User:Tagaziel/stuff

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advanced military 0 3 6000
advanced military 1 4 9000
advanced military 2 5 13500
advanced military 0
  • Slann Mage-Priest capacity: +1
  • Slann Mage-Priest capacity: +1
  • Siege holdout time: +3
  • Lord recruit rank: +2
  • Lord recruit rank: +1


5 6000
advanced military 0 5 6000
advanced military 0
  • Income from all buildings: +5%


3 4000
advanced military 1
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Hero capacity: +1 for Skink Priests
  • Unlocks Icon hero.pngHero recruitment: Skink Priest
  • Income from all buildings: +8%


4 6000
advanced military 2
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Hero capacity: +1 for Skink Priests
  • Unlocks Icon hero.pngHero recruitment: Skink Priest
  • Hero recruit rank: +1 for Skink Priests
  • Income from all buildings: +12%


5 9000
advanced military 0
  • Unit experience: +1 for all unit recruits
  • Income from post-battle loot: +2%


3 4000
advanced military 1
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Hero capacity: +1 for Skink Priests
  • Unlocks Icon hero.pngHero recruitment: Skink Priest
  • Unit experience: +2 for all unit recruits
  • Income from post-battle loot: +4%


4 6000
advanced military 2
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Hero capacity: +1 for Skink Priests
  • Unlocks Icon hero.pngHero recruitment: Skink Priest
  • Hero recruit rank: +3 for Skink Chiefs
  • Hero recruit rank: +3 for Skink Priests
  • Unit experience: +3 for all unit recruits
  • Income from post-battle loot: +6%


5 9000
basic military 0 3 4000
basic military 0 1 1000
basic military 1 2 2000
basic military 2
  • Hero capacity: +1 for Saurus Scar-Veterans
  • Unlocks Icon hero.pngHero recruitment: Saurus Scar-Veteran


3 6000
basic military 0 1 1000
basic military 1 2 2000
basic military 2
  • Hero capacity: +1 for Skink Chiefs
  • Unlocks Icon hero.pngHero recruitment: Skink Chief


3 4000
basic military 0 3 3000
defence 0
  • Cannot be constructed in minor settlements


3 2500
defence 1 4 5000
defence 2 5 7500
defence 0
  • Cannot be constructed in major settlements
2 1500
defence 1
  • Cannot be constructed in major settlements

[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)

  • Siege defence.png Adds walls to the settlement


3 3000
defence 0
  • Campaign movement range: +15% for own armies starting their turn in this region
  • Hero action success chance: +10%
  • Enemy Hero action success chance: -10%
  • Ambush success chance: +10%


3 4000
infrastructure 0
  • Cannot be constructed in minor settlements
  • Reinforces the Geomantic Web, indirectly improving commandments
  • Income from all buildings: +10%


5 2000
infrastructure 0
  • Cannot be constructed in major settlements
  • Income from all buildings: +5%


3 500
infrastructure 1
  • Reinforces the Geomantic Web, indirectly improving commandments
  • Income from all buildings: +12%


6 3000
infrastructure 1
  • Cannot be constructed in major settlements
  • Income from all buildings: +10%
  • Army.png Local recruitment capacity: +1


4 1000
infrastructure 2
  • Reinforces the Geomantic Web, indirectly improving commandments
  • Income from all buildings: +15%


7 4500
infrastructure 0
  • Replenishment.png Casualty replenishment rate: +2%
  • Growth.png Growth: +20


1 500
infrastructure 1
  • Replenishment.png Casualty replenishment rate: +3%
  • Growth.png Growth: +30


2 1000
infrastructure 2
  • Replenishment.png Casualty replenishment rate: +4%
  • Growth.png Growth: +40


3 2000
infrastructure 0
  • Income generated: +180
2 750
infrastructure 1
  • Income generated: +270
3 1500
infrastructure 2
  • Income generated: +360
4 2500
infrastructure 0 2 1500
infrastructure 1 3 3000
infrastructure 2 4 4500
port 1
  • Income generated: +150
  • Growth.png Growth: +10


1 800
port 2
  • Income generated: +300
  • Growth.png Growth: +20


3 3200
port 3
  • Income generated: +600
  • Growth.png Growth: +30


5 7200
resource 0
  • Recruitment cost: -20% for Terradon Riders, Bastiladon, Stegadon and Feral Carnosaur units


2 800
resource 1
  • Recruitment cost: -25% for Terradon Riders, Bastiladon, Stegadon and Feral Carnosaur units
  • Unit experience: +1 for Terradon Riders, Bastiladon, Stegadon and Feral Carnosaur unit recruits


