Here is the basic guide with all the win cons for factions in the Mortal Empires campaign map.
Guide to Win Cons for Factions
In Lustria nice places to have are starting Skrolk/Lokhir province (4 settlements and goldmine in Chupayotl), Vampire coast province (a lot of resources) and Itza (nice replenishment+ growth factionwide buff landmark). Later you should take Hexoatl (two nice landmarks and 4 settlemebnts) in it. Welcome back to the laboratory mode for Total War Warhammer 2 as we put my computer to the test and fight out with over 50,000 units on this epic custom map. Welcome to the Total War: WARHAMMER II Academy, Commander! Here you'll learn all the skills you need to become the strongest leader in the New World. Every great leader starts somewhere, and with.
Total War Warhammer Settlement Captured
Full List
Lothern
Control elven crecent.
Kill naggarond and cult of pleasure.
Ally with dwarves humans and lizardmen.
Control eataine for building.
Sit around waiting for archon the everwaiting to spawn and inevitably die.
Order of loremasters
Control 12 settlements.
Kill awakened and blessed dread.
Ally with dwarves humans and lizardmen.
Construct tower of mages in any large settlement.
Sit around waiting for archon the everwaiting to spawn and inevitably die.
Avelorn
Control elven crecent.
Kill har ganeth scourge of khaine.
Construct court of the everqueen in capital.
Sit around waiting for archon the everwaiting to spawn and inevitably die.
Nagarythe
Control north western mainland.
Kill cult of pleasure bleak holds clar karond.
Ally with or destroy lizardmen.
Construct black citadel in tor analec near shrine of khaine.
Control two moon dragons.
Hexoatl
Control south western mainland.
Kill cult of pleasure clan pestilens the drowned.
Ally with lizardmen.
Construct three star chambers at any large settlement.
Sit around waiting for archon the everwaiting to spawn and inevitably die.
Last defenders
Control all south of orcs except bretonian southern area.
Kill clan mors court of lybras khemri followers of nagash.
Ally with dwarves humans lizardmen.
Construct three star chambers at any large settlement.
Sit around waiting for archon the everwaiting to spawn and inevitably die.
Construct three crimson pyramid of sotek in any large settlement.
Sit around waiting for archon the everwaiting to spawn and inevitably die.
Tlaqua
Control south of orcs except bretonian area including the west side of orc territory saratosa and skavenblight.
Kill clan mors bloody handz pirates of saratosa followers of nagash.
Ally with dwarves humans lizardmen.
Construct three star chambers in any large settlement.
Sit around waiting for archon the everwaiting to spawn and inevitably die.
Itza
Control south western mainland.
Kill blessed dread order of loremasters clan pestilens huntsmarshals awakened.
Ally with lizardmen.
Construct three star chambers in any large settlement.
Naggarond
Control all of north western mainland.
Kill avelorn nagarythe.
Ally with dark elves vampire coast.
Construct black tower in capital.
Control three black arks.
Capture 10000 battle captives.
Sit around waiting for archon the everwaiting to spawn and inevitably die.
Cult of pleasure
Control elven crecent.
Kill nagarythe avelorn exiles of nehek clan rictus.
Ally with humans dwarves lizardmen.
Construct dark covent of sorcery in Naggarond? #badidea #betrayal.
Control three black arks.
Capture 10000 captives.
Sit around waiting for archon the everwaiting to spawn and inevitably die.
Har ganeth
Control all of north west mainland and north west elven crecent.
Kill nagarythe avelorn ghrond.
Ally with dark elves vampire coast.
Construct hellebrons palace firey pits sacrifice in capital and shrine of widowmaker in shrine of khaine and vandalized court of everqueen in avelorn capital.
Control 10 whitch elves 10 sisters of slaughter 10 har ganeth executioners 3 death hag.
Capture 10000 captives.
Blessed dread
Control 12 provinces.
Kill awakened order of loremasters clan pestilens.
Ally with anyone you can.
Construct two from a bunch of random ♥♥♥ in random places.
Control three black arks 20 black ark corsairs 20 black ark corsairs (handbows).
Capture 10000 captives.
Clan mors
Control karak eight peaks, peak pass, silver road.
Kill black crag karaz a karak last defenders crooked moon mutinous gits.
Ally with tomb kings humans.
Control 60 units total.
Maintain minimum 50% corruption across all owned provinces.
Clan pestilens
Kill order of loremasters blessed dread awakened.
Ally with lizardmen.
Control 60 units total.
Maintain minimum 50% corruption across most south western mainland and owned provinces.
Clan rictus
Control isthmus of lustria(hexoatl).
Kill hexoatl lothern.
Ally with dark elves coastal vampires.
Control 60 units total.
Maintain minimum 50% corruption naggarond and owned provinces.
Clan skyre
Control wood elf forest south bretonia.
Kill talsyn carcassonne bordeleaux pirates of sartosa.
Ally with coroune via war with wood elves and good terms with paravon and gift spamming.
Control 60 units.
Mintain minimum 50% corruption in owned provinces.
Awakened
Total War Warhammer Settlements Miniatures
Control lizardmen jungles and volcanic islands.
Kill order of loremasters blessed dread clan pestilens itza tlaxtlan cult of sotek.
Ally with skaven coastal vampires.
Construct ancient vault at capital and black coffin on leaders boat.
Control 80 units.
Start a turn with 6000 infamy.
Restore harkon's mind?
Dreadfleet
Control 12 provinces.
Kill blessed dread pirates of saratosa awakened drowned.
Ally with anyone.
Construct wreck of heldenhammer at capital and sylvanian battlements on leaders boat.
Control three necrofex colossus.
Start a turn with 6000 infamy.
Pirates of Saratosa
Control 8 provinces.
Kill awakened dreadfleet world walkers.
Ally with enemies of chaos.
Loot or sack 15 different settlements(recomended norsca).
Construct three pirate warf in coastal settlements dragon tooth lighthouse in capital and sawshark blade on leaders boat.
Capture 8000 captives.
Raid for $6000.
Start a turn with 6000 infamy.
Drowned
Control south western elven cresent.
Kill hexoatl lothern.
Ally with dark elves lizardmen.
Construct opera house in capital and balcony on leaders boat.
Control 10 syreens 10 mournguls 3 mourngul haunter.
Start a turn with 6000 infamy.
Khemri
Control all pyramid locations.
Kill followers of nagash.
Control three khemrian warsphinx.
Construct all pyramids.
Exiles of nehek
Control black pyramid of nagash.
Kill clar karond ss'ildra tor bleak holds cult of pleasure.
Control 40 units 7 norscan trolls 7 norscan ice trolls 7 fimir warriors 7 fimir warriors (great weapons).
Courone
Attain 2000 chivalry.
Complete errantry battle.
Bordeleaux
Same as above.
Carcassone
Same as above.
Chevaliers de cyonesse
Same as above.
Beastmen
Kill all empire factions courone.
Raze 40 settlements.
Raid for $10000.
Fight battle fall of man.
Warriors of chaos
Raze 50 settlements.
Kill reidland courone.
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Total War Warhammer Settlements Battle
The Reikland province and its settlements in Total War: Warhammer.
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]
The symbol for ruins.
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]
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]
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]
Main article: Pirate Coves.
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