@@Yodix50 true. i started campagne and fightet 20h in that map. out of nothing comes a random beastman from south, my army is in the north and that guy smashes 40% from my undefended bases, thanks.
@@Yodix50 AI pathfinding is still fucking garbage and messes up so much in the overly complex city battles. And then you have the enemy army being able to deploy basically right next to your wall and ignore 75% of your tower's range. The Great Bastion is a particularly bad offender for this garbage. I've put several hundred hours into WH2 since 3 came out and haven't even put a full 100 into 3 yet due to how fucking buggy and clunky it is.
An important factor to note about Growth Surplus points is that they do not grow equally. The second point requires more growth (and thus more time) than the first one. The third one costs even more, etc. So if you upgrade all settlements to tier 2 first, then all to tier 3, then go higher on the main settlement, it'll be much faster than if you tried to upgrade the main settlement to (for example) 4 before upgrading the minor settlements to tier 2. Because the extra build slots and higher tier buildings you'd unlock by first upgrading everything equally, you can even get that main settlement to higher tier faster than if you saved up the points and ignored upgrading the minor settlements.
I mean, yeah. Just hover over the growth point and it'll show you how many more growth it will need to increase. Getting from 4 to 5 takes a lot longer than getting from 0 to 1, so just upgrade your smaller settlements. The upgraded settlement building usually gives more growth the higher its tier, and you can build additional growth buildings in the additional building slots...
@@EmilWestrum dang that sucks not even hovered your mouse over the growth number? if you do it shows how much per turn and how much more you for the next level. not criticizing just putting it out there.
A long time ago I got so tired of the AI walking right past my walled settlements on my borders and attacking a settlement without defensive buildings, that I just said screw it and built walls in the second slot of every single minor settlement in every province in every campaign going forward. I am just recently trying to break that habit in favor of actual strategy.
For me it's three layers: 1) recently conquered = no investments, don't care if got reclaimed, usually an army somewhere nearby to play whack-a-mole 2) Border provinces = walls/garrison in every settlement, 2-3 turns for army to get there 3) Inner empire = no walls, if enemy breaches the perimeter - usually just raise another army right there.
Hahahahaha wow dude that's insane that's handicapped you massively I'm sure, I was doing something different but just as dumb I'd say, I was obsessed with making provinces grow as fast as possible, so I'd place a growth building in almost every settlement lol neglecting to realize that brought lots of unrest penalties and other things which kept my provinces constantly rebelling but growing quickly :)
I never, absolutly never build Garrisons. I destroy my enemy and have clear frontlines. If an neighbor is treacherous and declares war, there will be an army of me there in the next few turns and retake it and hold the front, till more armies arrive and I destroy this enemy. Garrisons are just wasted potential (less money).
7:15 Probably a little too advanced of a tip for this guide, but there is actually a benefit from having multiples of a recruitment building within adjacent provinces. Global recruitment, by default, is double the standard number of turns to recruit a unit, so 4 turns for your empire greatswords. However, with every 10 of a military building you construct that time will be reduced by 1 turn. So your greatswords will go from a 4 turn recruitment to a 3, to a 2, and then finally a minimum of 1. Of course, by the time you own enough settlements to construct that many military buildings you will likely have long won (or at least be snowballing hard enough to win) your campaign, but it is worth noting for those that may want to finish painting the map, as being able to recruit armies with high tier units as fast (or even faster than) standard recruitment can be extremely valuable.
@@8eewee I found it out from playing lots of tomb kings, who, due to their unit caps, tend to build lots of the same buildings. Aside from that, the specific number was taken from the wiki page for global recruitment.
In my own habits, I tend to always keep as few duplicate military buildings as possible. Am always replacing them with income generation, and use the extra income to employ a spare lord to chase around the map just delivering reinforcements. I tend to be very adverse to losses, and so aim to have more forces and very rarely need to recruit new units. Does make me curious wondering how the alternative would work out though, since I've only ever done it this way.
@@UnknownSquid Same. the extra income is usually worth a lot more to me than the global recruitement time reduction. It's usually just a lot more valuable to have an additional army...
One thing you forgot to mention re: military buildings is the Hero Capacity. For Empire especially it is important to rush Wizards. Hero Capacity can also be a reason to build >1 of a specific building within a province. I'll do this often in uninhabitable climates where I couldn't make much money anyway.
yes i prioritize hero buildings in norsca for example when i play vampires. if i can get money buildings too i do...but there i prioritize the wight king building more than the small money building. even when they are not that useful for me really...as i prefer other heroes.
As a well seasoned TWWH player with thousands of hours across the trilogy I generally agree with you Zerk. Just one thing I strongly suggest considering. The AI, for whatever reason, seems to know exactly which of your settlements have defences and which do not. Often you'll find they ignore defended towns to attack the undefended ones. Hence I build defences in all my towns. Yes it limits the number of income or recruitment buildings but it also decreases the risk of losing towns. A town you have to retake drops by two tiers, making you start over from scratch. That's not ideal.
I think it depends a lot on the faction. I found Tomb King garrisons really weak when defending cities (and you have a limited number of armies you can recruit because of the faction mechanics). So I build lots of walls everywhere when I play as them. Vampire Counts on other hand if NPC army penetrates inside my borders I can just recruit a new lord and raise dead an army in a single turn and then deal with the incursion. Zero need for walls.
@@1norwood1 yuuuurppp that's better. But even on legendary I've NEVER had to build walls in every settlement. That's insane. Youre hobbling yourself so hard by doing that dude jeeeesus just doing that 8 to 9 cities so 2 to 3 provinces is a solid whole army of high tier units and a weaker support unit army in upkeep. That's crazy. Even then w the tomb kings and undead as you grow your empire and some provinces stay away from the front lines you can drop all walls and just build em for magic and economic purposes. I've never
They know this because of enemy hero actions, once a hero does an action on a settlement it shows what that settlement has, if you can assassinate/wound any heroes as they show up it helps. i try to keep an assassin around my settlements and sometimes one with or following an army.
One thing that I would also recommend is demolish your growth building when you have fully developed the province for more income once you have built it up and it is in a safe state that is highly unlikely that someone will attack it to min max your economy. You can save up population even when you have all settlements maxed out so if on the off chance belakor for example randomly portals in and destroys a minor settlement then you can almost at build speed rate get it back up to tier 3.
I always end up with garrison buildings on my minor settlements as Empire. I got so tired of greenskins and skaven using underway (and the wood elves using their 'thing') to bypass Helmgart to attack the minor settlements.
@@thomasprice7893 Or make it impossible to underway directly in their vicinity. High Elves enjoy their gates in Ulthuan for lore reasons (Then again, you only need to break one to access the inner donut). And a bit of a shame Empire forts and Cathay Wall dont have something to stop these craftier invaders like Greenskins, or in Cathay's case, Vilitch.
@@Grivehn There's no Underway on Ulthuan. It's a floating magical island for one, and secondly Dwarves never lived there and didn't build their underway.
@@Anterwaare306 Thats what I said, too. 'Lore reasons'. Also also, the big tree(s ?) in Avelorn are still connected to Athel Loren, at least in game, so I guess there is one cheesy way to go to the inner donut.
I feel like in TW3 going full growth isnt the best idea. While playing immortal empires I realized that I often had much more growth than I needed. I had so much population that I couldnt even afford to upgrade all settlements not even mentioning any useful buildings. I dont know maybe its because of my playstyle or im doing something wrong but for me it seems like there is too much of it in game atm.
I noticed the same. I think for Immortal Empires they lowered the growth needs, or improved the growth gains. I would have to load both games to check and compare. But for a 3 settlement province, i have found having the two minors on growth, with the major settlement going income works out better.
Yeah, agreed. On an Empire campaign I found that going money first and ignoring farms worked out fine, especially in provinces with a ranch and/or port built in for some extra growth. Also throw in the Council of Burgomeisters commandment on a full province and you get loads of growth without actually building any farms at all, plus you have enough cash to build every upgrade going almost the moment it's available...
Nope it's not just you, on basically all of my campaigns I've had more growth than I need or could use by a lot when building like I would have in WH2. I'm not sure if they increased base growth or lowered the needed growth per point but it's significantly different.
No offence the only possible reason for this is if you are slow building and aren’t being aggressive. Ultimately do things that you find the most fun. I’ll just speak on optimization. The most optimal way to play total war campaign is to fight early aggressive players in either way type of battles. You usually only have a minor slowdown after you 2 or 3 full settlement depending on who you play. This stability and diplomacy build is usually completed within 15 - 30 turns. Now you are likely only tier 3. The faster you expand the faster you run out of money. Your core settlement should drain your entire bank when upgrading to tier 4 and 5. By 50 to 70 turns you should have an empire with a border. If you are running out of money, stop capturing start sacking and stop upgrading unsafe settlements. Funnel your main settlements to your elite tier units, and now you are steamrolling the map on legendary difficulty.
I still like walls everywhere. It's mostly a habit from TWH2 where I always played Very Hard because otherwise there's no challenge, where multiple armies quickly become extremely cost-prohibitive. I've kept it, though, because then I can focus the massive cash investment in decent armies into constantly expanding and pushing either the empire or the objectives, instead of having to constantly be running back or losing all the progress in construction because one dinky little rebellion was enough to take out level 3 settlements. It does work; it's pretty rare I don't finish a game by turn 100-125 even in IE unless the endgame is extremely inconvenient, like the Nagashocalypse when you're all up in Ulthuan.
In WH3 armies are cheaper due to lower supply lines cost so you can get more armies than WH2. Still trying to get used having so many armies around. I rarely build any walls (VH/H) so far in my immortal empire campaigns
The drop from 15% to 4% on Very Hard is very welcome, but it doesn’t change e that the main motivation is to not have to stuff around with the backline or too many cheap armies. Plus it means no having to drop everything and rush back because one rogue army or surprise horde wandered in. The loss of one building slot per settlement is worth the no troubles.
I see this all the time, the standard is to scrap the starting infantry building and build it in a minor settlement at the start. Some times it's a mistake as you normally T3 your capital first, if you want elite infantry before you are half way across the map you should really keep it in the settlement you plan to T3 first and you might recruit elite infantry localy, then scrap it later. (when you got a T3 infantry located in a "secure" minor settlement for example.) Support buildings like growth, control, economy etc don't have huge benifits when upgraded, the first tire gives you most value for your gold then declining. A finished military building before you leave the zone on the other hand, can save you a lot of bussywork/slow expencive Global recruitment or waiting around. In the end it all comes down to what T3 unit is most inportant to you, if you want them in your starting army at all. Just keep in mind that it often takes 3 turns to upgrade it after your settlement is T3.
Pretty good guide the only thing id say is that late game you should replace the control building in altdorf with an imperial academy for the faction wide +1 lord rank and research boost especially since karl franz in particular doesnt need that much control boosters once he gets ghal maraz
I'm just glad Warhammer III has a settlement organizer mod where you can adjust the placements of buildings. Also, I always build walls in just about every settlement. I like playing tall instead of wide.
