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Provincial Capital Buildings




Provincial Capital

Ruined City
Ruined City
(wh_main_settlement_major_ruin_coast)
Level 0
Coastal Hamlet
Coastal Hamlet
(wh_main_emp_settlement_major_1_coast)
Level 1
Coastal Village
Coastal Village
(wh_main_emp_settlement_major_2_coast)
Level 2
Coastal Town
Coastal Town
(wh_main_emp_settlement_major_3_coast)
Level 3
Coastal City
Coastal City
(wh_main_emp_settlement_major_4_coast)
Level 4
Coastal City-State
Coastal City-State
(wh_main_emp_settlement_major_5_coast)
Level 5
Provincial Capital
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Ruined City Provincial Capital Level 1
Ruined City
This city lies in ruins. Nothing remains but destruction, ashes and the sorrowful taste of defeat.
1 0
2 Coastal Hamlet Provincial Capital Level 2
Coastal Hamlet
The Empire is riddled with homesteads, farms and tiny groups of sullen houses filled with sullen folk.
2 800 Grants 1 construction slot in the settlement (this_building)
Income generated: 40 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Growth: +10 (region_to_province_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
3 Coastal Village Provincial Capital Level 3
Coastal Village
Villages dot the Empire, usually comprising a marktplaz, a tavern, and a stockade – if their denizens are lucky.
3 1600 Grants 2 construction slots in the settlement (this_building)
Income generated: 60 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Growth: +20 (region_to_province_own)
{{tr:public_order}}: +1 (province_to_province_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
4 Coastal Town Provincial Capital Level 4
Coastal Town
The towns of the Empire are walled islands of civilisation amidst the unrelenting and hostile wilderness.
4 3200 Grants 3 construction slots in the settlement (this_building)
Income generated: 80 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Growth: +30 (region_to_province_own)
{{tr:public_order}}: +2 (province_to_province_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
5 Coastal City Provincial Capital Level 5
Coastal City
Cities are massive places, crammed with ramshackle buildings – all teeming with the stench of mankind.
5 4800 Grants 4 construction slots in the settlement (this_building)
Income generated: 100 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Growth: +40 (region_to_province_own)
{{tr:public_order}}: +2 (province_to_province_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
6 Coastal City-State Provincial Capital Level 6
Coastal City-State
The greatest cities of the Empire are self-governing capitals, more powerful than the provinces they sit within.
6 7200 Grants 5 construction slots in the settlement (this_building)
Income generated: 120 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Growth: +50 (region_to_province_own)
{{tr:public_order}}: +3 (province_to_province_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
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