3 1600
resource 2
  • Recruitment cost: -30% for Terradon Riders, Bastiladon, Stegadon and Feral Carnosaur units
  • Unit experience: +2 for Terradon Riders, Bastiladon, Stegadon and Feral Carnosaur unit recruits
  • Upkeep: -3% for Terradon Riders, Bastiladon, Stegadon and Feral Carnosaur units


4 3200
resource 0
  • Dyes resource production: +20 ounces
2 800
resource 1
  • Dyes resource production: +30 ounces
3 1600
resource 2
  • Dyes resource production: +45 ounces
4 3200
resource 0
  • Furs resource production: +20 bundles
2 800
resource 1
  • Furs resource production: +30 bundles
3 1600
resource 2
  • Furs resource production: +45 bundles
4 3200
resource 0
  • Income generated: +300
  • Gemstones resource production: +20 sacks


2 800
resource 1
  • Income generated: +450
  • Gemstones resource production: +30 sacks


3 1600
resource 2
  • Income generated: +600
  • Gemstones resource production: +45 sacks


4 3200
resource 0
  • Recruitment cost: -20% for Kroxigors, Temple Guards and Cold One units
  • Income generated: +300


3 1000
resource 1
  • Recruitment cost: -25% for Kroxigors, Temple Guards and Cold One units
  • Unit experience: +1 for Kroxigors, Temple Guards and Cold One unit recruits
  • Income generated: +450


4 2000
resource 2
  • Hero recruit rank: +1 for Saurus Scar-Veterans
  • Recruitment cost: -30% for Kroxigors, Temple Guards and Cold One units
  • Unit experience: +2 for Kroxigors, Temple Guards and Cold One unit recruits
  • Upkeep: -3% for Kroxigors, Temple Guards and Cold One units
  • Income generated: +600


5 4000
resource 0
  • Income generated: +100
  • Iron resource production: +20 ingots


2 800
resource 1
  • Income generated: +150
  • Iron resource production: +30 ingots


3 1600
resource 2
  • Income generated: +200
  • Iron resource production: +45 ingots


4 3200
resource 0
  • Treasury.png Construction cost: -20% for all buildings
  • Income generated: +100
  • Marble resource production: +20 slabs


2 800
resource 1
  • Treasury.png Construction cost: -25% for all buildings
  • Income generated: +150
  • Marble resource production: +30 slabs


3 1600
resource 2
  • Treasury.png Construction cost: -30% for all buildings
  • Income generated: +200
  • Marble resource production: +45 slabs


4 3200
resource 0
  • Recruitment cost: -20% for Skink and Chameleon Skinks units
  • Medicinal Plants resource production: +20 bundles


2 800
resource 1
  • Recruitment cost: -25% for Skink and Chameleon Skinks units
  • Unit experience: +1 for Skink and Chameleon Skinks unit recruits
  • Medicinal Plants resource production: +30 bundles


3 1600
resource 2
  • Hero recruit rank: +1 for Skink Chiefs
  • Hero recruit rank: +1 for Skink Priests
  • Recruitment cost: -30% for Skink and Chameleon Skinks units
  • Unit experience: +2 for Skink and Chameleon Skinks unit recruits
  • Upkeep: -3% for Skink and Chameleon Skinks units
  • Medicinal Plants resource production: +45 bundles


4 3200
resource 0
  • Recruitment cost: -20% for Saurus units
  • Income generated: +100
  • Carved Obsidian resource production: +20 chests


2 800
resource 1
  • Recruitment cost: -25% for Saurus units
  • Unit experience: +1 for Saurus unit recruits
  • Income generated: +150
  • Carved Obsidian resource production: +30 chests


3 1600
resource 2
  • Recruitment cost: -30% for Saurus units
  • Unit experience: +2 for Saurus unit recruits
  • Upkeep: -3% for Saurus units
  • Income generated: +200
  • Carved Obsidian resource production: +45 chests


4 3200
resource 0
  • Replenishment.png Casualty replenishment rate: +4%
  • Growth.png Growth: +30


2 800
resource 1
  • Replenishment.png Casualty replenishment rate: +6%
  • Growth.png Growth: +40


3 1600
resource 2
  • Replenishment.png Casualty replenishment rate: +8%
  • Growth.png Growth: +50


4 3200
resource 0
  • Income generated: +100
  • Pottery resource production: +20 kilnful