The Growth buildings also tend to boost replenishment, which is very useful early on when buying new units can be expensive and you may be under siege from multiple directions.
4:30 a simple guideline. If you're not making 2k+ per turn in income, you probably dont need more growth. Because to actually make use of that growth, you need a lot of money to buy the buildings. There's no point getting 1 growth point every 2 turns, if it takes you 5 turns to get 2k to upgrade a single village, spending a single growth point. And that doesnt even include troop recruitment / upkeep costs.
@@cheddartheadventurer7511 That is heavily faction dependable. With disorder factions, you'll generally get way more money from fighting and sacking. And not everyone has easy access to the sea, nor is it heavily advised to waste several turns picking those up in early game. If you can be done with it in 1-2 turns, and its in the way, sure, why not.
As the sisters of twilight with just your Withwood (and the oak of ages) in combination with razing EVERY settlement you make the most of money and you don’t need more settlements than your witchwood for 100 turns
@Zerkovich I just wanted to thank you for the information that you've given via all of your guides. I've loved total war since rome 1, and back then I was 8 years old and didn't know I was allowed to spend more money than I made per turn, which lead me to 30k denari per turn and more. I've loved almost every piece of warhammer lore that I've come across, and have used the skills you've given out to enjoy myself throughout these sequels. Thank you very much for your effort and the skills that you've imparted. I've known a lot of what you've been divulging recently, but I know that others deserve to know it, and hopefully now they do.
Depending on your faction you might actually not care about the negative effects of low public order. This often means you can get away without building a public order building since low public order in WH3 increases public order.
@dangerouslycheezy5429 Skaven in general aren't playing most of these games at all. If there's one big takeaway from years of Skaven, it's that the best start to a campaign is kill that starting army that is fed to you, sack/loot a city if you can, abandon your HQ, then immediately recolonize it up to tier 4. Money grub like crazy, get paid to start pointless wars, make Tretch proud being the greasiest rat bastard you can, build those tier 4 buildings, and start pumping out your weapon teams, gribblies, ninjas, heroes, ect. Ikit is the best example of doing this, but really, just do it. The benefits of getting your tier 4 units by like, turn 15, 20 when all your neighbors still have tier 1 and 2 units, with the one or two power units in LL armies is absurd. Rushing tall then snowballing wide is good for most factions anyways, but the levers Skaven have to do it tips the balance from being good, to being incredible
Thanks for the explanation, as a casual Total War WH player this helped a bunch where the game was lacking! Figure it’s boring for you to make this type of content but it’s definitely appreciated.
Solid guide as ever - might be worth going a strategic layer above and describe some archetypal campaign approaches for priotisation and build order - namely how settled Order factions, hordes, Skaven, Undead and Tomb Kings and so on all differ slightly. Skaven food management and the under-city mechanic change a lot of the meta approach to whats descrived here, for instance, as does horde sacking/razing for income!
Skaven in general do this very, very differently. Pretty much without fail, the best plan for Skaven is, on turn 1, sell all your buildings, kill and eat the army given to you, then sack a nearby city. Turn 2, abandon your HQ, sack the city again, then raid them/yourself for more food. Stay 1 turn of movement away from your HQ. Turn 3, retake your HQ, and pump it up to tier 4. You can delay this for another turn if the movement/casualties from the first battle mean you can't take the first city, or if the campaign movement is too far (Ikit can run into this with the Skavenblight movement penalties if you don't move super well) just make sure to do SOMETHING to at least not lose food that extra turn. This is SO much better than playing the game normally it's ridiculous. You're on track to have tier 4 units online by like turn 15. Money grub like crazy, start pointless wars through diplomacy to make some extra scratch, nothing besides a freak Primal Glory army can take a tier 4 settlement before like, turn 20, and then steamroll everything with your choice of Skaven tier 4+ directions chewing up and spitting out stacks of tier 1 and 2 garbage, and focusing down the power units in other LL starting armies. Rebels are just more free food, gold, and exp to pump up another capital to tier 3 or something. Tomb Kings are, in my experience, the other most different start. Skeletons CANNOT handle hyper aggressive starts to push the snowball off, you can't back up your main army with a secondary lord immediately, and your legendary lords and power units are generally incapable of the sort of momentum other races are. You will get rolled up and smashed by any heavy melee army like Lizardmen. You MUST sit passively for a bit, get units that aren't garbage and your second army before you even think about doing anything besides securing the immediate surroundings. There's mods that can give Tomb Kings more starting momentum, but, at that point balance discussions are out the window anyways. Probably the only other notable difference is Be'lakor, but that's pretty much entirely on the back of whether you plan to use the portal early, and if so to where. Either go tall on Albion and make sure it's protected, before you drive your party bus into the Empire or into the penguins, or just start aggressively mulching Norsca. MAYBE N'kari, but that also is a bit of a weird one, built mostly on the very real concern of being pincushioned to death by archer spam and dying of chronic no replenishment, and considering fleeing the toilet to go eat Norscans for a while instead. And the final particularly different one I'm aware of is Gor-Rok. Gor-Rok is in the unique position of having the first 20-30 turns of battles handed to him for free. Kroak wins battles against tier 1 and 2 infantry on his own, and Gor-Rok himself can trade into anything and everything Kroak can't blow up. So you have the unique case of having your cake and eating it too; you get to push hyper aggression with Gor-Rok's army, while taking your own economy and development slowly and passively, with the main danger being Gor-Rok expanding so hard that it's impossible to cover everything. This itself is actually just an opportunity in disguise, because a secondary Lord can start gaining experience early by retaking cities from damaged armies, since Gor-Rok doesn't need a full army to keep the pain train rolling. Him, Kroak, and a few skink paperweights to hold down balance of power are just fine.
Don't leave minor settlements on tier 1 in order to save points, because you save just one turn and you can build an extra building on each on your minor settlements and get some income, depending on what faction you play, and it only slows you down a little for the main province. Also, each minor upgrade reduces the time to get your population number. For example, you see in this video that he needed 4 turns for one population but after he used it to upgrade a minor settlement he needed just one more turn for another population. Imho if you are in a safe spot and know your enemies won't attack you it's always worth upgrading the minor settlements to get both GROWTH and INCOME. I've tried it in many different ways so far and this has worked the best for me. Having higher tier units available but not having the income to support it is meaningless, so don't rush unless you have some special building at that location, in the end, if you do rush it you only save 3 turns for your main province but you lose 3x upgrades which you can use to build income buildings, which in turn gives you more money for your armies to sustain and also build on your wealth. Keep in mind that the minor settlement upgrades also give more growth and income per turn. But I would not upgrade settlements that are very likely to be attacked soon, in that case, I would focus on the main province to make it stronger and build walls/garrison upgrades. Hope this helps the new players. Cheers
I'd like to thank you for having chosen to give more interest and to have shown more of campaign tutorials than ever. I know that you prefer tournament mp games but your advices, tips and strategies are more than welcome for those who prefer to build their empire without competing with humans. Thank you
6:50 keep in mind, if you have your military building in a town with highest tier settlement building, you will get higher tier units, rather than putting it into a minor tier 1 settlement. Might make a difference for some factions, but empire tier 3 infantry is uhhhhahaha.
i usually build up all settlements to tier 3 first for growth and as much money as possible due to more building slots that can have money buildings. high tier troops aren't a concern at this point so the money will make me able to keep a larger army with various troop types so even if not insanely strong, it'll hold its own. for empire that would be spears with shields, some crossbows, hopefully mortars and maybe a little cav(usually just starter units if i have them).
One thing i like to do is spezialize provinces. One for money, one for recruting and one at the front more replenish and defence. I like to build often some garrison buildings as the last slot in t3 settlements because allways someone sneaks up on you...
This was very helpful. I'm new to the game and was struggling to maintain an economy that could support two armies. I'm going to start using your growth strategy and see how I fare.
Actually it makes a lot of sense to start upgrading your minor settlements to tier 2 ASAP before going 3 with your capital because: a) population points are harder to earn the more spare you have, meaning its always easier to go from 0-1 surplus pop than 1 onwards b) growing your minor settlements increase your pop growth c) in the turns it takes to get your main settlement to lvl 3, you could have built and potentially upgraded to lvl 2 more growth buildings in your minor settlements
That is what i figured too... and i started my first serious campaign with Total War Warhammer with Immortal Empires Release despite owning the prior two games... XD
Important to note that this is very true if growth is your only limiting factor, but if money is more limited, or if there's a particular building you want to get at T3, or something else, it may still be beneficial to wait. Growth buildings are at their most cost-effective at T1 by far, and have diminishing returns for increased building costs at higher levels, at least in most cases.
@@shadowblade5656 But even THEN its better to get a additional slot in every minor city too... because then you can build a weaving house (for the empire) in every settlement to boost your income by 750 per turn if its Reiklands first province. Even more... because then you can build the secons stage of the weaving house allready... And later one you still can replace them because they are cheap.
@@shadowblade5656 Agreed, but just pointing it out as the original video seems to suggest its more beneficial for growth reasons to get your capital to T3 first, which isn't true most of the time with most factions.
I notice that there is little about using hero's to fix order/corruption issues in provinces, a well tooled up hero can swing a province(corruption or control) freeing up a building slot, this benefits from then allowing you to move them on after the settlement has been brought inline.
Does the anti-Skaven building provide province-wide protection, or does it only provide Find Undercities for the settlement it's actually in? It is absolutely a lot more useful than it used to be thanks to the additional aspects (heck, for the VC they arguably replace Balefires), but I still hesitate because I feel like what it does can usually be done by other buildings like anti-Corruption from the faction's church building like a Shrine to Sigmar or Asuryan.
I would love to see a build guide on Nurgle involving cycle syncing. I started doing it very early on and assumed it should be the standard although it is somewhat difficult to manage/get the perfect timing on. I have seen pretty much no videos covering this topic although I think it seems like it could be incredibly profitable in the late game. I have a general understanding of the mechanic but perfecting your timing or knowing when it might be a good time to min/max vs get immediate benefit would be nice. The general idea is you can speed through your low income cycles sit on your high income cycles in several provinces and make an enormous amount of "passive" income that just requires you change commandments somewhat frequently if I remember correctly. It is not really important to sync across all provinces just make sure all income buildings that have 4 cycles are synced together. This doesn't work on military buildings because if I remember correctly all of them have different amounts of teirs.
