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Campaigns: The Old World · The Season of Revelation · An Eye For An Eye
Quick links: Legendary Lords · Quest battles · Followers · Banners · Items · Landmarks
Quick links: Legendary Lords · Quest battles · Followers · Banners · Items · Landmarks
Dwarfs
Vampire Counts
Beastmen
Bretonnia
Campaigns: Eye of the Vortex · Mortal Empires
Quick links: Legendary Lords · Climate · Treasure hunts · Set piece battles · Followers · Banners · Items · Landmarks · Lord traits
Quick links: Legendary Lords · Climate · Treasure hunts · Set piece battles · Followers · Banners · Items · Landmarks · Lord traits
Dark Elves
Skaven
Vampire Coast
Total War: Warhammer is part of Creative Assembly's grand strategy Total War series. Set in the grim, high fantasy world of Warhammer Fantasy, Total War: Warhammer pits many unique races in a struggle for domination of the Old World. Soldiers clash with magic and monsters, as factions are locked in battle. But beyond this conflict lurks a larger threat: The forces of Chaos descend from the north to bring ruin and destruction, at the behest of their dark gods.
Total War: Warhammer II takes the battle to the New World across the sea, where new races fight to enact rituals and control the Great Vortex. Total War: Warhammer II is a standalone game, fully playable on it's own. However, players who own the first game or DLC will find that it carries over and can be combined with the second game, for one epic experience in campaign and multiplayer.
Total War: THREE KINGDOMS Day One Workshop Highlights2019/07/05 14:23
Announcing Mod Support for Total War: THREE KINGDOMS!2019/07/04 08:56
Intel Competition Terms and Conditions2019/07/03 13:53
Patches and updates
Game modes
Campaign · Battles · Custom battles · Set piece battles · The Laboratory · Multiplayer
Downloadable content
Latest DLC:The Prophet and the Warlock
Chaos Warriors Race Pack · Call of the Beastmen · The Grim and the Grave · The King and the Warlord · Realm of the Wood Elves · Norsca (DLC)
Rise of the Tomb Kings · The Queen and the Crone · Curse of the Vampire Coast
Blood for the Blood God · Blood for the Blood God II
Chaos Warriors Race Pack · Call of the Beastmen · The Grim and the Grave · The King and the Warlord · Realm of the Wood Elves · Norsca (DLC)
Rise of the Tomb Kings · The Queen and the Crone · Curse of the Vampire Coast
Blood for the Blood God · Blood for the Blood God II
Basics
Campaign: Factions · Diplomacy · Terrain · Provinces · Settlements · Buildings · Resources · Events · Armies · Stances · Hordes · Attrition · Growth · Money · Public Order · Corruption
Battle: Advanced controls · Units · Armies · Ambush battles · Intercept battles · Battlefield (Visibility) · Flanking · Siege battles (Fortifications) · Winds of Magic · Army abilities
Units: Types of units · Experience and rank · Regiments of Renown · Accuracy and damage · Formations · Weapon types · Unit abilities · Unit movement · Unit selection · Leadership · Vigour
Characters: Lords · Heroes · Experience and rank · Character traits · Mounts · Items · Banners · Runes · Followers · Marks of Chaos ·
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Rome Total War 2 Dei Resources
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There are several dozens of various types of building in the games, grouped into 9 categories. Those constructions usually have several upgrade levels increasing their productivity. In addition it is possible to use some kind of specialization of building, for example you can transform a port into a trading port or a fishing port. Not all upgrades are available for each faction - sometimes these are limited by the lack of access to local goods (such as grain).
Below you'll find a short characteristic of each buildings group along with sample development tree (based on Roman culture).
Provincial capital
This is the main building situated in every capital city. Expansion of the provincial capital increases the population growth and tax income. In addition it guarantees ever-increasing bonuses to income of other buildings located in the province. Larger capital has also stronger garrison and thicker city walls - largest metropolises have even their own war machines. Maximum expansion of the city provides bonuses to edicts. Unfortunately, the largest locations consume large amounts of food and significantly decrease public order due to galore. In order to manage 4 level capital you will need to expand a system of farms and temples.
If you have too much money and food, and there is a law and order in the location, provincial capital should be the first building to be upgraded. Additional tax revenues will pay the cost of the investment within just several (dozens) of turns! But remember to upgrade other building along with the capital, especially farms and temples.
Minor settlement
As in the case of the capital, the individual settlements can be also expanded. The higher the level of the settlement, the higher income it can generate and produce more resources, which can be sold to other factions using the trade treaty. Expanded settlements require more food (except settlements which have fish, grain and olive oil in their range) and decreases public order. In addition they do not have city walls as you can see in capital and the garrison is distinctly weaker.
