Conquer To Command
A foreign recruitment mod, a la Foreign Recruitment II, also on the workshop. Kudos to that mod for inspiring this one.
I downloaded Foreign Recruitment II and ran into a number of bugs and issues (not all factions being available to every other) and so I immediately set about fixing them, which has thus far led to this. Very simple as of now.
Basically, this does the simple job of giving a characteristic chunk of each faction’s units to every other faction available in the mod, provided the recruiting faction owns the other race’s capital. It’s a simple process, really, just takes time; this means the mod should be save-game compatible and unless I screw up really, really bad it shouldn’t cause crashes.
Factions available for recruitment:
-High Elves
-Dwarves
-Greenskins
-Undead
-Empire
Factions which can recruit from captured capitals:
-High Elves
-Dwarves
-Skaven
-Dark Elves
-Empire
More will be added to each of these lists until the deed is done. Compatibility with certain mods (I have the Norse Dwarves and Border Princes in mind) will probably happen too. Tomb Kings units might not work the way others do (I’ll probably have to make entirely new ‘clone’ units for them, so they won’t work with mods that change the original Tomb Kings units) but I’ll definitely see about adding them anyway.
The units available are not the full roster, for instance Trollhammer Torpedoes aren’t available unless you’re the Dwarves, but you do get normal Irondrakes. This is basically just to save time and to limit the number of units clogging up the recruitment menus. Which units have been added are according to a series of checks:
1) First and foremost, any unit which I would consider "characteristic" to the faction will be added. These are central units to the faction’s battle tactics/a major reason to play the faction; Hellstorms (best Empire artillery), Star Dragons(biggest, baddest dragon), Ironbreakers (ultimate infantry), or Grail Knights (absurdly powerful cavalry) would fit this rule. All other rules are secondary to this.
2) Mainline units will be added. Anything which makes up the bulk of the faction’s forces should be involved, like Swordsmen, Sea Guard, or Cannons.
3) There must be two units per building tier for each faction. Niche units are removed or added depending on whether slots are needed or filled. Greenskins have extra on early tiers because their strengths are in bogging enemies down with goblins but orc boyz are also basically tier-1. DLC units do not count for this.
4) Units I simply like will be added. Irondrakes fit here, they melt light units so quick.
If you’re wondering what’s different between this and Foreign Recruitment, for one this doesn’t have the lords and heroes (and won’t, bar someone actually making them real lords/heroes recruitable the normal way once you have the capital), and uses the actual base-game units instead of ‘knock-offs’ which other factions can recruit, so any mods involved for the units in question should work – mind you this may also lead to other instabilities, but I haven’t seen any thus far. This mod also shouldn’t conflict with Foreign Recruitment, though there will be confusion when recruiting and a fair bit of lag.
In addition, one of my relatively early goals (I’ve barely touched this part, but I know it will work once I put in the effort) is to get the foreign units to use other factions’ unit bonuses: for instance, if your Empire Lord has a skill for empowering Swordsmen, his Goblins and High Elf Spearmen will become more powerful too. This could be very, very unbalanced and I am… uh, okay with that, actually.