Imperial Authority

Overview
Imperial Authority is a resource and mechanic for Reikland and The Golden Order.

Imperial Authority is a measure of how the other Elector Counts within the Empire view your faction. Low Imperial Authority will not only to cause you to lose the confidence of your subjects, but may eventually lead to the other Elector Counts deciding to oust you

Features
Imperial Authority: Empire players can extend their authority across the empire by engaging in internal politics and quelling agitators in their efforts to confederate or go to war with the Elector Counts leading other major Empire factions.


 * Prestige: Prestige can be used to manage the player’s Imperial Authority, and is acquired through winning battles and constructing ever-more impressive edifices. High Authority grants enhanced growth, tax rate, and increases the chances of improved Fealty from the Elector Counts. Low Authority incurs the reverse, plus reduced public order and leadership. If your Imperial Authority falls too low, you risk the Elector Counts turning against you en-masse in an Imperial civil war!
 * Fealty: Fealty is an overall measure of an Elector Count’s loyalty towards the Empire and is influenced by many factors, including (but not limited to) Imperial Authority, your overall tech-level, diplomatic attitude, and the new Political Events. When an Elector Count’s Fealty reaches a certain height, they will pledge their unswerving loyalty to the Empire with an offer of confederation. If their Fealty drops low enough however, they may secede from the Empire altogether.
 * Summon the Elector Counts!: The new Elector Counts panel displays the characters which occupy Elector Count roles and tracks their Fealty towards the Empire. Should you own an Empire State’s capital city, you can assign a character as its Elector Count (for example, you may own Bechafen in Ostermark, and choose to assign Wolfram Hertwig to the position). This will unlock one of the legendary Runefang weapons (The Ostermark Runefang: Troll Cleaver in this case), and grants access to an elite, unique Empire unit variant (Ostermark grants the Knights of the Everlasting Light).
 * Political Events: Political Events are a new type of event which can trigger during the course of an Empire campaign. These can directly impact your Prestige, Imperial Authority, your economy, or the Fealty of the Elector Counts – for good or ill! These events can drive meaningful real-world consequences. For example, if a civil war ensues, you’ll have to choose sides between the Elector Counts. From time to time you may be called upon by an Elector Count, via a Political Event, to assist them militarily against roaming invaders. Whether you choose to do nothing, offer money to fund mercenary assistance, or choose to fight directly alongside them against their aggressors, there’ll be a relevant impact on their Fealty.
 * Territory: If you capture a settlement considered to be the rightful property of an Elector Count, you may gift them that settlement as a post-battle option, increasing their Fealty towards you. If you capture one of the Empire province capitals, you may instead install a new Elector Count of your own choosing.
 * The Empire reforged: Though usurped long ago, Sylvania and Marienburg are still considered rightful Empire territory. If they are liberated, players may install their own Elector Counts there.
 * Flummox the Elector Counts!: Through the new Electoral Machinations panel, players can expend some of their Prestige to influence relations between the Elector Counts, increasing bonds, inciting wars, or ostracizing bad eggs as appropriate. This works in a similar way to the High Elves’ Intrigue system.

Levels

 * Absolute +1: Elector Count Fealty increase chance 5% (each turn for each elector count), +3 Growth (all provinces), +5% Tax rate.

There is no doubting your faction's position amongst the political elite


 * Stagnant 0: -5 Growth (all provinces).

Many would still refuse to deny your faction's legitimacy, but there are the first signs of some grumblings.


 * Declining -2: Elector Count Fealty decrease chance 1% (each turn for each elector count), -5 Growth (all provinces), -5% Tax rate.

Perhaps not what it once was, your faction begins to fall into the shadow of others.


 * Fading -4: Elector Count Fealty decrease chance 2% (each turn for each elector count), -5 Growth (all provinces), -5% Tax rate, -2 Public Order (all provinces).

Action is required if we are to regain the belief of the other Electors that our position is warranted


 * Crumbling -7: Elector Count Fealty decrease chance 5% (each turn for each elector count), -8 Growth (all provinces), -10% Tax rate, -4 Public Order (all provinces), -5 Leadership (all armies).

Everything has begun to fall apart, we must now fight for our political lives, before it is too late.


 * Calamitous -10: All Elector Counts declare war on you!

''By Sigmar, our faction's end is here. The other Electors see you as nothing but a target now.''

Gaining Imperial Authority

 * Reinstating Elector Counts
 * Prevented Civil War
 * Completing certain missions
 * Political events/dilemmas
 * Returning Empire settlements to an Elector Count

Losing Imperial Authority

 * Attacked recently-returned regions
 * Confederation
 * Elector Counts Destroyed
 * Empire province capitals razed
 * Political Events
 * Declared war on Elector Counts