Same as the capital, the settlement should be upgraded as fast as possible. Especially valuable are settlements which produce food, because they are self-sufficient and extra grain will allow feeding the population in other regions. In case of coastal locations, they will significantly increase you revenue from trade. This is the perfect opportunity to build and expand trading ports and use a proper edict.
Port
Ports can be found only in locations located directly at the sea. This building has several possible upgrades: fishing port, trading port or docks. In the case of the provincial capital located over the reservoir (e.g. Carthage), there is one more option: military wharf which allows producing the largest ships available in the game. In the most cases it is enough to have only one military wharf for several provinces - other ports can be upgraded into trading or fishing ports.
I recommend creating one military wharf in coastal provincial capital and use the rest of locations to create trading ports. In the initial phase of the game, especially in case of small coastal countries (e.g. Athens), you can try to create a net of fishing ports. As your empire grows, you should transform them into trading ports, and leave the food production to more efficient central provinces.
Agricultural
It is not hard to guess that the main task of building in this category is to produce food. A specialization available on higher levels allows you to choose a ratio between food produced to generated revenue. In case of barbarian faction, agricultural buildings allow to recruit new units (horse pens) or add various bonuses to your faction, such as loremaster's hut, which accelerates development of new technologies or reservoir reducing costs of buildings.
The biggest dilemma is always: farm or herding ground? I suggest focusing on specialization and raise farms, leaving making money to trading locations - in this way you'll also increase effects of edicts.
Religious
In this category you'll find various shrines or sacred groves. They greatly improve public order, while ensuring an access to various bonuses, starting with increased income from trade, through higher population growth, ending with improved army morale. Same as with ports, provincial capital has larger selection of buildings and is the only place where you can upgrade them up to the fourth level, and in some cases even to the unique - fifth (such as Roman Pantheon which is an extension of Basilica of Jupiter).
Temples should be built reactively: if public order decreases, you build the temple. I suggest focusing only on constructions which improve public satisfaction and promote your culture. If your goal is to stabilize the central provinces, you should also consider building shrines which speed up development of new technologies.
City center
City center can be built only in the provincial capital. This building, depending on the selected upgrade, offers a wide selection of bonuses. They can be connected both to the agricultural, trade, slaves, public order, population growth or education. In addition, city center generates quite substantial income, so it is a great addition to every province aimed at generating money.
Thanks to the possibility of converting one building into another, you can easily build city center in newly conquered provinces and then expand them into buildings increasing public order. In the future, when there is no rebellion threat, you could convert them into constructions which support trade and increase agricultural income.
Sanitation
Same as with city center, buildings in this category can be built only in provincial capital. They ensure increased population growth, improve public order and, depending on the development path, increase agents' experience level or speed up the spread of your culture. Unfortunately, these buildings consume large amounts of food.
Aqueducts are very useful in developing provinces, where not all settlements are on the maximum level of development. Increasing the population growth, they speed up the expansion of your empire. Once you reach the maximum population, you can convert them into more effective shrines.
Industrial
Industrial buildings built in the provincial capital specialize in production of goods, which increase your annual revenue. Depending on the chosen path they can also help you to construct other building in the region or ensure bonuses to trading and agricultural. In case of barbarian factions industrial buildings ensure also various upgrades for units recruited in the province: woodworker will increase amount of ammo for projectile units and bronze workshop will allow producing war chariots.
These structures complement well with trading buildings, such ports, because you can improve their efficiency with one edict. They play bigger role in barbarian factions, because in addition to generating income, they improve efficiency of particular military units - I recommend using them especially in border provinces, which are recruiting new troops.
Military
Military buildings can be divided into three minor categories: training, equipment and recruitment. First of them increases experience level and improves offensive or defensive abilities if newly recruited units. Equipment buildings offer better weapons and armors and shields - in some cases they give an access to siege machines of higher levels (Siege Engineer's Workshop). The last group of buildings increases the number of unit types available in the province. After starting a new campaign, it is this branch that will be fastest developed.
As previously mentioned, building from this category should be built mainly in border provinces to ensure continuous access to new and well-trained and equipped units. Keep in mind also, that troops' equipment can be upgraded whenever you find yourself in the location with the appropriate building and the experience gained through training buildings is a one-off - during the recruitment. Hence, it is possible to build workshops outside the provinces in which you currently recruit the troops - the only thing to lose is time, needed to march an army to upgrade weapons and armors.
Total War: Rome II - Version 2.4.0, Rise of the Republic (Hotfix at August 15, 2018)
The award-winning Total War series returns to Rome, setting a brand new quality benchmark for Strategy gaming.
Become the world’s first superpower and command the Ancient world’s most incredible war machine.
Dominate your enemies by military, economic and political means.
Your ascension will bring both admiration and jealousy, even from your closest allies.