It doesnt work on military buildings (the commandment) because it only affects the infrastructure buildings (aka the one in the green tab). And syncing the buildings (I've not seen a way to halt or quicken the cycle besides the commandment. Technologies only speed it up.) is probably just "build the buildings at the same time" for same-length buildings. So, its best to just have a rough average of how much money to keep in the plus so you dont suddenly dip in the minus. If you just rely on spaming out infrastructure buildings (as they are the cheapest) in early game having 2k gold will never make you dip into the minus. The syncing of infrastucture buildings you could probably do by just waiting till tier 3 and then putting each building in, but then again you waste a lot of money because you wait. so syncing them all may give you big numbers, but overall less money. I'd say you can only sync at best 2 infrastructure buildings per region, but then again there are technologies that can throw off your sync (reducing life-cycle turns). And another issue that could appear with the syncing, you will have more "highs" than usual, but also more "lows" than usual, so you can go up to like 5k a turn and suddenly dip to 2k the next. Because you aim to keep the highs longer. In the late game (when you got lots of money) you can just destroy all buildings in a single province (that have the same amount of cycle turns total) and then just build them up again and sync them that way. But since they cost 3k a building, that would be really expensive (and you dont really gain more money, just more "high" numbers in certain turns). (I was bored so I did the math on the matter) So syncing is like getting 10k gold now, or getting 2k gold over 5 turns. the money you get will be the same (unless you toy around with the commandment). And in the end its a single turn worth of 250 gold a building (base income is 50, highest income is 300), which is 3250 gold for a single turn (assuming you got 3 infrastructure buildings in 3 settlements and 4 in the main settlement, total 13 buildings). That may sound a lot, until you realize that a single building costs 2000. and if you wanted to sync them all up you would have to build all of them in a single turn, which is 26000 gold. But let say you demolish them all to sync them up that way, that would be 800 a building (you get 1200 back, cost is 2000), total 10400 gold on top of the 26000 gold you spend to rebuild them. So 36400 gold total, for a single turn of 3250 gold. That will ofc pay back in about 12 turns fully. But you dont have that every turn. So for that gold to pay you back, you would need to spend (if you use the commandment the most efficient way) 13 turns (3+2+3+5) for that 3250 gold (only counted the cycle times in). So you need to wait a full 169 turns to make that gold pay you back for the investment. Even if you only build the buildings once, which is a near impossible task to sync them up. You'd very likely lose out on a lot of money, unless you macro the hell out of it. (like pre-calculating the cycles to get the settlement upgraded and building built in the right amount of turns to not lose gold). But since its just 3250 gold for a 4 settlement province, and that also being just for a single turn (all 13 turns). I can live without that planing. Is syncing viable? Absolutely not (according to math). Just build the buildings and forget they existed. If you can sync the buildings (by building them in the right time, catching them in the right cycle when you build your building) you can get some extra gold. But dont sweat over getting the most money, you only get an extra 3250 gold if you'd sync them up perfectly over when you just let the commandment run wild. (not to forget that you will not spend 26000 gold to rebuild everything). If you can sync them up, great! if you have to spend several turns or need to rebuild them, just ignore it and build the infrastructure building. It may be viable if you got a bunch of heroes that boost income in a region (with followers), but then again.. you have to pay like 300 gold in upkeep, and 10% income boost pays for their upkeep only at base (and a bit above). Lets not forget that CA also managed to fix that heroes arent affected by supply lines unless they are inside an army. So just putting a bunch of heroes somewhere isnt viable either. "What about Military building sync?" Its pretty much just making numbers look bigger, but in the end you earn the same money. Getting 1k, then 2k then 9k sounds nice. But its the same as earning 4k three times in a row. Both is a total of 12k, just one looks for a few times really big while the other is consistantly the same size. TLDR. Syncing isnt viable, you only gain a max. of 3250 gold for a single turn (out of 13) when you sync all 13 infrastructure buildings up in a 4 settlement province compared to if you let the commandment run 24/7. Even if you rebuild everything, you'd need 169 turns to get the gold you spent back from that extra gold you earn. Dont sweat syncing every building up, if you can without waiting X amount of turns or spending extra cash to demolish buildings, then syncing is good. Otherwise just let the commandment run 24/7.
@@ruukinen essentially there are 2 cycles that have fairly low income and 2 that have considerably higher income that all last a certain amount of turns(3 or 4 I believe). There is a commandment to speed up the cycles of infrastructure buildings. If you have all of your infrastructure buildings synced up then you can slow down during the high income cycles and speed up during the low income cycles within a province. Slow high income cycles and fast low income cycles would theoretically provide a ton more income in the mid and late game.
This also allows you to juggle other useful commandments in the meantime during the high income cycles. Don't get me wrong there would obviously be times where you choose to forgo the income for military or control. One other factor is you can use this same speeding infrastructure feature to allow yourself the ability to get the buildings synced up faster in the first place but this would require that you get the province up and running first. I don't think it's entirely viable early game if you need the money or growth at that time but I feel as a midgame strat it could have its uses.
@@madMILL3R This sounds like a hell of a lot of micro for at most 20% increase in revenue. Totally not worth it, especially late game when you are already swimming in cash. So you basically can't do it when you need to and benefit the most when you really don't.
That's why I love the Skaven. Waiting for population surplus? Peasants! Just upgrade your new main settlement to level 5 as soon as you colonize it like everyone else! Don't know whether to build growth or money? Don't need to choose, one building does both! Need to make money fast? No problem, razing settlements before occupying them makes more sense anyway (mostly that is)
@@CommanderTavos99 they're honestly not worth it, use them for scouting only really. as for the XP they give like 50 a turn at max level, and it takes like 5k to level up a rank. Honestly not worth. They do have nice tashes tho...
Captains are great! ...for heavy gunpowder armies. They just stand there and get beat up for 4 minutes while being aggressively shelled by their own allies, and then everything is dead
I like these videos. Even ad an advanced players you sometimes pick up a thing or two. With this one however, my province building was pretty much spot on.
One small detail for new gamers that seemed strange (atleast for me) in the beginning: when your order gets high it gains a minus. The closer to 100 it gets the bigger the minus will be. On the other hand if your control becomes negative and comes closer to -100 (which is an uprising) you will get a plus that will grow the closer to -100 you get. This can lead to provinces changing up and down the controllevel. It can also get important if a province seems to go low and you think it will get to -100. If there are not too many factors the plus you will get will prevent the uprising then.
funny to see how he does it almost exactly the same as I do it. I do switch approach when my main city (like Altdorf) has a port: I race to tier 3, upgrade capital and port, then i switch from growth buildings to income buildings. at that midpoint in the campaign you'll have acess to handgunners, cannons etc AND the income to pay for em quite easily.
I always go for growth buildings first. I typically like to get my main settlement chain to 3rd tier and then focus on my smaller settlements. I usually always also go to war with my neighbors and use their settlements for sacking income to build up my treasury.
A little side note for ubersriek, you don't really need to build defensive garrisons there just build the unique vermintide tavern and you get a strong ass garrison
A little Add ot Military Buildings, for the Tomb Kings aditional Military buildings unlock more cap space for that unit type, so you want sometimes the same military building multiple times in a province.
Playing as Manfred I just went pure economy and buildings that increase my garrison. I would also take corruption producing buildings in areas I would like to expand to in the future. I did have the growth commandment on until I maxed out the settlement. But I was always behind on money so I didn't see the point in building growth buildings if I couldn't afford to upgrade it. Also didn't take military buildings as I found the raise dead mechanic to be amazing.
Building a ton of growth buildings can actually be a massive mistake. As settlements do cost a lot of money, and especially if you dont do a lot of cheese you wont have enough armies to fight your enemies. (Especially important in higher difficulties). But it depends on the situation on what is better or not, as a rule of thump if you have low money you should focus on money buildings and if you already got money flowing like a river of gold then getting lots of growth is better in regions that arent under attack. Often enough the growth will carry all settlements to tier 3 (mostly depends on the race, some may have it way slower, others get it really quick). Since I myself find myself often expanding a ton (since the ai somehow has a habit of declaring war on me, a lot) I often dont even have the money to upgrade my settlements as I gotta spend so much across so many regions. But like I said, it depends on the situation on what is a good thing (you have to trial and error your way through the game to get a good understanding of it). If you got lots of enemies you need that money coming in quick, if you can manage to take it slow, growth may be better. In this game it is better to have overall weaker armies but more armies, than having 2 or 3 big doomstacks. I myself have 5 armies in my 45 turn campaign and they consist of a single warlord and 19 clanrats, I got 45 settlements and am slowly getting my armies some stronger units. Got an income of 12k a turn, playing as Queek Headtaker. (Very Hard campaign and normal battle difficulty).
Also, avoid upgrading your income buildings until you have tons of money. Income buildings tend to pay themselves off within 1-3 turns, but tier 2 and 3 upgrades can take 10 or more to pay themselves off with the bonus income they provide. Similar thing for Growth buildings. Never upgrade a Growth building unless you've already built tier 1 Growth buildings everywhere in the province you can/want to. You get less effective Growth per gold spent on upgrades. Also, avoid upgrading ports at all, it's stupidly expensive, and gives you next to nothing for it. The tier 3 port upgrade may take upwards of 30 to 40 turns to pay itself off, and the tier 5 probably never, ever will since you're probably done with the campaign before it happens
I always focus on growth in my first settlement. Get the main area growing fast, then when I got lvl 3 or 4 for the capital, switch over to economy buildings to boost my armies and get going on security and conquest
I find if I don't put walls in every settlement enemies ( at war or rouge armies) gun straight for the unwalled settlements and sack/raise them. So i only have two slots in every minor settlement.
Are the defensive buildings really worth it? From my experience I still always needed a general, with an army defending, as the garrison is just too small even with the additional units. And in those cases it felt more useful to add additional income buildings and just add the units to your defensive general instead of the settlement.
@@marczhu7473 It‘s not really free, if you consider building cost and the loss of a building slot. My point is: the garrison without an extra army never seems to make a difference, therefore it‘s more a question of whether the extra units make a difference. The extra army is not optional in this situation. :P Also I usually just disband units, when I don‘t need them, since most of the time you see the enemy coming.
Still a big proponent of walls & garrisons; the minor settlement battle rework may have lessened the need for them, but it's still really nice to have your territories secured against raiders.
Mesmerizing looking at Altdorf with 10 building slots. I remember my first campaing in Warhammer 1. I believe big city like Altdorf used to be 6 slots, lol.
Can you make a tier vidoe showing what races are the easiest to start with when it comes to building an economy? Maybe even a lord or 2 for each race? I need it
I've been wondering this myself... I've done it heavily and haven't experienced much of a drawback other than slower growth and building.... but I feel like an uninhabitable wasteland should be a little more negative than that, so I've always felt I was missing something
what i usually end up doing as far as military buildings goes is try to build all of them in my first province, or my second one as well if for some reason i can't get all of them in the one province, and then rely on global recruitment or have those core provinces as my origin points for my armies, at least until i feel like i've expanded enough to have a good enough economy to be able to afford sacrificing economy or other boosts for more military
This is one of the reasons I think Oxyotl is stupidly good. He gets ridiculous buffs to replenishment, and can replenish in enemy territory. Oxyotl genuinely can just attack every single turn so long as there's someone he can reach, only ever pausing to recruit new units, which you can even outsource to a lord sitting at a base, and Oxyotl just swings by to swap those units into his army, then teleports wherever else. He's an insane momentum engine, probably only Skarbrand or Taurox can do it better, and even they aren't as flexible about it. Bonus points, Oxyotl can single handedly win sieges without taking a single casualty or point of damage, if the need is great enough, and you're patient enough. Just give him the DoT poison banner, and go Solid Snake mode inside their walls.
