In Total War: Warhammer 2, you will have two types of settlements. Main City and smaller settlements. Your main city is the one in which you start the game and it will also be your capital. The settlement tiles are used to display all of the City Assault, Port Assault, Unfortified Town Assault & Unfortified Port Assault battles. There are a number of different settlement types that can be placed.
Wood Elves are unlike other races in that they are capable of occupying any settlement on the campaign map with no ill effects, being unaffected by either the Climate or Regional occupation systems. The drawback is that they are limited in what buildings they can construct in settlements outside of Athel Loren.
There are three types of settlements that Wood Elves can occupy: forest settlements, Asrai Lookouts, and the Oak of Ages. Each type has its own kind of settlement building chain.
Forest settlements[edit | edit source]
Forest settlements or Elven Halls are the main Wood Elf settlements, constructed within the confines of Athel Loren. These settlements have far more building slots than the cities of other races.
In The Old World campaign, there are the following forest settlements:
- Waterfall Palace in Argwylon (province)
- King's Glade in Talsyn
- Vaul's Anvil in Torgovann (province)
- Crag Halls of Findol in Wydrioth (province)
Mortal Empires retains all the forest settlements from The Old World, but adds the following:
- Oreon in Heart of the Jungle
- Laurelorn in Laurelorn Forest (province)
In the Eye of the Vortex campaign, there are:
- Oreon in Heart of the Jungle (however, Wood Elves are not playable in this campaign)
In the Season of Revelation, there are many forest settlements as well.
Additionally, the settlements of Gaen Vale in Avelorn (province), as well as Lothern (settlement), allow the Wood Elves to build all their buildings and upgrade to level 5.
Asrai Lookouts[edit | edit source]
Any occupied settlements outside of Athel Loren are converted into Asrai Lookouts, limited settlements that only provide a single open construction slot. Asrai Lookouts are capable of constructing buildings that give small, stackable faction-wide buffs and allow casualty replenishment and global recruiting at local recruiting prices. Each Asrai Lookout also provides amber.
Oak of Ages[edit | edit source]
The Oak of Ages is a unique settlement located in Yn Edri Eternos. The Oak of Ages is the most important settlement to the Wood Elves as it plays a crucial role in their wonder-based victory condition, and its destruction means an instant loss. Upgrades to the Oak of Ages result in large faction-wide buffs, but cost amber.
Settlements are towns, cities or fortresses on the campaign map. Most factions are focused around fighting to control and manage settlements. Horde factions do not control settlements.
- 1Overview
- 2Types of settlements
Overview[edit | edit source]
Each province on the campaign map has a capital settlement, and usually also from 1-3 minor settlements (a few provinces have only 1 settlement). Owning a settlement means you own the region around it and have vision of the area. It also lets you tax the people for money. Owning all settlements in a province grants you control of that province, and controlling an entire province allows you to issue a commandment. In the screenshot to the right, notice how the player controls 3 settlements in a province, while the last one is controlled by an enemy faction.
For regular factions, settlements are where they construct buildings. As horde factions do not control settlements, they construct buildings when their horde armies are encamped.
Different kinds of settlements have different amounts of building slots, which changes depending on campaign and faction. See the building slots article for more detailed info.
Which settlements can be controlled by which races?[edit | edit source]
- Total War: Warhammer has the regional occupation system. This system limits which races can occupy which settlements. No faction can settle everywhere on the campaign map.
- Total War: Warhammer II has the climate system instead. Every faction can settle anywhere (except hordes of course), but each faction is affected differently by the various climates.
Combat[edit | edit source]
An enemy army may attack a settlement in an effort to capture it. On the campaign map, settlements have a zone of control which prevents enemy armies from going too close without attacking.
Most settlements will have garrison armies which are provided by the main settlement building, and protect the settlement from attacks. The controlling faction may also position an army directly a settlement to 'garrison' it. Additionally, armies which are close by can reinforce a settlement garrison in battle.
- If there is no garrison and no defending army, then a settlement can be taken without a battle.
- If there is a garrison and/or defending army, then attacking the settlement will initiate a battle or autoresolve.
