Your New Empire (Reikland)
New Features in Development!.
This mod overhauls democracy diplomacy, mechanics, dilemmas and a bunch more to make the Empire feel more like an empire. Existing mechanics are more developed and new mechanics give the Emperor greater influence, the Elector Counts now engage in meaningful diplomacy, and new dilemmas with difficult choices result in a more prolonged and unique campaign.
The mod is intended for Reikland but has features such as alliances for AI Elector Counts that mean it complements all campaigns nicely.
- Elector Diplomacy: enabled Military and Defensive Alliances between Elector States for the player and AI.
- Fealty-based diplomacy: e.g. Military Alliances with Elector States require 8+ Fealty.
- Geopolitics: relations changes and new agreements between factions e.g. trade agreement between Reikland and Wulfhart at campaign start.
- Enabled Vassalisation by conquering the last settlement of certain factions.

- 3 new Imperial Authority levels.
- All 9 levels have had their effects, titles, descriptions, and colours reworked.
- Capped the highest level to a max of +15 instead of +100 to prevent hoarding.

- The confederation dilemma has been reworked into ‘dilemma chains’ for each faction and will only occur if certain choices are made.
- Added confederation dilemmas for Wulfhart, Volkmar, and Marienburg.
- Added vassalisation dilemmas for Elector Counts, Wulfhart, Volkmar, and Marienburg.
- 4 new dilemmas concerning The Huntsmarshal’s Expedition including a fun one to relocate them to a different location.
- Reworked the Return Regions dilemma to favour returning a region to its rightful owner.
- New incidents for EC recruitment and fealty-fog of war features.
- EC units can be recruited if the rightful owner of the required capital has 10 fealty (for Marienburg they need to be your military ally / vassal).
- Units are added to the EC State Troops pool based on replenishment % chance per turn rather than every X turns.
More details here. Can be disabled in MCT.
- Reworked Civil Wars: Electors with below 4 fealty declare war, the rest support you, the Empire Secessionists also return.
- A new [beta] Secessions mechanic modelled off Rome 2’s Civil Wars and Secessions where the Empire Secessionists secede (again) taking 1/6th of the player’s settlements (Secession Risk is located on the resources bar — the mechanic can be disabled in MCT).
- Fog of War: fog is removed for Elector States with 4+ fealty.
- A new healing ability ‘Shallya’s Mercy’ for Arch Lectors and Warrior Priests.
- Reinstating Electors gives +2 Imperial Authority instead of 1.
- Should be compatible with everything. From my testing it’s compatible with at least Sigmar’s Heirs, SCM’s Marienburg, and all the mods in the YNE Mod Collection.
- Only like certain features? Turn them off with MCT!
- Multiplayer compatible as long as you disable the Elector Count State Troops Prestige feature in MCT (working on multiplayer compatibility for this feature).
- SFO submod.
- Subscribe to the previous version of the mod here for campaigns prior to the update.
Da Biggest Fanks to everyone on Da Modding Den who has helped and inspired me and everyone in the YNE community for their ideas (full credits).
Come and join us on the Our New Empire Discord[discord.gg]and share some feedback, suggest a feature, report a bug, or just say hello!
Revenge of the Sith is a straight 10/10 don’t let IMDB tell you otherwise!
Revisions:
Old revisions of this mod are available below. Click the link to download.