Confederation enables a faction to permanently assimilate another faction of the same race. The latter ceases to exist and its settlements and units together with any equipped items and ancillaries are transferred over to the former.
Although diplomacy is the classic process to confederate, some races have their own unique confederation mechanics. Each confederation may attract some temporary effects, mostly negative.
Tomb Kings and
Vampire Coast are the only races that don't have access to confederation.
Diplomacy[]
Diplomacy option: Join Confederation
Ask the other faction to join your confederation. If you are strong enough and they accept your offer, their faction will be assimilated into your own; their settlements will become yours, as may some of their armies. Be aware that depending on the balance of the assets you acquire, your income may be adversely affected.
- Beastmen factions are more likely to confederate if one is much stronger than the other, be it at high relationship or as part of a peace deal.
- Dark Elf, Dwarf, High Elf, Grand Cathay, Kislev, Khorne, Nurgle, Ogre Kingdoms, Skaven, Slaanesh, Tzeentch and Vampire Counts factions may confederate with their own kind if mutual relations are good and one is significantly stronger than the other.
- Lizardmen factions will typically reject confederation options without a significant positive diplomatic modifier.
Unique mechanics[]
Beastmen[]
Beastmen factions can use Dread to force other Beastmen Legendary Lords to confederate their faction. However, this can only be done between playable factions.
Bretonnia[]
Bretonnia factions may research up to six technologies which will unlock the a unique dilemma that enables the Join Confederation diplomacy demand with the relevant faction in exchange for chivalry or money.
Faction | Research | Dilemma |
---|---|---|
Artois | Heraldry of Artois | Heraldry of Artois |
Bastonne | Heraldry of Bastonne | Heraldry of Bastonne |
Bordeleaux | Heraldry of Bordeleaux | Heraldry of Bordeleaux |
Carcassonne | Heraldry of Carcassonne | Heraldry of Carcassonne |
Couronne | Heraldry of Couronne | Heraldry of Couronne |
Lyonesse | Heraldry of Lyonesse | Heraldry of Lyonesse |
Parravon | Heraldry of Parravon | Heraldry of Parravon |
Greenskins[]
Greenskins factions have special dilemma enabling confederation after they defeat a rival faction leader in battle.
Norsca[]
Norsca factions have special dilemma enabling confederation after they defeat a rival faction leader in battle.
Ogre Kingdoms[]
Ogre Kingdoms factions have special dilemma enabling confederation after they defeat a rival faction leader in battle.
The Empire[]
Fealty mechanics which can force confederations (except The Huntsmarshal's Expedition and the Cult of Sigmar factions, who can be confederated using diplomacy).
With the upgraded Karl Franz's Electoral Machinations mechanic after researching it in the technology tree, you can confederate any Empire faction using Prestige, such as the The Huntmarshal's Expedition, Cult of Sigmar and The Golden Order, no matter the fealty of the faction. You still can confederate them the usual way with diplomacy. Only Karl Franz has access to this mechanic, which gives him a substantial advantage when confederating other lords.
Warriors of Chaos[]
In Immortal Empires, only Warhost of the Apocalypse (Archaon) and
Shadow Legion (Be'lakor) can confederate other Legendary Lords after conquering their last settlement.
Wood Elves[]
Wood Elves factions have up to six special quests and associated dilemmas enabling confederation after they upgrade The Oak of Ages building to tier II and tier III.
Faction | Quest | Dilemma |
---|---|---|
Argwylon | The Unforgiven (quest) | The Unforgiven |
Heralds of Ariel | Pesticide | |
Laurelorn Forest | Cousins-in-Arms | Cousins-in-Arms |
Bowmen of Oreon | The Lay of Oreon's Folly | The Lay of Oreon's Folly |
Talsyn | The Warrior King (quest) | The Warrior King |
Torgovann | The Enemy of Thy Enemy | The Enemy of Thy Enemy |
Wydrioth | Destruction & Distraction | Destruction & Distraction |
Temporary effects[]
Each confederation event attracts negative temporary effects with the exception of Bretonnia factions.
Most factions[]
- Further confederations will not be possible while this is in effect
- Diplomatic relations: -40 with own race factions
- Control: -8 (all provinces)
- Turns remaining: 5 The sudden expansion of territory has caused instability throughout the land.
Bretonnia factions[]
- No waiting time between confederations
- Control: +5 (all provinces)
- Turns remaining: 4 Bretonnia grows ever closer to uniting once more - the people rejoice!
Greenskins factions[]
- No waiting time between confederations
- No effects
DLC restrictions[]
Some factions are part of a paid DLC or an earlier game in the series.
In those cases, you can't confederate them (or play as them) unless you own the DLC or game for that faction.
This is due to the fact that confederation may give the player access to that faction's unique legendary lord, units, items etc, allowing the player to access paid content for free.
Eg: if you are playing Immortal Empires then:
- Eg: Reikland (Karl Franz) is locked behind Warhammer 1
- Eg: Eataine (Tyrion) is locked behind Warhammer 2
- Eg: Yvresse (Eltharion) is locked behind The Warden & The Paunch DLC
- Eg: Slaughterhorn Tribe (Taurox the Brass Bull) is locked behind The Silence & The Fury DLC.
Strategy[]
- While tempting, confederation should only be chosen if you can afford armies to cover the entire extended frontline and public order penalty. As such, always inspect the provinces being confederated into your empire before actually going through with the proposal. Bigger isn't always better. On the other hand, it can provide a significant boost in the late game and extend your reach if you confederate with a faction on the opposite side of the map and, say, the target of a lengthy war.
- Furthermore, all existing units and lords of the faction you confederate with come under your banner automatically.
- The two most important modifiers for confederations are unfortunately hidden but they are as follows. Factions are far more likely to confederate if they haven’t gained a settlement in any way for 7 turns. Having over 150 relations with a faction greatly increases their desire to confederate.
- Balence of power of effected by allies and enemies so you can increase the odds of confederation by bringing your ally into wars then peacing out.
- Being at war with the faction viewed as the main threat helps a lot.
- Having a military alliance with a faction you want to confederate no longer means they will never confederate with you and is now the correct strategy due to being able to bring them into wars and getting 150 relations faster.
- If you are desperate for confederation taking control of the factions armies using war coordination and allegiance points then suiciding them will help. You can also try threatening if acceptance is higher than -20 and you are significantly stronger than them.
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