How do you feel about rushing tier 3 or 4 in your capital city? Before even upgrading the lower cities to 2 or 3. Only if there are some good landmarks or units to get? Or just never
If a growth building is worth it, depends on a multiple of factors. For regions where you are planning to mobilise your elite armys from, you should go for growth and use the growth points in your main settlement first. For the bulk of your empire, I would dispense the growth points evenly, and go fore income buildings. Usualy you don't have the cash anyway , to upgrade every building immediatly. Also note that in the late game, the additional growth that those buildings provide, tends to get dwarfed by your base growth.
You don’t really need Growth for Income. It depends really on the faction you play. You can actually raid settlements and fight a lot of battles to get money even if you have a negative income. As long as you get enough money in theres no problem with that, especially if you are in trouble and need to recruit a 2nd army.
This Income early on is a bit of a pitfall, because you make so much relative to your expenses from post battle loot, sacking, and diplomacy payments to go to war with people you already were going to anyways. Getting 600 gold from someone is your army upkeep for a turn and a half, while waiting to build an income building will get you that much in like 10 turns, after construction delay, paying itself off, and then the trickle of actual profit per turn catches up. You can maintain a red economy on pure momentum until midgame, and you will make more off of momentum with higher tier, more expensive units that take fewer casualties, need to wait for replenishment, recruitment, or siege attrition less, and can smash right into LL armies and capitals to get larger early windfalls earlier. An army with decent numbers of tier 4 units can pay for itself entirely off of momentum, and passively build income in its wake in the form of settlement main buildings, upkeep reducing skills or ancilaries they get from winning battles, and raiding, if your faction can. Tier 1 income buildings are good to build off of surplus money if you would otherwise be sitting on some, but never upgrade them until you are more settled and/or get ridiculous windfalls of money. A tier 1 income building pays itself in 2-3 turns, a tier 2 upgrade can take upwards of 6-10 to pay itself off. If you have enough money to do that, you might have enough money for a modest second army to extract more money from rebels, looking for treasure, or smash minor factions with a tier 3 unit or two. Or just get another growth building to get to higher tiers and snowball harder.
I tend to build the defense building in all my settlements because the AI loves going around and hitting more important 1s and I'll just randomly get attacked when I don't expect it. In 1 of my newer campaigns I was being friendly with all my neighbors but then bam, at war with all of them in under 5 turns
Allies. Never once. Install Recruit Defeated Legendary Lords so you never angst over getting that confederation, and then just kill them all. That "ally" occupying a province and making one of yours a 2/1 split is harming you more than your enemies are, and that's even before they pester you into a defensive or military alliance, then drag you into wars with people you don't want to fight or tank your reliability by making you go to war with people you were non-aggressioned with. Only ever ally with someone whose units you actively want to do something funny, or late game Tomb Kings because they just sit there, do nothing, and maintain trade routes with you with zero drama or upkeep on your part.
Zerkovich! Where might I ask is your second Ogre tactics video??? You said part 2 was coming soon but it has been 7 months and I am struggling to figure out how to fight with these fatsos....
That's a good strategy but I feel like building basic military buildings in your capital wastes some slots. You won't be able to use them for higher tiers building and it can be very detrimental. I typically build military buildings in the settlements that have no special building/ressource.
For anyone watching, his tips are usually the case 9/10 times unless you’d rather spend the money on an incomplete chain to prevent a rebellion. Same thing with certain tier 3 unit buildings in minor settlements. Sometimes it’s worth building an incomplete chain for the units it provides early
Think it also depends on difficulty. I play on normal and for Empire growth doesn't seem to matter at the start since I grow faster then I can actually effort. So at the start I'm usually at a growth surplus. So I focus on money first
i personally tend to build as many economic buildings in Reikland province and don't bother with stables there. Usually the Wissenland will declare war on you before turn 20-30, letting you capture Nuln, send as many priests of sigmar with province growth skills there and turn it into military recruitment province. If I need Outriders w/ grenade launchers, I cap Marienburg asap and get the EC version of those.
More noob videos please,i been playing all 3 games on and off for a year and i still get overwhelmed ,actually that would be a great video,..how to avoid and deal with being overwhelmed early on in the game
Depends on the faction, but generally, I advise the following: -Worry about securing one (maybe two) provinces before making a second army and expanding -Defensive buildings are invaluable early game, because they allow you to survive an invasion and/or slow it down while your army is elsewhere. -Fight as many battles manually as possible even if you're going to lose. In fact, ESPECIALLY if you're going to lose. You can still force the enemy to retreat if you can damage its armies enough. -Don't be afraid to sack or loot settlements if you don't think you can hold them. That money/time will be better spent wrecking the enemy and building up the heartland rather than defending some random settlement. -If you think you're vulnerable, don't underrate a 20-stack of chaff located in a key settlement. Again, you might get wrecked, but you can usually whittle down a few key enemy units/lords with your towers so that when they reach your next town, you're able to do even more damage. Rinse and repeat. -Sea battles/treasure are great ways to level up lords and units. You can also get nice artifacts and cash rewards.
So im brand new and started playing as khorne.. hard to get growth and i have to continually fight battles for growth points.. I can hardly ever get my main settlement capital past tier 3… is that because im spending my growth points on building other settlements in provinces that im razing/settling? Do the growth points you get apply to all provinces? Or does each provincr genererate its own growth points?
First province you should makre sure you prioritize growth but only if you have enough income. That's the balancing act. After a few provinces you don't need to build economy right away in the new province because you should already have a stable economy from your other provinces, however this is why you need 100% to prioritize growth in any newly conquered city, growth is not global like income, and you probably will fight other battles as well so the extra replenishment is a god send. After growth mix and match based on your immediate needs and you must me willing to restructure the province after the buildings become obsolete. For the empire I always build roads and tailors in every city, and unless there is a resource, I build either a Smithy or Barracks for the recruitment benefits. I prioritize the global recruitment because it useful on its own, but barracks are bottlenecked by having a smithy so if I can't have both in the province I choose smithy every time.
Something else to look out for is the return of investment on upgrading buildings to higher tiers. Low tier buildings are always more efficient when it comes to benefit per cost.
I've noticed you've failed to mention the most important consideration: Getting the buildings in the same category next to each other in the city UI to get the colors to match. What? I can't be the only one who demolished every building in a conquered city just so he can re-zone the districts, right?
2 important things to note - high control score gives you economic benefits, but a penalty to control each turn. This penalty caps at 4 per turn i think? Similarly, as your control goes nefative, you get economic penalties but a bonus to control. Thiseans if you have a province with -96 control, once you get it to +9 you will eventually end up at 100 control, but it will take like 70 turns!
@@TotalWarriorLegends you need more control than you think if you are building in a low control province. You would think if you are at -80, having +10 control would get you to 100 in 18 turns, but it will actually take almost 50 turns!. If you need max control asap, build extra control buildings, then demolish them once you've reached max control.
Yesterday I just figured out a little trick to spot those hidden beastmen armies. Travel through a province where you think the beastmen are hidin in ambushstance. If you come close to them you will spot them without walking into the ambush. Alternatively travel in encampment stance through your or enem Territory and enjoy a bonus of ~50% (iirc) to defend against an enemy ambush.
OMG, I have been playing for years and did not realize there was no benefit to growth once your province maxed out in levels, so you should switch to income. ROFL!
Everytime I don't build the walls with garrison in a minor settlement I regreat it. The value are the walls, that often give me the time necessary to save the situation.
- I dont need walls in this minor settlement is pretty far from any enemy.
- Random Beastmen AI: so you have chosen death.
Even with walls, the settlement battle and garrison is a big issue in Total War 3 now. A city falls way to easily. Especially Provinces capital.
@@Yodix50 true. i started campagne and fightet 20h in that map. out of nothing comes a random beastman from south, my army is in the north and that guy smashes 40% from my undefended bases, thanks.
I hate the beastmen smh. I swear just their hero will cause half your army to flee . While he is fighting solo lmao
@@Yodix50 AI pathfinding is still fucking garbage and messes up so much in the overly complex city battles. And then you have the enemy army being able to deploy basically right next to your wall and ignore 75% of your tower's range. The Great Bastion is a particularly bad offender for this garbage. I've put several hundred hours into WH2 since 3 came out and haven't even put a full 100 into 3 yet due to how fucking buggy and clunky it is.
random any ai who cheats and ignores fog of war to run across 7 of your provinces to attack that one undefended settlement:
An important factor to note about Growth Surplus points is that they do not grow equally. The second point requires more growth (and thus more time) than the first one. The third one costs even more, etc. So if you upgrade all settlements to tier 2 first, then all to tier 3, then go higher on the main settlement, it'll be much faster than if you tried to upgrade the main settlement to (for example) 4 before upgrading the minor settlements to tier 2. Because the extra build slots and higher tier buildings you'd unlock by first upgrading everything equally, you can even get that main settlement to higher tier faster than if you saved up the points and ignored upgrading the minor settlements.
Wait what, for real? I got thousands of hours in WH1 and 2 and I did not know this... :|
I remember reading that tip a while back so I followed it without ever really knowing why, but that makes sense.
I mean, yeah. Just hover over the growth point and it'll show you how many more growth it will need to increase. Getting from 4 to 5 takes a lot longer than getting from 0 to 1, so just upgrade your smaller settlements. The upgraded settlement building usually gives more growth the higher its tier, and you can build additional growth buildings in the additional building slots...
Thank you.
@@EmilWestrum dang that sucks not even hovered your mouse over the growth number? if you do it shows how much per turn and how much more you for the next level. not criticizing just putting it out there.
A long time ago I got so tired of the AI walking right past my walled settlements on my borders and attacking a settlement without defensive buildings, that I just said screw it and built walls in the second slot of every single minor settlement in every province in every campaign going forward. I am just recently trying to break that habit in favor of actual strategy.
For me it's three layers:
1) recently conquered = no investments, don't care if got reclaimed, usually an army somewhere nearby to play whack-a-mole
2) Border provinces = walls/garrison in every settlement, 2-3 turns for army to get there
3) Inner empire = no walls, if enemy breaches the perimeter - usually just raise another army right there.
Hahahahaha wow dude that's insane that's handicapped you massively I'm sure, I was doing something different but just as dumb I'd say, I was obsessed with making provinces grow as fast as possible, so I'd place a growth building in almost every settlement lol neglecting to realize that brought lots of unrest penalties and other things which kept my provinces constantly rebelling but growing quickly :)
I never, absolutly never build Garrisons. I destroy my enemy and have clear frontlines. If an neighbor is treacherous and declares war, there will be an army of me there in the next few turns and retake it and hold the front, till more armies arrive and I destroy this enemy. Garrisons are just wasted potential (less money).