Will you suffer betrayal or will you be the first to turn on old friends? Will you fight to save the Republic, or plot to rule alone as Emperor?
Become the world’s first superpower and command the Ancient world’s most incredible war machine.
Dominate your enemies by military, economic and political means.
Your ascension will bring both admiration and jealousy, even from your closest allies.
Will you suffer betrayal or will you be the first to turn on old friends? Will you fight to save the Republic, or plot to rule alone as Emperor?
- 'The earth provides for the people, and the people provide for the realm'
- ―In-game description[src]
OverviewEdit
Resources can be used to construct special building variants. Resources are like requirement for buildings that utilize resources and provide benefits, but resources themselves will not provide any direct buff if you only have them in your empire.
Rome 2 Iron Locations
Have more variety of resource increase your trade influence.
Resources ListEdit
- Artisans
- Entrepreneurs
- Industrialists
- Copper
- Grain
- Rice
- Fishing
- Horses
- Iron
- Jade
- Livestock
- Lumber
- Salt
- Silk
- Spice
- Tea
- Tools
TriviaEdit
- In the early build of the game, Grain and Rice was combined into one resource called Farm. But it was changed to reflect difference between farmland and rice paddie resources.
Total War THREE KINGDOMS gameplay mechanics | |
---|---|
Characters | Ancillary・Attributes・Background・Guanxi・Prestige (Faction Rank)・Legendary・Personality・Resilience・Satisfaction (Title Rank)・Skill・Specialisation・Traits・Unique・Wu Xing |
Campaign | Assignment・Buildings・Court (Administrator・Council・Family Tree)・Diplomacy (Coalition・Vassal)・Event (Initial Dilemma)・Factions (Leader・Heir・Prime Minister)・Mission (Challenge)・Records・Reforms・Resources・Seasons・Treasury・Undercover Network |
Battle | Ability (Unit Ability)・Army・Dueling・Formation・Fortification・Morale・Terrain・Siege (Siege Escalation)・Unit (Hero・Retinue)・Weather |
Miscellaneous | Advisor・DLCs・Locations (Commandery・County・Settlement)・Timeline |
- Were you looking for money instead?
Total War Rome 2 Resource Map
Resources or trade resources can be found in some settlements on the campaign map. To extract a resource you need to construct the correct building at the appropriate settlement. Different resources have difference effects which can boost growth or provide income. They can also provide Experience or other bonuses to units recruited in the province. Crucially, most resources can also be traded to other factions.
Tomb Kings require trade resources in order to craft items and Legions of Legend via the Mortuary Cult. Likewise, Dwarfs require trade resources to craft items in The Forge.
Trade Resources[edit | edit source]
Each faction can have additional bonuses from resources they control. These are outlined in the following table. For Skaven, each resource building also reduces the Skaven corruption levels (making the province habitable for longer).
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Scroll down for special, faction-specific resources which can't be traded.
Name | Baseline price | Effect |
---|---|---|
Dwarf Beer | 18 | Dwarfs: Increases Public Order |
Dyes | 12 | |
Furs | 14 | Greenskins: Bonus experience and reduced recruitment and upkeep costs for Boar, Wolf and Spider Rider units Vampire Counts: Bonus experience and reduced recruitment and upkeep costs for Dire Wolves and Varghulf units High Elves: Bonus experience and reduced recruitment and upkeep costs for White Lions of Chrace units |
Gemstones | 20 | Dwarfs: Bonus experience and reduced recruitment and upkeep costs for Ironbreaker and Hammerer units Vampire Counts: Bonus experience, reduced recruitment/upkeep costs for Corpse Cart, Black Coach, and Mortis Engine units. +1 capacity for Necromancers (tier 3) High Elves: +1 capacity for Loremaster of Hoeth and Mages (tier 3) |
Iron | 15 | Bretonnia: Bonus experience and reduced recruitment and upkeep costs for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units Cabaret voltaire voice of america blogspot online. Dwarfs: Bonus experience and reduced recruitment and upkeep costs for Dwarf Warriors, Longbeards, Slayers, and Miners units Empire: Bonus experience and reduced recruitment and upkeep costs for Swordsmen, Greatswords, and Empire Knights units Vampire Counts: Bonus experience and reduced recruitment and upkeep costs for Grave Guard, Black Knights and Blood Knights units. +1 for Wight Kings (tier 3) High Elves: Bonus experience and reduced recruitment and upkeep costs for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units Dark Elves: Bonus experience and reduced recruitment and upkeep costs for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units |
Marble | 10 | Reduced construction costs for all buildings province-wide |
Pottery | 10 | |