2 800
resource 1
  • Income generated: +150
  • Pottery resource production: +30 kilnful


3 1600
resource 2
  • Income generated: +200
  • Pottery resource production: +45 kilnful


4 3200
resource 0
  • Salt resource production: +20 barrels
2 800
resource 1
  • Salt resource production: +30 barrels
3 1600
resource 2
  • Salt resource production: +45 barrels
4 3200
resource 0
  • Resource spices.png Spices resource production: +20 sacks
2 800
resource 1
  • Resource spices.png Spices resource production: +30 sacks
3 1600
resource 2
  • Resource spices.png Spices resource production: +45 sacks
4 3200
resource 0
  • Wine resource production: +20 barrels
2 800
resource 1
  • Wine resource production: +30 barrels
3 1600
resource 2
  • Wine resource production: +45 barrels
4 3200
resource 0
  • Timber resource production: +20 logs
2 800
resource 1
  • Timber resource production: +30 logs
3 1600
resource 2
  • Timber resource production: +45 logs
4 3200
ritual 0 5 250
ritual 1
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Winds of Magic power reserve: +20
  • Melee defence: +5 for all units when defending


5 2500
settlement 1

Construction.png Grants +1 construction slot in the settlement

Icon income plus.png Income generated: +40

[HIDDEN] Adds 2 turns of siege holdout time to province capitals

  • Growth.png Growth: +10

[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)


2 800
settlement 2
  • Grants +2 construction slots in the settlement

Icon income plus.png Income generated: +60

[HIDDEN] Adds 2 turns of siege holdout time to province capitals

  • Growth.png Growth: +20

[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)


3 1600
settlement 3
  • Grants +3 construction slots in the settlement

Icon income plus.png Income generated: +80

[HIDDEN] Adds 2 turns of siege holdout time to province capitals

  • Growth.png Growth: +30

[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)


4 3200
settlement 4
  • Grants +5 construction slots in the settlement

Icon income plus.png Income generated: +100

[HIDDEN] Adds 2 turns of siege holdout time to province capitals

  • Growth.png Growth: +40

[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)


5 4800
settlement 5
  • Grants +7 construction slots in the settlement

Icon income plus.png Income generated: +120

[HIDDEN] Adds 2 turns of siege holdout time to province capitals

  • Growth.png Growth: +50

[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)


6 7200
0
  • Upkeep: -66% for all units
  • Horde growth: +1
  • Owning faction's favoured corruption: +4


1 1
1
  • Upkeep: -66% for all units
  • Horde recruitment capacity: +4
  • Horde growth: +5
  • Owning faction's favoured corruption: +6


1 1
advanced military 0
  • Income generated: +40
  • Skaven corruption: +1


3 5000
advanced military 1
  • Unlocks Icon hero.pngHero recruitment: Warlock Engineer
  • Income generated: +40
  • Skaven corruption: +1


4 7500
advanced military 2
  • Hero capacity: +1 for Warlock Engineers
  • Unlocks Icon hero.pngHero recruitment: Warlock Engineer
  • Hero recruit rank: +4 for Warlock Engineers
  • Income generated: +40
  • Skaven corruption: +1


5 11250
advanced military 0
  • Icon income plus.png Income generated: +40
  • Skaven corruption: +1


3 4000
advanced military 1
  • Icon income plus.png Income generated: +40
  • Skaven corruption: +1


5 13500
advanced military 0
  • Skaven corruption in adjacent provinces: +1
  • Income generated: +40
  • Skaven corruption: +2


3 4000
advanced military 1
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Hero capacity: +1 for Plague Priests
  • Unlocks Icon hero.pngHero recruitment: Plague Priest
  • Skaven corruption in adjacent provinces: +2
  • Income generated: +40
  • Skaven corruption: +4


4 6000
advanced military 2
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Hero capacity: +1 for Plague Priests
  • Unlocks Icon hero.pngHero recruitment: Plague Priest
  • Hero recruit rank: +4 for Plague Priests
  • Skaven corruption in adjacent provinces: +4
  • Income generated: +40
  • Skaven corruption: +6


5 9000
basic military 0
  • Income generated: +60
  • Skaven corruption: +1


2 2000
basic military 1
  • Hero capacity: +1 for Assassins
  • Unlocks Icon hero.pngHero recruitment: Assassin
  • Income generated: +60
  • Skaven corruption: +1


3 4000
basic military 2
  • Hero capacity: +2 for Assassins
  • Unlocks Icon hero.pngHero recruitment: Assassin
  • Hero recruit rank: +4 for Assassins
  • Income generated: +60
  • Skaven corruption: +1