I'm still guilty of this.
If you played skaven (in WHII at least) its kind of a valid strategy as it also makes money.
7:15 Probably a little too advanced of a tip for this guide, but there is actually a benefit from having multiples of a recruitment building within adjacent provinces.
Global recruitment, by default, is double the standard number of turns to recruit a unit, so 4 turns for your empire greatswords. However, with every 10 of a military building you construct that time will be reduced by 1 turn. So your greatswords will go from a 4 turn recruitment to a 3, to a 2, and then finally a minimum of 1.
Of course, by the time you own enough settlements to construct that many military buildings you will likely have long won (or at least be snowballing hard enough to win) your campaign, but it is worth noting for those that may want to finish painting the map, as being able to recruit armies with high tier units as fast (or even faster than) standard recruitment can be extremely valuable.
How did you come about that information? I've never heard of multiple buildings affecting global recruitment.
@@8eewee I found it out from playing lots of tomb kings, who, due to their unit caps, tend to build lots of the same buildings. Aside from that, the specific number was taken from the wiki page for global recruitment.
Can confirm, Legend mentioned it too during one of his streams, something the game doesnt really tell you.
In my own habits, I tend to always keep as few duplicate military buildings as possible. Am always replacing them with income generation, and use the extra income to employ a spare lord to chase around the map just delivering reinforcements. I tend to be very adverse to losses, and so aim to have more forces and very rarely need to recruit new units. Does make me curious wondering how the alternative would work out though, since I've only ever done it this way.
@@UnknownSquid Same. the extra income is usually worth a lot more to me than the global recruitement time reduction. It's usually just a lot more valuable to have an additional army...
One thing you forgot to mention re: military buildings is the Hero Capacity. For Empire especially it is important to rush Wizards. Hero Capacity can also be a reason to build >1 of a specific building within a province. I'll do this often in uninhabitable climates where I couldn't make much money anyway.
That's a great idea with the uninhabitable climates that never occurred to me before.
yes i prioritize hero buildings in norsca for example when i play vampires. if i can get money buildings too i do...but there i prioritize the wight king building more than the small money building. even when they are not that useful for me really...as i prefer other heroes.
Cool tip.
this isnt an how to play empire video. rush wizards isnt really the point of this video.
@@bopo900 but the poster did not talk about buildings for hero capacity at all and thats really missing in my opinion too
As a well seasoned TWWH player with thousands of hours across the trilogy I generally agree with you Zerk. Just one thing I strongly suggest considering. The AI, for whatever reason, seems to know exactly which of your settlements have defences and which do not. Often you'll find they ignore defended towns to attack the undefended ones. Hence I build defences in all my towns.
Yes it limits the number of income or recruitment buildings but it also decreases the risk of losing towns. A town you have to retake drops by two tiers, making you start over from scratch. That's not ideal.
Towns drop tiers only if they're looted/sacked (which AI usually does).
I think it depends a lot on the faction. I found Tomb King garrisons really weak when defending cities (and you have a limited number of armies you can recruit because of the faction mechanics). So I build lots of walls everywhere when I play as them.
Vampire Counts on other hand if NPC army penetrates inside my borders I can just recruit a new lord and raise dead an army in a single turn and then deal with the incursion. Zero need for walls.
@@1norwood1 yuuuurppp that's better.
But even on legendary I've NEVER had to build walls in every settlement. That's insane. Youre hobbling yourself so hard by doing that dude jeeeesus just doing that 8 to 9 cities so 2 to 3 provinces is a solid whole army of high tier units and a weaker support unit army in upkeep. That's crazy. Even then w the tomb kings and undead as you grow your empire and some provinces stay away from the front lines you can drop all walls and just build em for magic and economic purposes. I've never
@@mmorkinism Them simply occupying it also reduces its level by one. Then when you occupy it again, it goes down by one again.
They know this because of enemy hero actions, once a hero does an action on a settlement it shows what that settlement has, if you can assassinate/wound any heroes as they show up it helps. i try to keep an assassin around my settlements and sometimes one with or following an army.
One thing that I would also recommend is demolish your growth building when you have fully developed the province for more income once you have built it up and it is in a safe state that is highly unlikely that someone will attack it to min max your economy. You can save up population even when you have all settlements maxed out so if on the off chance belakor for example randomly portals in and destroys a minor settlement then you can almost at build speed rate get it back up to tier 3.
Nice
He says this in the video, did you even watch?
But they also heal troops.
I always end up with garrison buildings on my minor settlements as Empire. I got so tired of greenskins and skaven using underway (and the wood elves using their 'thing') to bypass Helmgart to attack the minor settlements.
They really, REALLY need to give fort garrisons the ability to intercept underway.
@@thomasprice7893 Or make it impossible to underway directly in their vicinity. High Elves enjoy their gates in Ulthuan for lore reasons (Then again, you only need to break one to access the inner donut). And a bit of a shame Empire forts and Cathay Wall dont have something to stop these craftier invaders like Greenskins, or in Cathay's case, Vilitch.
@@Grivehn There's no Underway on Ulthuan. It's a floating magical island for one, and secondly Dwarves never lived there and didn't build their underway.
@@Anterwaare306 Thats what I said, too. 'Lore reasons'. Also also, the big tree(s ?) in Avelorn are still connected to Athel Loren, at least in game, so I guess there is one cheesy way to go to the inner donut.
You really almost need it to not get destroyed
I feel like in TW3 going full growth isnt the best idea. While playing immortal empires I realized that I often had much more growth than I needed. I had so much population that I couldnt even afford to upgrade all settlements not even mentioning any useful buildings. I dont know maybe its because of my playstyle or im doing something wrong but for me it seems like there is too much of it in game atm.
I noticed the same. I think for Immortal Empires they lowered the growth needs, or improved the growth gains. I would have to load both games to check and compare.
But for a 3 settlement province, i have found having the two minors on growth, with the major settlement going income works out better.
Yeah, agreed. On an Empire campaign I found that going money first and ignoring farms worked out fine, especially in provinces with a ranch and/or port built in for some extra growth. Also throw in the Council of Burgomeisters commandment on a full province and you get loads of growth without actually building any farms at all, plus you have enough cash to build every upgrade going almost the moment it's available...
Nope it's not just you, on basically all of my campaigns I've had more growth than I need or could use by a lot when building like I would have in WH2. I'm not sure if they increased base growth or lowered the needed growth per point but it's significantly different.
agree, no money but lots of pop surplus
No offence the only possible reason for this is if you are slow building and aren’t being aggressive. Ultimately do things that you find the most fun. I’ll just speak on optimization. The most optimal way to play total war campaign is to fight early aggressive players in either way type of battles. You usually only have a minor slowdown after you 2 or 3 full settlement depending on who you play. This stability and diplomacy build is usually completed within 15 - 30 turns. Now you are likely only tier 3. The faster you expand the faster you run out of money. Your core settlement should drain your entire bank when upgrading to tier 4 and 5. By 50 to 70 turns you should have an empire with a border. If you are running out of money, stop capturing start sacking and stop upgrading unsafe settlements. Funnel your main settlements to your elite tier units, and now you are steamrolling the map on legendary difficulty.
I still like walls everywhere. It's mostly a habit from TWH2 where I always played Very Hard because otherwise there's no challenge, where multiple armies quickly become extremely cost-prohibitive. I've kept it, though, because then I can focus the massive cash investment in decent armies into constantly expanding and pushing either the empire or the objectives, instead of having to constantly be running back or losing all the progress in construction because one dinky little rebellion was enough to take out level 3 settlements. It does work; it's pretty rare I don't finish a game by turn 100-125 even in IE unless the endgame is extremely inconvenient, like the Nagashocalypse when you're all up in Ulthuan.
In WH3 armies are cheaper due to lower supply lines cost so you can get more armies than WH2. Still trying to get used having so many armies around. I rarely build any walls (VH/H) so far in my immortal empire campaigns
Walls are old meta
The drop from 15% to 4% on Very Hard is very welcome, but it doesn’t change e that the main motivation is to not have to stuff around with the backline or too many cheap armies. Plus it means no having to drop everything and rush back because one rogue army or surprise horde wandered in. The loss of one building slot per settlement is worth the no troubles.
With minor settlement battle change in WH3 it's more defendable than settlements were in WH2.
I see this all the time, the standard is to scrap the starting infantry building and build it in a minor settlement at the start. Some times it's a mistake as you normally T3 your capital first, if you want elite infantry before you are half way across the map you should really keep it in the settlement you plan to T3 first and you might recruit elite infantry localy, then scrap it later. (when you got a T3 infantry located in a "secure" minor settlement for example.)
Support buildings like growth, control, economy etc don't have huge benifits when upgraded, the first tire gives you most value for your gold then declining. A finished military building before you leave the zone on the other hand, can save you a lot of bussywork/slow expencive Global recruitment or waiting around.
In the end it all comes down to what T3 unit is most inportant to you, if you want them in your starting army at all. Just keep in mind that it often takes 3 turns to upgrade it after your settlement is T3.
With the heavily reduced supply lines, you can just ferry them to your armies with an extra lord without it breaking the bank.
Pretty good guide the only thing id say is that late game you should replace the control building in altdorf with an imperial academy for the faction wide +1 lord rank and research boost especially since karl franz in particular doesnt need that much control boosters once he gets ghal maraz
i just love how this game is simple yet complicated
Easy to learn difficult to master I believe the design philosophy goes
I'm just glad Warhammer III has a settlement organizer mod where you can adjust the placements of buildings.
Also, I always build walls in just about every settlement. I like playing tall instead of wide.
I can't find this in a google search, do you have link?
The Growth buildings also tend to boost replenishment, which is very useful early on when buying new units can be expensive and you may be under siege from multiple directions.
4:30 a simple guideline. If you're not making 2k+ per turn in income, you probably dont need more growth.
Because to actually make use of that growth, you need a lot of money to buy the buildings.
There's no point getting 1 growth point every 2 turns, if it takes you 5 turns to get 2k to upgrade a single village, spending a single growth point.
And that doesnt even include troop recruitment / upkeep costs.
Most of my money comes from fighting, ocean exploring ot sacking tho
@@cheddartheadventurer7511 That is heavily faction dependable. With disorder factions, you'll generally get way more money from fighting and sacking. And not everyone has easy access to the sea, nor is it heavily advised to waste several turns picking those up in early game. If you can be done with it in 1-2 turns, and its in the way, sure, why not.
As the sisters of twilight with just your Withwood (and the oak of ages) in combination with razing EVERY settlement you make the most of money and you don’t need more settlements than your witchwood for 100 turns
So could you tell me what the right balance is then? When do you stop building growth buildings and when money buildings?