- If a settlement has walls, then armies have the option to lay siege to a settlement before attacking. When they do choose to attack, it will be a siege battle.
Winning the battle for a settlement brings up the settlement options such as occupy, sack, raze etc.
Types of settlements[edit | edit source]
Ruins[edit | edit source]
Ruined settlements dot the campaign map.
- Ruined settlements are not controlled by any faction and do not provide income or other bonuses. They have no garrison.
- Some settlements on the campaign map begin as ruins.
- Settlements become ruined when they are razed by a hostile army.
- Ruined settlements can be colonized by an army. This takes a turn, money and many troops (ie: your army will become damaged).
- Skaven and Tomb Kings have the ability to colonize ruins and start them off at a higher level than other races, by spending food or using a Ptra's Necrotect.
- All Skaven settlements appear as ruins to other races, until explored.
- In Total War: Warhammer II, armies can treasure hunt in ruined settlements.
- Ruins refresh every 20 turns
Province capitals and minor settlements[edit | edit source]
Most provinces have a capital settlement and from 1-3 minor settlements.
- Minor settlements have only 4 building slots, and can only upgrade to level III.
- Province capitals (major settlements) have more building slots, and can upgrade all the way to level V.
- Thus, if a building chain goes up to level IV or V, it is usually best to construct it in the province capital.
- Likewise, if a bulding chain only goes to level III, it's usually best to put it in a minor settlement.
Racial capitals[edit | edit source]
Some province capitals are also racial capitals.
- Racial capitals sometimes have a unique Settlement Chain buildings depending on which race the occupying faction belongs to.
Faction capitals[edit | edit source]
A faction capital is the capital settlement of one specific faction (not a whole race). It is indicated by a golden border around the faction crest next to the settlement's name. If the faction capital is taken/razed then another one of the faction's cities will automatically be assigned as the new faction capital. A faction capital can be a minor settlement, if no province capital is available.
Example: In The Old World and Mortal Empires, the Myrmidens settlement (province capital for Western Border Princes) is the faction capital for Border Princes. If this city is taken, then another faction capital will be assigned. But Myrmidens is not a racial capital.
Ports, resources and landmarks[edit | edit source]
Total War Warhammer Settlements Map
Some settlements have special building chains available.
- Coastal settlements usually have a port building chain available. These settlements also allow trade routes to connect over water.
- Some settlements have special resources, and an associated building chain.
- Some settlements, especially faction capitals, have special landmark buildings available.
Strategic Locations[edit | edit source]
Some settlements will be marked as a strategic location for their chosen race - players should make conquering these a priority. This is usually because a landmark can be constructed there.
Fortress Gates[edit | edit source]
Fortress Gates were introduced in Total War: Warhammer II, they are a special type of settlement found in Ulthuan.
Unique settlements[edit | edit source]
Total War Warhammer Settlement Captured
The Black Pyramid of Nagash (located in Great Mortis Delta) and the Oak of Ages (located in Yn Edri Eternos) can be considered special unique settlements which are important for the campaign objectives of Tomb Kings and Wood Elves respectively.
Elven Colonies[edit | edit source]
Elven Colonies were introduced in Total War: Warhammer II, they have a special settlement building chain and some special bonuses for elf factions, but are otherwise normal.
Wood Elves settlements[edit | edit source]
Main article: Wood Elves settlements.
- The Oak of Ages is a unique settlement with only one building slot.
- Forest Settlements have many building slots and the full range of Wood Elf buildings.
- Outside of their magical forests, Wood Elves can only build limited Asrai Lookouts.
Norscan settlements[edit | edit source]
Main article: Norsca settlements.
- Settlements in the Norscan peninsula have only a limited number of building slots, even in Mortal Empires.
- Norscan factions may only occupy settlements inside the Norscan peninsula, or coastal/port settlements and racial capitals outside the peninsula.
Under-Cities[edit | edit source]
Main article: Under-City.
Pirate Coves[edit | edit source]
Total War Warhammer Settlement Guide
Main article: Pirate Coves.