The Golden Order

is a playable faction introduced in Total War: Warhammer II. It is led by Balthasar Gelt.
== How they play ==
=== General ===
*Imperial Authority
=== Faction Specific ===
* Colleges of Magic
== Legendary Lords ==
*Balthasar Gelt
== Starting territory ==
=== Mortal Empires ===
*Pfeidorf, Solland
*Fort Soll, Winter's Teeth Pass
=== Immortal Empires ===
*Temple of Elemental Winds, Broken Lands of Tian Li
== Faction effects ==
=== Total War: Warhammer II ===
*Suitable Climate: Mountain
*Armour: +10 for all units
*Hero capacity: +2 for Battle Wizards
*Upkeep: -50% for Battle Wizard Heroes
=== Total War: Warhammer III ===
* Has access to the Colleges of Magic, enabling the recruitment of Wizards and special campaign actions
* Winds of Magic power reserve capacity: +5 for each Wizard Lord or Hero in the army (all armies)
* Hero recruit rank: +2 for Battle Wizards (factionwide)
== Victory Conditions ==
=== Mortal Empires ===
==== Short Campaign Victory ====
*Control all provinces of the Empire either by direct ownership or through vassals and military allies: Nordland, Ostland, Hochland, Middenland, Talabecland, Ostermark, Reikland, Stirland, Averland, Wissenland, The Wasteland
*Reclaim Sylvania either by direct ownership or through vassals and military allies: Eastern Sylvania, Western Sylvania
*Destroy the following faction(s): , 
*Ensure that any military presence belonging to the following factions exists only in the Chaos Wastes region: , 
*Continue to expand your territory, ready for the arrival of Archaon the Everchosen.
*Ensure that Archaon the Everchosen is in a wounded state.
==== Long Campaign Victory ====
*Achieve the Short Victory conditions
*Control any 7 of the following settlements either by direct ownership or through vassals and military allies: Couronne, Altdorf, Castle Drakenhof, The Oak of Ages, Miragliano, Skavenblight, Kislev, Hell Pit, Karaz-a-Karak, Karak Eight Peaks, Black Crag, Lahmia, Khemri, Itza, Hexoatl, Naggarond, Lothern, Gaen Vale, The Awakening, The Galleon's Graveyard, Sartosa
*Destroy the following faction(s): 
=== Immortal Empires ===
==== Short Campaign Victory ====
*Occupy, loot, raze, or sack 30 different settlements
*Complete 12 unique College of Magic Repeatable Actions or Unlocks
Reward
* Hero capacity: +3 for all Heroes
==== Long Campaign Victory ====
*Achieve the Short Victory conditions
*Occupy, loot, raze, or sack 75 different settlements
*Complete 24 unique College of Magic Repeatable Actions or Unlocks
Reward
* Hero recuit rank: +10 (local province) (all provinces)
== Diplomacy ==
=== Diplomatic Traits ===
When controlled by the AI, The Golden Order will have the following diplomatic traits:
* Underdog - Instead of trying to get to the top of their food chain, this one prefers joining a worthy faction in confederation.
== Starting Agreements ==
The Golden Order will start with the following treaties already in effect:
=== Mortal Empires ===
* War with: and 
=== Immortal Empires ===
* Non-aggression pact with; 
* Millitary access with: 
* War with: 
== Strategy ==
*The Golden Order plays similarly to traditional Total War factions, with diplomacy playing a major role in the initial stages of the campaign (uniting the Elector Counts with the strength of their arguments or the argument of strength) and strengthening the realm against future threats. Late game focuses on frontline affairs more strongly, as the Empire comes under attack from Chaos.
*This faction starts with a fractured Empire, whereby the provinces of the Empire are ruled by Elector Counts over whom the Emperor has tenuous control at best. However, this same situation also allows for plentiful confederation options that allow other Empire factions to be merged via diplomacy. Dwarfs can be a vital ally to the Empire in any game thanks to their strong boost to trade, but unlike Reikland, the Golden Order can occupy mountain settlements without penalty, making it possible to conquer the Dwarfs instead. Bretonnia is an excellent ally as well, but like the Dwarfs, can also be dismembered and annexed for special building chains and raw income (eg. Couronne), while Southern Realms can also play that role. Notably, the Southern Realms and Bretonnia can act as a buffer for Beastmen and the Wood Elves of Athel Loren, which have a habit of stomping neighbors into the ground thanks to the edge they have in low tier battles.
*Numerous enemies, dissatisfied Elector Counts to the north, Chaos looming even further up, belligerent Orcs to the south, sinister Vampire Counts in Sylvania, vengeful treemen to the east and Beastmen all around. Bretonnia, Tilea, Estalia and the Border Princes can become your enemies should relations turn sour. Lastly, the Dwarfs and their heavily armoured warriors will stop at nothing to settle any grudges with the other factions, try not to put yours on the list. Reikland has a challenging strategic situation, especially under an AI player.
*Overall, The Empire is a very strong race in both singleplayer and multiplayer games. Infantry, especially Halberdiers and Greatswords, can hold the line well, but their ace in the hole is their war machine and cavalry catalogue. Imperial commanders can snatch up Demigryph Knights for wiping out enemy beasts and dealing with large armored threats (though fielding them against Bretonnian massed cavalry charges is a good way to get them killed) together with the Reiksguard shock cavalry (excellent against weaker opponents). The Steam Tank shines among other war machines thanks to its versatility (ram and artillery), with Karl Franz being very powerful (though prohibitively expensive in multiplayer games). Other Lord choices are good, especially Balthasar Gelt after the Lore of Metal improvements. Heroes like the Witch Hunter, Jade Wizard, and Warrior Priests round out the roster for single models, though they might be more useful on the campaign map than in battle.
*No flying units other than high level characters mean the Empire is effectively hamstrung when dealing with factions that love flying units, like Bretonnia, Wood Elves, or Vampire Counts. They have to deal with them defensively, using units such as Handgunners (accurate, high AP), Lore of Light, or the Luminark of Hysh to deal damage to the enemy. Combined with a trapping spell like Net of Amyntok enemy flyers need to be wary of wandering into imperial fields of fire.
*After being moved to Cathay, it's optional to return to the main Empire lands. Doing this will grant you several turns if -100% upkeep, allowing you to settle anywhere around the Empire that you want or to remain in Cathay.
Category:Total War: Warhammer II The Empire factions
Category:Immortal Empires factions
Category:The Empire factions
es:El Colegio Dorado