I never realized how important growth is and it explains why my mid-game suffers so much. Thank you! :)
Simple and precise. If I would be a newcomer to the game I would appreciate it even more.
@Zerkovich I just wanted to thank you for the information that you've given via all of your guides. I've loved total war since rome 1, and back then I was 8 years old and didn't know I was allowed to spend more money than I made per turn, which lead me to 30k denari per turn and more. I've loved almost every piece of warhammer lore that I've come across, and have used the skills you've given out to enjoy myself throughout these sequels. Thank you very much for your effort and the skills that you've imparted. I've known a lot of what you've been divulging recently, but I know that others deserve to know it, and hopefully now they do.
Depending on your faction you might actually not care about the negative effects of low public order. This often means you can get away without building a public order building since low public order in WH3 increases public order.
yeah skaven thrive with low public order, free food and XP
@dangerouslycheezy5429
Skaven in general aren't playing most of these games at all.
If there's one big takeaway from years of Skaven, it's that the best start to a campaign is kill that starting army that is fed to you, sack/loot a city if you can, abandon your HQ, then immediately recolonize it up to tier 4. Money grub like crazy, get paid to start pointless wars, make Tretch proud being the greasiest rat bastard you can, build those tier 4 buildings, and start pumping out your weapon teams, gribblies, ninjas, heroes, ect.
Ikit is the best example of doing this, but really, just do it. The benefits of getting your tier 4 units by like, turn 15, 20 when all your neighbors still have tier 1 and 2 units, with the one or two power units in LL armies is absurd.
Rushing tall then snowballing wide is good for most factions anyways, but the levers Skaven have to do it tips the balance from being good, to being incredible
i've never played an empire campaign, but seeing Uberseik's landmark building does put a smile of my face.
Thanks for the explanation, as a casual Total War WH player this helped a bunch where the game was lacking!
Figure it’s boring for you to make this type of content but it’s definitely appreciated.
Solid guide as ever - might be worth going a strategic layer above and describe some archetypal campaign approaches for priotisation and build order - namely how settled Order factions, hordes, Skaven, Undead and Tomb Kings and so on all differ slightly.
Skaven food management and the under-city mechanic change a lot of the meta approach to whats descrived here, for instance, as does horde sacking/razing for income!
Skaven in general do this very, very differently.
Pretty much without fail, the best plan for Skaven is, on turn 1, sell all your buildings, kill and eat the army given to you, then sack a nearby city.
Turn 2, abandon your HQ, sack the city again, then raid them/yourself for more food. Stay 1 turn of movement away from your HQ.
Turn 3, retake your HQ, and pump it up to tier 4.
You can delay this for another turn if the movement/casualties from the first battle mean you can't take the first city, or if the campaign movement is too far (Ikit can run into this with the Skavenblight movement penalties if you don't move super well) just make sure to do SOMETHING to at least not lose food that extra turn.
This is SO much better than playing the game normally it's ridiculous. You're on track to have tier 4 units online by like turn 15.
Money grub like crazy, start pointless wars through diplomacy to make some extra scratch, nothing besides a freak Primal Glory army can take a tier 4 settlement before like, turn 20, and then steamroll everything with your choice of Skaven tier 4+ directions chewing up and spitting out stacks of tier 1 and 2 garbage, and focusing down the power units in other LL starting armies. Rebels are just more free food, gold, and exp to pump up another capital to tier 3 or something.
Tomb Kings are, in my experience, the other most different start.
Skeletons CANNOT handle hyper aggressive starts to push the snowball off, you can't back up your main army with a secondary lord immediately, and your legendary lords and power units are generally incapable of the sort of momentum other races are. You will get rolled up and smashed by any heavy melee army like Lizardmen. You MUST sit passively for a bit, get units that aren't garbage and your second army before you even think about doing anything besides securing the immediate surroundings. There's mods that can give Tomb Kings more starting momentum, but, at that point balance discussions are out the window anyways.
Probably the only other notable difference is Be'lakor, but that's pretty much entirely on the back of whether you plan to use the portal early, and if so to where. Either go tall on Albion and make sure it's protected, before you drive your party bus into the Empire or into the penguins, or just start aggressively mulching Norsca.
MAYBE N'kari, but that also is a bit of a weird one, built mostly on the very real concern of being pincushioned to death by archer spam and dying of chronic no replenishment, and considering fleeing the toilet to go eat Norscans for a while instead.
And the final particularly different one I'm aware of is Gor-Rok.
Gor-Rok is in the unique position of having the first 20-30 turns of battles handed to him for free. Kroak wins battles against tier 1 and 2 infantry on his own, and Gor-Rok himself can trade into anything and everything Kroak can't blow up. So you have the unique case of having your cake and eating it too; you get to push hyper aggression with Gor-Rok's army, while taking your own economy and development slowly and passively, with the main danger being Gor-Rok expanding so hard that it's impossible to cover everything.
This itself is actually just an opportunity in disguise, because a secondary Lord can start gaining experience early by retaking cities from damaged armies, since Gor-Rok doesn't need a full army to keep the pain train rolling. Him, Kroak, and a few skink paperweights to hold down balance of power are just fine.
Don't leave minor settlements on tier 1 in order to save points, because you save just one turn and you can build an extra building on each on your minor settlements and get some income, depending on what faction you play, and it only slows you down a little for the main province. Also, each minor upgrade reduces the time to get your population number.
For example, you see in this video that he needed 4 turns for one population but after he used it to upgrade a minor settlement he needed just one more turn for another population. Imho if you are in a safe spot and know your enemies won't attack you it's always worth upgrading the minor settlements to get both GROWTH and INCOME.
I've tried it in many different ways so far and this has worked the best for me. Having higher tier units available but not having the income to support it is meaningless, so don't rush unless you have some special building at that location, in the end, if you do rush it you only save 3 turns for your main province but you lose 3x upgrades which you can use to build income buildings, which in turn gives you more money for your armies to sustain and also build on your wealth. Keep in mind that the minor settlement upgrades also give more growth and income per turn. But I would not upgrade settlements that are very likely to be attacked soon, in that case, I would focus on the main province to make it stronger and build walls/garrison upgrades.
Hope this helps the new players. Cheers
I'm not a noob but still love these videos because i still learn and they fantastically done.
I'd like to thank you for having chosen to give more interest and to have shown more of campaign tutorials than ever. I know that you prefer tournament mp games but your advices, tips and strategies are more than welcome for those who prefer to build their empire without competing with humans. Thank you
Really? Never saw him doing tournament/mp games. Unless you mean mp campaign.
6:50 keep in mind, if you have your military building in a town with highest tier settlement building, you will get higher tier units, rather than putting it into a minor tier 1 settlement. Might make a difference for some factions, but empire tier 3 infantry is uhhhhahaha.
i usually build up all settlements to tier 3 first for growth and as much money as possible due to more building slots that can have money buildings. high tier troops aren't a concern at this point so the money will make me able to keep a larger army with various troop types so even if not insanely strong, it'll hold its own. for empire that would be spears with shields, some crossbows, hopefully mortars and maybe a little cav(usually just starter units if i have them).
One thing i like to do is spezialize provinces. One for money, one for recruting and one at the front more replenish and defence. I like to build often some garrison buildings as the last slot in t3 settlements because allways someone sneaks up on you...
Would be nice if a tier 4/5 settlement that had a commander/spell caster had their top Mount applied to them
I love your campaign guides like these, great work more please!
This was very helpful. I'm new to the game and was struggling to maintain an economy that could support two armies. I'm going to start using your growth strategy and see how I fare.
Actually it makes a lot of sense to start upgrading your minor settlements to tier 2 ASAP before going 3 with your capital because:
a) population points are harder to earn the more spare you have, meaning its always easier to go from 0-1 surplus pop than 1 onwards
b) growing your minor settlements increase your pop growth
c) in the turns it takes to get your main settlement to lvl 3, you could have built and potentially upgraded to lvl 2 more growth buildings in your minor settlements
That is what i figured too... and i started my first serious campaign with Total War Warhammer with Immortal Empires Release despite owning the prior two games... XD
Important to note that this is very true if growth is your only limiting factor, but if money is more limited, or if there's a particular building you want to get at T3, or something else, it may still be beneficial to wait. Growth buildings are at their most cost-effective at T1 by far, and have diminishing returns for increased building costs at higher levels, at least in most cases.
@@shadowblade5656 But even THEN its better to get a additional slot in every minor city too... because then you can build a weaving house (for the empire) in every settlement to boost your income by 750 per turn if its Reiklands first province. Even more... because then you can build the secons stage of the weaving house allready... And later one you still can replace them because they are cheap.
@@shadowblade5656 Agreed, but just pointing it out as the original video seems to suggest its more beneficial for growth reasons to get your capital to T3 first, which isn't true most of the time with most factions.
@@g0lgrim1 Income buildings often take 10 or more turns to start making a profit after the initial investment.
I notice that there is little about using hero's to fix order/corruption issues in provinces, a well tooled up hero can swing a province(corruption or control) freeing up a building slot, this benefits from then allowing you to move them on after the settlement has been brought inline.
My go to channel for warhammer info. Always top tier from you.
Thanks. Nrw player. I assumed growth was per settlement and was destroying them when the minor settlement to 3. Very helpful.
I can't tell you how much I appreciate this video. This video was super helpful. Thank you!
Does the anti-Skaven building provide province-wide protection, or does it only provide Find Undercities for the settlement it's actually in? It is absolutely a lot more useful than it used to be thanks to the additional aspects (heck, for the VC they arguably replace Balefires), but I still hesitate because I feel like what it does can usually be done by other buildings like anti-Corruption from the faction's church building like a Shrine to Sigmar or Asuryan.
I would love to see a build guide on Nurgle involving cycle syncing. I started doing it very early on and assumed it should be the standard although it is somewhat difficult to manage/get the perfect timing on. I have seen pretty much no videos covering this topic although I think it seems like it could be incredibly profitable in the late game. I have a general understanding of the mechanic but perfecting your timing or knowing when it might be a good time to min/max vs get immediate benefit would be nice. The general idea is you can speed through your low income cycles sit on your high income cycles in several provinces and make an enormous amount of "passive" income that just requires you change commandments somewhat frequently if I remember correctly. It is not really important to sync across all provinces just make sure all income buildings that have 4 cycles are synced together. This doesn't work on military buildings because if I remember correctly all of them have different amounts of teirs.
It doesnt work on military buildings (the commandment) because it only affects the infrastructure buildings (aka the one in the green tab). And syncing the buildings (I've not seen a way to halt or quicken the cycle besides the commandment. Technologies only speed it up.) is probably just "build the buildings at the same time" for same-length buildings.
So, its best to just have a rough average of how much money to keep in the plus so you dont suddenly dip in the minus. If you just rely on spaming out infrastructure buildings (as they are the cheapest) in early game having 2k gold will never make you dip into the minus.
