is added. Ditto, start a new game for the coop thing to work.

Now has a Russian translation here thanks to Gosudar!

Special thanks to Vandy of the Modding den[discord.gg] discord for helping with scripts. For learning about modding, I highly recommend it!
Popular Discussions View All (1)
2
Jan 16, 2023 @ 8:02am
Full Unit List
Cryswar
605 Comments
Giggity Jul 25, 2023 @ 8:19pm 
@everyone Cryswar made a mod like this but on steroids in WH3. It's called PEACEHAMMER. Check it out!
Kamikazi91127 Jul 8, 2023 @ 4:17pm 
@cryswar Could we get this in Warhammer 3? I'd love to see it with all the new stuff Wh3 has compared to 2.
Giggity May 29, 2023 @ 7:36am 
This is just too good a mod not to put into WH3. Hopefully prayers will be answered!
Captain_Fedora Apr 15, 2023 @ 5:16pm 
After flipping through some of the Mortal Empires factions ive found that the tomb kings (or at least 2 of them) dont even have access to the buildings. I dont know if youre interested in touching this mod again, but if you could double check and possibly fix this so the mod feels complete
CompleteTulip Oct 17, 2022 @ 2:19pm 
:bbtcat:All right,thks for your answer,just never want defensive alliance , military alliance,if I better any racial will be reduce credit,so bad
Cryswar  [author] Oct 16, 2022 @ 11:30am 
I know that 3 has serious bugs with DLC units, supposedly those will get fixed soon so ALL units are available (this mod doesn't allow DLC units)

And this mod actually has pretty much the same requirements as 3, defensive alliance for some units, military alliance for all, doesn't it?
Cryswar  [author] Oct 15, 2022 @ 7:02pm 
Honestly, warhammer 3's outpost system is basically just a less clunky version of this mod, with army caps instead of unit caps. What would there be to port?

Genuine question, no sarcasm intended. I just wanna know what you feel is lacking.
Cheese Sep 17, 2022 @ 4:35pm 
This is not working for tiktaq'to
Steelwin66 Sep 11, 2022 @ 11:49pm 
pls port pls!