Salt | 12 | Dwarfs: Bonus experience and reduced recruitment and upkeep costs for gyrocopters and units using fire or gunpowder weapons Dark Elves: Bonus experience and reduced recruitment and upkeep costs for Black Ark Corsairs units |
Timber | 10 | Bretonnia: Bonus experience, reduced recruitment/upkeep costs for Bowmen, Mounted Yeomen, Spearmen-at-Arms, Men-at-Arms (Polearm) and Field Trebuchet units Dwarfs: Bonus experience and reduced recruitment and upkeep costs for Quarrellers, Rangers, Bolt Thrower and Grudge Thrower units Empire: Bonus experience and reduced recruitment and upkeep costs for [[Crossbowmen and Spearmen units Vampire Counts: Bonus experience and reduced recruitment and upkeep costs for Fell Bats and Vargheists units High Elves: Bonus experience and reduced recruitment and upkeep costs for Archers, Spearmen, Lothern Sea Guard and Eagle Claw Bolt Thrower units Dark Elves: Bonus experience and reduced recruitment and upkeep costs for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units |
Wine | 16 | Bretonnia: Increases public order Empire: Increases public order Vampire Counts: Increases public order High Elves: Increases public order Dark Elves: Increases public order |
12 | Dark Elves: Bonus experience and reduced recruitment and upkeep costs for Witch Elves units, +1 rank for Death Hags and Khainite Assassins (tier 3) Lizardmen: Bonus experience and reduced recruitment and upkeep costs for Skink and Chameleon Skinks units; +1 rank for Skink Chiefs and Priests (tier 3) | |
10 | Dark Elves: +1 rank for Sorceresses (tier 3) Lizardmen: Bonus experience and reduced recruitment and upkeep costs for Saurus units | |
16 | ||
18 | ||
15 | Bretonnia: Bonus experience and reduced recruitment and upkeep costs for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units Empire: Bonus experience and reduced recruitment and upkeep costs for Demigryph units Vampire Counts: Bonus experience and reduced recruitment and upkeep costs for Terrorgheist units High Elves: Bonus experience and reduced recruitment and upkeep costs for Great Eagle, Phoenix and Dragon units Dark Elves: Bonus experience and reduced recruitment and upkeep costs for Harpies, War Hydra and Black Dragon units Lizardmen: Bonus experience and reduced recruitment and upkeep costs for Terradon Riders, Bastiladon, Stegadon and Feral Carnosaur units Skaven: Generates Food | |
Gold | N/A | Overall: Generates income Empire: Bonus experience and reduced recruitment and upkeep costs for Free Company units; +1 rank for Empire Captains (tier 3) Dwarfs: +1 rank for Thanes (tier 3), +1 ranks for Lord (Dwarfs) recruits (tier 4) Lizardmen: Bonus experience and reduced recruitment and upkeep costs for Kroxigors, Temple Guards and Cold One units; +1 rank for Saurus Scar-Veterans (tier 3) |
Pastures | N/A | Overall: Generates growth and increases replenishment rate. Bretonnia: Bonus experience, reduced recruitment/upkeep costs for Knights Errant, Knights of the Realm, Grail Knights, Questing Knights and Grail Guardians units. Empire: Bonus experience and reduced recruitment and upkeep costs for Outriders and Pistoliers units Wood Elves: Bonus experience for cavalry units High Elves: Bonus experience and reduced recruitment and upkeep costs for Ellyrian Reavers and Silver Helms units Dark Elves: Bonus experience and reduced recruitment and upkeep costs for Dark Riders units Skaven: Generates Food |
Golden Idols | N/A | Tomb Kings, Dwarfs, Lizardmen, High Elves, Dark Elves: This resource is extracted from settlements with gold, instead of regular gold. |
Special Resources[edit | edit source]
Introduced in Total War: Warhammer
Name | Effect |
---|---|
Amber | A special resource/currency used by Wood Elves factions. |
Savage Orcs | Allows Greenskins factions to recruit Savage Orcs units at the settlement. |
Introduced in Total War: Warhammer II
Name | Effect |
---|---|
A special resource/currency used by Vampire Count factions in Total War: Warhammer II in order to recruit powerful Bloodline lords. | |
A special resource/currency used by Tomb Kings factions to purchase items from the Mortuary Cult or unlock Technologies in their Dynasty Tree. | |
Increases income from ports constructed in the settlement for Elf factions. | |
A special resource/currency that Skaven factions have to manage. | |
A special resource/currency used by Vampire Coast factions. | |
A special resource/currency used by High Elves factions to recruit better Lords or Heroes or to improve or degrade relations between two factions. | |
A special resource/currency used by Dwarfs factions in Total War: Warhammer II to purchase items from The Forge. | |
During the Eye of the Vortex campaign, generates ritual currency which differ depending on race:
| |
A special resource/currency used by Dark Elves factions. |
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