The syncing of infrastucture buildings you could probably do by just waiting till tier 3 and then putting each building in, but then again you waste a lot of money because you wait. so syncing them all may give you big numbers, but overall less money. I'd say you can only sync at best 2 infrastructure buildings per region, but then again there are technologies that can throw off your sync (reducing life-cycle turns).
And another issue that could appear with the syncing, you will have more "highs" than usual, but also more "lows" than usual, so you can go up to like 5k a turn and suddenly dip to 2k the next. Because you aim to keep the highs longer.
In the late game (when you got lots of money) you can just destroy all buildings in a single province (that have the same amount of cycle turns total) and then just build them up again and sync them that way. But since they cost 3k a building, that would be really expensive (and you dont really gain more money, just more "high" numbers in certain turns).
(I was bored so I did the math on the matter)
So syncing is like getting 10k gold now, or getting 2k gold over 5 turns. the money you get will be the same (unless you toy around with the commandment). And in the end its a single turn worth of 250 gold a building (base income is 50, highest income is 300), which is 3250 gold for a single turn (assuming you got 3 infrastructure buildings in 3 settlements and 4 in the main settlement, total 13 buildings).
That may sound a lot, until you realize that a single building costs 2000. and if you wanted to sync them all up you would have to build all of them in a single turn, which is 26000 gold. But let say you demolish them all to sync them up that way, that would be 800 a building (you get 1200 back, cost is 2000), total 10400 gold on top of the 26000 gold you spend to rebuild them. So 36400 gold total, for a single turn of 3250 gold. That will ofc pay back in about 12 turns fully. But you dont have that every turn.
So for that gold to pay you back, you would need to spend (if you use the commandment the most efficient way) 13 turns (3+2+3+5) for that 3250 gold (only counted the cycle times in). So you need to wait a full 169 turns to make that gold pay you back for the investment.
Even if you only build the buildings once, which is a near impossible task to sync them up. You'd very likely lose out on a lot of money, unless you macro the hell out of it. (like pre-calculating the cycles to get the settlement upgraded and building built in the right amount of turns to not lose gold).
But since its just 3250 gold for a 4 settlement province, and that also being just for a single turn (all 13 turns). I can live without that planing.
Is syncing viable? Absolutely not (according to math). Just build the buildings and forget they existed. If you can sync the buildings (by building them in the right time, catching them in the right cycle when you build your building) you can get some extra gold. But dont sweat over getting the most money, you only get an extra 3250 gold if you'd sync them up perfectly over when you just let the commandment run wild. (not to forget that you will not spend 26000 gold to rebuild everything).
If you can sync them up, great! if you have to spend several turns or need to rebuild them, just ignore it and build the infrastructure building.
It may be viable if you got a bunch of heroes that boost income in a region (with followers), but then again.. you have to pay like 300 gold in upkeep, and 10% income boost pays for their upkeep only at base (and a bit above). Lets not forget that CA also managed to fix that heroes arent affected by supply lines unless they are inside an army. So just putting a bunch of heroes somewhere isnt viable either.
"What about Military building sync?"
Its pretty much just making numbers look bigger, but in the end you earn the same money. Getting 1k, then 2k then 9k sounds nice. But its the same as earning 4k three times in a row. Both is a total of 12k, just one looks for a few times really big while the other is consistantly the same size.
TLDR.
Syncing isnt viable, you only gain a max. of 3250 gold for a single turn (out of 13) when you sync all 13 infrastructure buildings up in a 4 settlement province compared to if you let the commandment run 24/7.
Even if you rebuild everything, you'd need 169 turns to get the gold you spent back from that extra gold you earn.
Dont sweat syncing every building up, if you can without waiting X amount of turns or spending extra cash to demolish buildings, then syncing is good. Otherwise just let the commandment run 24/7.
What is the point of synching the cycles anyway?
@@ruukinen essentially there are 2 cycles that have fairly low income and 2 that have considerably higher income that all last a certain amount of turns(3 or 4 I believe). There is a commandment to speed up the cycles of infrastructure buildings. If you have all of your infrastructure buildings synced up then you can slow down during the high income cycles and speed up during the low income cycles within a province. Slow high income cycles and fast low income cycles would theoretically provide a ton more income in the mid and late game.
This also allows you to juggle other useful commandments in the meantime during the high income cycles. Don't get me wrong there would obviously be times where you choose to forgo the income for military or control. One other factor is you can use this same speeding infrastructure feature to allow yourself the ability to get the buildings synced up faster in the first place but this would require that you get the province up and running first. I don't think it's entirely viable early game if you need the money or growth at that time but I feel as a midgame strat it could have its uses.
@@madMILL3R This sounds like a hell of a lot of micro for at most 20% increase in revenue. Totally not worth it, especially late game when you are already swimming in cash. So you basically can't do it when you need to and benefit the most when you really don't.
That's why I love the Skaven.
Waiting for population surplus?
Peasants! Just upgrade your new main settlement to level 5 as soon as you colonize it like everyone else!
Don't know whether to build growth or money? Don't need to choose, one building does both!
Need to make money fast? No problem, razing settlements before occupying them makes more sense anyway (mostly that is)
U want Altdorf lvl 3 first for the 2 technologies, thats why at the beginning the military building stays in altdorf so u can get the captain asap
Why bother with captains they suck, rush wizards
@@imwivstuipid because they give passiv XP to units or can attack enemy armies
Even if u want to rush wizards u have to push altdorf
@@CommanderTavos99 they're honestly not worth it, use them for scouting only really. as for the XP they give like 50 a turn at max level, and it takes like 5k to level up a rank. Honestly not worth. They do have nice tashes tho...
Captains are great!
...for heavy gunpowder armies. They just stand there and get beat up for 4 minutes while being aggressively shelled by their own allies, and then everything is dead
I like these videos. Even ad an advanced players you sometimes pick up a thing or two. With this one however, my province building was pretty much spot on.
great video, just what i have been looking for. just got into the game this week and trying to learn the mechanics.
One small detail for new gamers that seemed strange (atleast for me) in the beginning: when your order gets high it gains a minus. The closer to 100 it gets the bigger the minus will be.
On the other hand if your control becomes negative and comes closer to -100 (which is an uprising) you will get a plus that will grow the closer to -100 you get.
This can lead to provinces changing up and down the controllevel. It can also get important if a province seems to go low and you think it will get to -100. If there are not too many factors the plus you will get will prevent the uprising then.
funny to see how he does it almost exactly the same as I do it.
I do switch approach when my main city (like Altdorf) has a port: I race to tier 3, upgrade capital and port, then i switch from growth buildings to income buildings.
at that midpoint in the campaign you'll have acess to handgunners, cannons etc AND the income to pay for em quite easily.
I always go for growth buildings first. I typically like to get my main settlement chain to 3rd tier and then focus on my smaller settlements. I usually always also go to war with my neighbors and use their settlements for sacking income to build up my treasury.
Good tip!
A little side note for ubersriek, you don't really need to build defensive garrisons there just build the unique vermintide tavern and you get a strong ass garrison
A little Add ot Military Buildings, for the Tomb Kings aditional Military buildings unlock more cap space for that unit type, so you want sometimes the same military building multiple times in a province.
Playing as Manfred I just went pure economy and buildings that increase my garrison. I would also take corruption producing buildings in areas I would like to expand to in the future. I did have the growth commandment on until I maxed out the settlement. But I was always behind on money so I didn't see the point in building growth buildings if I couldn't afford to upgrade it. Also didn't take military buildings as I found the raise dead mechanic to be amazing.
"Ubersreik does not need defensive buildings" - last words of the governor stabbed by Clan Fester's assassin
Building a ton of growth buildings can actually be a massive mistake. As settlements do cost a lot of money, and especially if you dont do a lot of cheese you wont have enough armies to fight your enemies. (Especially important in higher difficulties). But it depends on the situation on what is better or not, as a rule of thump if you have low money you should focus on money buildings and if you already got money flowing like a river of gold then getting lots of growth is better in regions that arent under attack.
Often enough the growth will carry all settlements to tier 3 (mostly depends on the race, some may have it way slower, others get it really quick).
Since I myself find myself often expanding a ton (since the ai somehow has a habit of declaring war on me, a lot) I often dont even have the money to upgrade my settlements as I gotta spend so much across so many regions.
But like I said, it depends on the situation on what is a good thing (you have to trial and error your way through the game to get a good understanding of it). If you got lots of enemies you need that money coming in quick, if you can manage to take it slow, growth may be better. In this game it is better to have overall weaker armies but more armies, than having 2 or 3 big doomstacks. I myself have 5 armies in my 45 turn campaign and they consist of a single warlord and 19 clanrats, I got 45 settlements and am slowly getting my armies some stronger units. Got an income of 12k a turn, playing as Queek Headtaker. (Very Hard campaign and normal battle difficulty).
Also, avoid upgrading your income buildings until you have tons of money.
Income buildings tend to pay themselves off within 1-3 turns, but tier 2 and 3 upgrades can take 10 or more to pay themselves off with the bonus income they provide.
Similar thing for Growth buildings.
Never upgrade a Growth building unless you've already built tier 1 Growth buildings everywhere in the province you can/want to. You get less effective Growth per gold spent on upgrades.
Also, avoid upgrading ports at all, it's stupidly expensive, and gives you next to nothing for it. The tier 3 port upgrade may take upwards of 30 to 40 turns to pay itself off, and the tier 5 probably never, ever will since you're probably done with the campaign before it happens
I always focus on growth in my first settlement. Get the main area growing fast, then when I got lvl 3 or 4 for the capital, switch over to economy buildings to boost my armies and get going on security and conquest
I find if I don't put walls in every settlement enemies ( at war or rouge armies) gun straight for the unwalled settlements and sack/raise them. So i only have two slots in every minor settlement.
Great video! I have been playing for years and learned something new. Thanks
Are the defensive buildings really worth it? From my experience I still always needed a general, with an army defending, as the garrison is just too small even with the additional units. And in those cases it felt more useful to add additional income buildings and just add the units to your defensive general instead of the settlement.
Garrison is mainly free vs army upkeep (notice extra armies gonna cost way more)
@@marczhu7473 It‘s not really free, if you consider building cost and the loss of a building slot. My point is: the garrison without an extra army never seems to make a difference, therefore it‘s more a question of whether the extra units make a difference. The extra army is not optional in this situation. :P
Also I usually just disband units, when I don‘t need them, since most of the time you see the enemy coming.
@@kaozak building slot that grant you minor settlement battle
Still a big proponent of walls & garrisons; the minor settlement battle rework may have lessened the need for them, but it's still really nice to have your territories secured against raiders.
Mesmerizing looking at Altdorf with 10 building slots. I remember my first campaing in Warhammer 1. I believe big city like Altdorf used to be 6 slots, lol.
Perfect timing - just started a new campaign.
In the finished province i miss a great amount of blacksmiths, if Reikland is your recruitment province.