4 6000
basic military 0
  • Income generated: +60
  • Skaven corruption: +1


1 1000
basic military 1
  • Income generated: +60
  • Skaven corruption: +1


2 2000
basic military 2
  • Income generated: +60
  • Skaven corruption: +1


4 4000
defence 0
  • Cannot be constructed in minor settlements
  • Income generated: +80
  • Skaven corruption: +1


3 2500
defence 1
  • Income generated: +80
  • Skaven corruption: +1


4 5000
defence 2
  • Income generated: +80
  • Skaven corruption: +1


5 7500
defence 0
  • Cannot be constructed in major settlements
  • Income generated: +80
  • Skaven corruption: +1


2 1500
defence 1
  • Cannot be constructed in major settlements
  • Income generated: +80
  • Skaven corruption: +1

[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)

  • Siege defence.png Adds walls to the settlement


3 3000
infrastructure 0
  • Cannot be constructed in minor settlements
  • Income from all buildings: +60%
  • Skaven corruption: +1


1 750
infrastructure 1
  • Cannot be constructed in minor settlements
  • Income from all buildings: +70%
  • Skaven corruption: +1


2 1500
infrastructure 2
  • Cannot be constructed in minor settlements
  • Income from all buildings: +80%
  • Skaven corruption: +1


3 3000
infrastructure 3
  • Income from all buildings: +90%
  • Skaven corruption: +1


4 4500
infrastructure 4
  • Income from all buildings: +100%
  • Skaven corruption: +1


5 6750
infrastructure 0
  • Income generated: +80
  • Replenishment.png Casualty replenishment rate: +2%
  • Growth.png Growth: +20
  • Skaven corruption: +1


1 500
infrastructure 1
  • Income generated: +80
  • Replenishment.png Casualty replenishment rate: +3%
  • Growth.png Growth: +30
  • Skaven corruption: +1


2 1000
infrastructure 2
  • Income generated: +80
  • Replenishment.png Casualty replenishment rate: +4%
  • Growth.png Growth: +40
  • Skaven corruption: +1


3 2000
infrastructure 0
  • Income generated: +80
  • Skaven corruption: +1


2 1500
infrastructure 1
  • Income generated: +80
  • Skaven corruption: +1


3 3000
infrastructure 2
  • Income generated: +80
  • Skaven corruption: +1


4 4500
infrastructure 0
  • Icon income plus.png Income generated: +80
  • Recruitment cost: -5%


2 200
infrastructure 1
  • Icon income plus.png Income generated: +80
  • Recruitment cost: -8%
  • Army.png Local recruitment capacity: +1


3 400
infrastructure 2
  • Icon income plus.png Income generated: +80
  • Recruitment cost: -10%
  • Army.png Local recruitment capacity: +1


4 800
infrastructure 3
  • Agent.png Hero recruit rank: +2
  • Income generated: +80
  • Unit experience: +1 for all unit recruits
  • Skaven corruption: +2
  • Lord recruit rank: +2
  • Lord recruit rank: +1


5 9000
infrastructure 0
  • Income generated: +60
  • Skaven corruption: +1


4 4000
port 2
  • Income generated: +300
  • Growth.png Growth: +20


3 3200
port 3
  • Income generated: +600
  • Growth.png Growth: +30


5 7200
resource 0
  • Income generated: +80


2 800
resource 1
  • Income generated: +80


3 1600
resource 2
  • Income generated: +80


4 3200
resource 0
  • Income generated: +80
  • Dyes resource production: +20 ounces


2 800
resource 1
  • Income generated: +80
  • Dyes resource production: +30 ounces


3 1600
resource 2
  • Income generated: +80
  • Dyes resource production: +45 ounces


4 3200
resource 0
  • Income generated: +80
  • Furs resource production: +20 bundles


2 800
resource 1
  • Income generated: +80
  • Furs resource production: +30 bundles


3 1600
resource 2
  • Income generated: +80
  • Furs resource production: +45 bundles


4 3200
resource 0
  • Income generated: +160
  • Gemstones resource production: +20 sacks


2 800
resource 1
  • Income generated: +160
  • Gemstones resource production: +30 sacks


3 1600
resource 2
  • Income generated: +160
  • Gemstones resource production: +45 sacks


4 3200
resource 0
  • Income generated: +300


3 1000
resource 1
  • Income generated: +450


4 2000
resource 2
  • Income generated: +600


5 4000
resource 0
  • Income generated: +80
  • Iron resource production: +20 ingots


