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Total War: Warhammer Wiki
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pages
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==Types of buildings== ===Settlements and Camps=== This is the main building chain of the settlement. The level of the main Settlement chain determines what level buildings can be constructed in that settlement. For instance if the Settlement chain is at level III, then other building chains in that settlement can only be upgraded to level III at most, while level IV and V buildings can't be built at all. Upgrading the Settlement chain costs [[population surplus]] and provides extra [[growth]], [[income]] and [[public order]]. It usually also provides a [[garrison]] and [[walls]]. For horde factions, this is called the Camp chain. ===Resource=== Some individual settlements have a special [[resource]]. In these cases the settlement has a special building chain to go with it. ===Ports=== Coastal settlements have access to a '''port''' building chain which usually increases growth and income, while allowing [[trade routes]] to other factions with ports on the same sea. Several settlements also have [[Special buildings|special ports]]. ===Military recruitment / Basic military=== Once built in a province, these buildings allow [[recruitment]] of core military units in that province, and also in the [[global recruitment]] pool. For regular factions, there is no benefit to building multiple of the same military building in a province, aside from increasing. The game will warn players when a province has redundant military buildings. Horde factions operate differently (see above). ===Military support / Advanced military=== Some of these buildings unlock recruitment of elite / special units. Others don't unlock units but provide other bonuses such increasing [[recruitment capacity]]. ===Infrastructure=== Infrastructure buildings generally come in 4 varieties. * Food buildings which increase growth. * Economic buildings which increase monetary income directly. * Buildings which increase public order. * Defence buildings which increase the [[garrison]] or provide [[walls]] to a previously unwalled settlement. However this differs with some races having more different kinds of infrastructure buildings, and others having less. ===Damaged buildings=== Buildings can be damaged when a settlement is [[sacked]]. Damaged buildings do not allow recruitment and provide no bonuses. Repairing a damaged building costs [[money]] and 1 turn. ===Vandalism=== [[Vandalism]] - [[Greenskins]], [[Warriors of Chaos]], [[Norsca]] and [[Beastmen]] can all leave behind harmful buildings after they sack or raze a settlement. ===Special buildings and landmarks=== [[Special buildings]] (including landmarks) are unique to that specific settlement on the campaign map. Landmarks often provide unique bonuses to specific races when they occupy the settlement, and may not be available to build for every race. For instance the [[Altdorf Colleges of Magic]] is a unique landmark building which can only be constructed in the settlement of Altdorf ([[Reikland]] province) by [[human]] factions excluding [[Bretonnian Kingdoms]]. ===Ruins=== [[Ruined settlements]] have a single [[ruin]] building in place of the main Settlement chain. When a ruin is [[colonized]] the main Settlement chain must be rebuilt from scratch in place of the [[ruin]] building. ===Other=== Many races have special building categories, just for them.
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