Can you make a tier vidoe showing what races are the easiest to start with when it comes to building an economy? Maybe even a lord or 2 for each race? I need it
What about expanding into unsuitable living regions? Is it better to take control of those regions or just raze the unsuitable settlements?
I've been wondering this myself... I've done it heavily and haven't experienced much of a drawback other than slower growth and building.... but I feel like an uninhabitable wasteland should be a little more negative than that, so I've always felt I was missing something
what i usually end up doing as far as military buildings goes is try to build all of them in my first province, or my second one as well if for some reason i can't get all of them in the one province, and then rely on global recruitment or have those core provinces as my origin points for my armies, at least until i feel like i've expanded enough to have a good enough economy to be able to afford sacrificing economy or other boosts for more military
Also I’d prioritise replenishment in the early game as you will do a lot of fighting and your starting army will really appreciate it.
This is one of the reasons I think Oxyotl is stupidly good.
He gets ridiculous buffs to replenishment, and can replenish in enemy territory.
Oxyotl genuinely can just attack every single turn so long as there's someone he can reach, only ever pausing to recruit new units, which you can even outsource to a lord sitting at a base, and Oxyotl just swings by to swap those units into his army, then teleports wherever else.
He's an insane momentum engine, probably only Skarbrand or Taurox can do it better, and even they aren't as flexible about it.
Bonus points, Oxyotl can single handedly win sieges without taking a single casualty or point of damage, if the need is great enough, and you're patient enough. Just give him the DoT poison banner, and go Solid Snake mode inside their walls.
The best video about how to play campaign and avoid die in the trying
How do you feel about rushing tier 3 or 4 in your capital city? Before even upgrading the lower cities to 2 or 3. Only if there are some good landmarks or units to get? Or just never
If a growth building is worth it, depends on a multiple of factors.
For regions where you are planning to mobilise your elite armys from, you should go for growth and use the growth points in your main settlement first.
For the bulk of your empire, I would dispense the growth points evenly, and go fore income buildings. Usualy you don't have the cash anyway , to upgrade every building immediatly.
Also note that in the late game, the additional growth that those buildings provide, tends to get dwarfed by your base growth.
5:24 "oh I need some swordsmen"
Me and Shrek: ha ha never gonna happen
You don’t really need Growth for Income. It depends really on the faction you play. You can actually raid settlements and fight a lot of battles to get money even if you have a negative income. As long as you get enough money in theres no problem with that, especially if you are in trouble and need to recruit a 2nd army.
This
Income early on is a bit of a pitfall, because you make so much relative to your expenses from post battle loot, sacking, and diplomacy payments to go to war with people you already were going to anyways. Getting 600 gold from someone is your army upkeep for a turn and a half, while waiting to build an income building will get you that much in like 10 turns, after construction delay, paying itself off, and then the trickle of actual profit per turn catches up.
You can maintain a red economy on pure momentum until midgame, and you will make more off of momentum with higher tier, more expensive units that take fewer casualties, need to wait for replenishment, recruitment, or siege attrition less, and can smash right into LL armies and capitals to get larger early windfalls earlier.
An army with decent numbers of tier 4 units can pay for itself entirely off of momentum, and passively build income in its wake in the form of settlement main buildings, upkeep reducing skills or ancilaries they get from winning battles, and raiding, if your faction can.
Tier 1 income buildings are good to build off of surplus money if you would otherwise be sitting on some, but never upgrade them until you are more settled and/or get ridiculous windfalls of money.
A tier 1 income building pays itself in 2-3 turns, a tier 2 upgrade can take upwards of 6-10 to pay itself off. If you have enough money to do that, you might have enough money for a modest second army to extract more money from rebels, looking for treasure, or smash minor factions with a tier 3 unit or two. Or just get another growth building to get to higher tiers and snowball harder.
Started streaming my first high elf play through I'm finding trade and outposts are critical for stability
Guys the Night Watch(defense cathegory) Building got hefty buffs it's tier 2 I believe and offers -3 corruption and +3 public order
Please make a video on how to build lord and heroes. After 3 games I'm still not sure what to focus on, besides route marcher.
I tend to build the defense building in all my settlements because the AI loves going around and hitting more important 1s and I'll just randomly get attacked when I don't expect it. In 1 of my newer campaigns I was being friendly with all my neighbors but then bam, at war with all of them in under 5 turns
Allies.
Never once.
Install Recruit Defeated Legendary Lords so you never angst over getting that confederation, and then just kill them all.
That "ally" occupying a province and making one of yours a 2/1 split is harming you more than your enemies are, and that's even before they pester you into a defensive or military alliance, then drag you into wars with people you don't want to fight or tank your reliability by making you go to war with people you were non-aggressioned with.
Only ever ally with someone whose units you actively want to do something funny, or late game Tomb Kings because they just sit there, do nothing, and maintain trade routes with you with zero drama or upkeep on your part.
Zerkovich! Where might I ask is your second Ogre tactics video???
You said part 2 was coming soon but it has been 7 months and I am struggling to figure out how to fight with these fatsos....
My go-to strategy is to use minor settlements for growth/money and the capital for military.
That's a good strategy but I feel like building basic military buildings in your capital wastes some slots. You won't be able to use them for higher tiers building and it can be very detrimental. I typically build military buildings in the settlements that have no special building/ressource.
Good Video Zerkovich. I'd like to see a similarly styled one for diplomacy mechanics and getting allies to be useful.
same. they're just meat shields who always steal the last settlement I need.
Yep. Seems like alliances are useful now but I don't know how to use them.
For anyone watching, his tips are usually the case 9/10 times unless you’d rather spend the money on an incomplete chain to prevent a rebellion. Same thing with certain tier 3 unit buildings in minor settlements. Sometimes it’s worth building an incomplete chain for the units it provides early
Idk about the defense part , I always build the defense building in small settlements because the AI tends to spawn random rogue armies willy nilly
Thanks alot for these tutorials mate!
Think it also depends on difficulty. I play on normal and for Empire growth doesn't seem to matter at the start since I grow faster then I can actually effort. So at the start I'm usually at a growth surplus. So I focus on money first
Who else has a bunch of hours in these games already but watches every Zerkovich guide in case you're missing something?
Is it viable to build stables in Aldorf? What was your play there? To get Empire knights?
i personally tend to build as many economic buildings in Reikland province and don't bother with stables there. Usually the Wissenland will declare war on you before turn 20-30, letting you capture Nuln, send as many priests of sigmar with province growth skills there and turn it into military recruitment province. If I need Outriders w/ grenade launchers, I cap Marienburg asap and get the EC version of those.
I'm gonna leave a comment so you get more traction. I'm imagining the Queen memes is gonna give your video a knock back
Is the highlighting cursor a mod or included in the game? Cheers.
More noob videos please,i been playing all 3 games on and off for a year and i still get overwhelmed ,actually that would be a great video,..how to avoid and deal with being overwhelmed early on in the game
Depends on the faction, but generally, I advise the following:
-Worry about securing one (maybe two) provinces before making a second army and expanding
-Defensive buildings are invaluable early game, because they allow you to survive an invasion and/or slow it down while your army is elsewhere.
-Fight as many battles manually as possible even if you're going to lose. In fact, ESPECIALLY if you're going to lose. You can still force the enemy to retreat if you can damage its armies enough.
-Don't be afraid to sack or loot settlements if you don't think you can hold them. That money/time will be better spent wrecking the enemy and building up the heartland rather than defending some random settlement.
-If you think you're vulnerable, don't underrate a 20-stack of chaff located in a key settlement. Again, you might get wrecked, but you can usually whittle down a few key enemy units/lords with your towers so that when they reach your next town, you're able to do even more damage. Rinse and repeat.
-Sea battles/treasure are great ways to level up lords and units. You can also get nice artifacts and cash rewards.
@@SuperNintendawg wow thanks for taking the time to write me a mini guide ,I will take a screen shot and use it thats awesome
Trying to find a UA-camr to actually finish immortal empires with. I’m at home all day everyday for recording.
thanks
So im brand new and started playing as khorne.. hard to get growth and i have to continually fight battles for growth points.. I can hardly ever get my main settlement capital past tier 3… is that because im spending my growth points on building other settlements in provinces that im razing/settling?
Do the growth points you get apply to all provinces? Or does each provincr genererate its own growth points?
Growth is secondary to money in the empire.
Thank you so much, saludos desde México
Can you do a guide for daemon prince in immortal empires? Malgus darkblade is impossible to beat
First province you should makre sure you prioritize growth but only if you have enough income. That's the balancing act. After a few provinces you don't need to build economy right away in the new province because you should already have a stable economy from your other provinces, however this is why you need 100% to prioritize growth in any newly conquered city, growth is not global like income, and you probably will fight other battles as well so the extra replenishment is a god send. After growth mix and match based on your immediate needs and you must me willing to restructure the province after the buildings become obsolete. For the empire I always build roads and tailors in every city, and unless there is a resource, I build either a Smithy or Barracks for the recruitment benefits. I prioritize the global recruitment because it useful on its own, but barracks are bottlenecked by having a smithy so if I can't have both in the province I choose smithy every time.
Something else to look out for is the return of investment on upgrading buildings to higher tiers. Low tier buildings are always more efficient when it comes to benefit per cost.
I've noticed you've failed to mention the most important consideration: Getting the buildings in the same category next to each other in the city UI to get the colors to match.
What? I can't be the only one who demolished every building in a conquered city just so he can re-zone the districts, right?
2 important things to note - high control score gives you economic benefits, but a penalty to control each turn. This penalty caps at 4 per turn i think? Similarly, as your control goes nefative, you get economic penalties but a bonus to control. Thiseans if you have a province with -96 control, once you get it to +9 you will eventually end up at 100 control, but it will take like 70 turns!
So what is better to build then? What do you want to say with your comment?
@@TotalWarriorLegends you need more control than you think if you are building in a low control province. You would think if you are at -80, having +10 control would get you to 100 in 18 turns, but it will actually take almost 50 turns!. If you need max control asap, build extra control buildings, then demolish them once you've reached max control.
Can you do a video for technology tree for noobs showing what to upgrade because it takes so many turns to go down a line please
I always go with 1 growth building and every income building.
Walls in every settlement. I’ve been burned too many times by orcs in underways and random beastmen herds.
when i see random rogue army pop in one of my provinces i forgot to wall off, i just rage quit
@@oniuserjh 😄😅🙈
Yesterday I just figured out a little trick to spot those hidden beastmen armies. Travel through a province where you think the beastmen are hidin in ambushstance.
If you come close to them you will spot them without walking into the ambush. Alternatively travel in encampment stance through your or enem Territory and enjoy a bonus of ~50% (iirc) to defend against an enemy ambush.
amazing videos very helpful
OMG, I have been playing for years and did not realize there was no benefit to growth once your province maxed out in levels, so you should switch to income. ROFL!
Everytime I don't build the walls with garrison in a minor settlement I regreat it. The value are the walls, that often give me the time necessary to save the situation.