2 800
resource 1
  • Income generated: +80
  • Iron resource production: +30 ingots


3 1600
resource 2
  • Income generated: +80
  • Iron resource production: +45 ingots


4 3200
resource 0
  • Income generated: +80
  • Marble resource production: +20 slabs


2 800
resource 1
  • Income generated: +80
  • Marble resource production: +30 slabs


3 1600
resource 2
  • Income generated: +80
  • Marble resource production: +45 slabs


4 3200
resource 0
  • Income generated: +80
  • Medicinal Plants resource production: +20 bundles


2 800
resource 1
  • Income generated: +80
  • Medicinal Plants resource production: +30 bundles


3 1600
resource 2
  • Income generated: +80
  • Medicinal Plants resource production: +45 bundles


4 3200
resource 0
  • Income generated: +80
  • Carved Obsidian resource production: +20 chests


2 800
resource 1
  • Income generated: +80
  • Carved Obsidian resource production: +30 chests


3 1600
resource 2
  • Income generated: +80
  • Carved Obsidian resource production: +45 chests


4 3200
resource 0
  • Replenishment.png Casualty replenishment rate: +4%
  • Growth.png Growth: +30


2 800
resource 1
  • Replenishment.png Casualty replenishment rate: +6%
  • Growth.png Growth: +40


3 1600
resource 2
  • Replenishment.png Casualty replenishment rate: +8%
  • Growth.png Growth: +50


4 3200
resource 0
  • Income generated: +80
  • Pottery resource production: +20 kilnful


2 800
resource 1
  • Income generated: +80
  • Pottery resource production: +30 kilnful


3 1600
resource 2
  • Income generated: +80
  • Pottery resource production: +45 kilnful


4 3200
resource 0
  • Income generated: +80
  • Salt resource production: +20 barrels


2 800
resource 1
  • Income generated: +80
  • Salt resource production: +30 barrels


3 1600
resource 2
  • Income generated: +80
  • Salt resource production: +45 barrels


4 3200
resource 0
  • Income generated: +80
  • Resource spices.png Spices resource production: +20 sacks


2 800
resource 1
  • Income generated: +80
  • Resource spices.png Spices resource production: +30 sacks


3 1600
resource 2
  • Income generated: +80
  • Resource spices.png Spices resource production: +45 sacks


4 3200
resource 0
  • Wine resource production: +20 barrels
2 800
resource 1
  • Wine resource production: +30 barrels
3 1600
resource 2
  • Wine resource production: +45 barrels
4 3200
resource 0
  • Income generated: +80
  • Timber resource production: +20 logs


2 800
resource 1
  • Income generated: +80
  • Timber resource production: +30 logs


3 1600
resource 2
  • Income generated: +80
  • Timber resource production: +45 logs


4 3200
ritual 0 5 250
ritual 1
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Winds of Magic power reserve: +20
  • Melee defence: +5 for all units when defending


5 2500
settlement 1
  • Food capacity: +5
  • Grants +1 construction slots in the settlement

Icon income plus.png Income generated: +50

[HIDDEN] Adds 2 turns of siege holdout time to province capitals

  • Growth.png Growth: +12
  • Skaven corruption: +1

[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)


2 800
settlement 2
  • Food capacity: +5
  • Grants +2 construction slots in the settlement

Icon income plus.png Income generated: +50

[HIDDEN] Adds 2 turns of siege holdout time to province capitals

  • Growth.png Growth: +24
  • Skaven corruption: +1

[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)


3 1600
settlement 3
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Food capacity: +5
  • Grants +3 construction slots in the settlement

Icon income plus.png Income generated: +50

[HIDDEN] Adds 2 turns of siege holdout time to province capitals

  • Growth.png Growth: +36
  • Skaven corruption: +1

[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)


4 3200
settlement 4
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Food capacity: +5
  • Grants +5 construction slots in the settlement

Icon income plus.png Income generated: +50

[HIDDEN] Adds 2 turns of siege holdout time to province capitals

  • Growth.png Growth: +48
  • Skaven corruption: +2

[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)


5 4800
settlement 5
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Food capacity: +5
  • Grants +7 construction slots in the settlement

Icon income plus.png Income generated: +50

[HIDDEN] Adds 2 turns of siege holdout time to province capitals

  • Growth.png Growth: +60
  • Skaven corruption: +2

[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)


6 7200
z 1
  • Income generated: +150
  • Growth.png Growth: +10


1 800