BUILDING Blunders! - Campaign NOOB Mistakes | Warhammer 3

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  • čas přidán 28. 05. 2024
  • If you're new to the game, you might not know where when what you should be building in a province! This beginner's guide should help you avoid the noob mistakes and plan your buildings for profit!
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Komentáře • 440

  • @neruba2173
    @neruba2173 Před rokem +362

    - I dont need walls in this minor settlement is pretty far from any enemy.
    - Random Beastmen AI: so you have chosen death.

    • @Yodix50
      @Yodix50 Před rokem +21

      Even with walls, the settlement battle and garrison is a big issue in Total War 3 now. A city falls way to easily. Especially Provinces capital.

    • @GameMelodies
      @GameMelodies Před 10 měsíci +8

      @@Yodix50 true. i started campagne and fightet 20h in that map. out of nothing comes a random beastman from south, my army is in the north and that guy smashes 40% from my undefended bases, thanks.

    • @gizmobrooch8577
      @gizmobrooch8577 Před 3 měsíci +1

      I hate the beastmen smh. I swear just their hero will cause half your army to flee . While he is fighting solo lmao

  • @AlexLorentzenloganjamesalex

    A long time ago I got so tired of the AI walking right past my walled settlements on my borders and attacking a settlement without defensive buildings, that I just said screw it and built walls in the second slot of every single minor settlement in every province in every campaign going forward. I am just recently trying to break that habit in favor of actual strategy.

    • @user-sj5gd7jf6h
      @user-sj5gd7jf6h Před rokem +224

      For me it's three layers:
      1) recently conquered = no investments, don't care if got reclaimed, usually an army somewhere nearby to play whack-a-mole
      2) Border provinces = walls/garrison in every settlement, 2-3 turns for army to get there
      3) Inner empire = no walls, if enemy breaches the perimeter - usually just raise another army right there.

    • @toasteddingus6925
      @toasteddingus6925 Před rokem +45

      Hahahahaha wow dude that's insane that's handicapped you massively I'm sure, I was doing something different but just as dumb I'd say, I was obsessed with making provinces grow as fast as possible, so I'd place a growth building in almost every settlement lol neglecting to realize that brought lots of unrest penalties and other things which kept my provinces constantly rebelling but growing quickly :)

    • @Pickatimatrina
      @Pickatimatrina Před rokem

      I never, absolutly never build Garrisons. I destroy my enemy and have clear frontlines. If an neighbor is treacherous and declares war, there will be an army of me there in the next few turns and retake it and hold the front, till more armies arrive and I destroy this enemy. Garrisons are just wasted potential (less money).

    • @connorschaun74
      @connorschaun74 Před rokem +50

      I'm still guilty of this.

    • @hinrik6331
      @hinrik6331 Před rokem +53

      If you played skaven (in WHII at least) its kind of a valid strategy as it also makes money.

  • @FogelTheVogel
    @FogelTheVogel Před rokem +847

    An important factor to note about Growth Surplus points is that they do not grow equally. The second point requires more growth (and thus more time) than the first one. The third one costs even more, etc. So if you upgrade all settlements to tier 2 first, then all to tier 3, then go higher on the main settlement, it'll be much faster than if you tried to upgrade the main settlement to (for example) 4 before upgrading the minor settlements to tier 2. Because the extra build slots and higher tier buildings you'd unlock by first upgrading everything equally, you can even get that main settlement to higher tier faster than if you saved up the points and ignored upgrading the minor settlements.

    • @EmilWestrum
      @EmilWestrum Před rokem +29

      Wait what, for real? I got thousands of hours in WH1 and 2 and I did not know this... :|

    • @Ambar88
      @Ambar88 Před rokem +10

      I remember reading that tip a while back so I followed it without ever really knowing why, but that makes sense.

    • @RimshotKiller
      @RimshotKiller Před rokem +58

      I mean, yeah. Just hover over the growth point and it'll show you how many more growth it will need to increase. Getting from 4 to 5 takes a lot longer than getting from 0 to 1, so just upgrade your smaller settlements. The upgraded settlement building usually gives more growth the higher its tier, and you can build additional growth buildings in the additional building slots...

    • @nojackingoff
      @nojackingoff Před rokem +1

      Thank you.

    • @TelosLore1
      @TelosLore1 Před rokem +6

      @@EmilWestrum dang that sucks not even hovered your mouse over the growth number? if you do it shows how much per turn and how much more you for the next level. not criticizing just putting it out there.

  • @tylerpetersen6226
    @tylerpetersen6226 Před rokem +52

    One thing that I would also recommend is demolish your growth building when you have fully developed the province for more income once you have built it up and it is in a safe state that is highly unlikely that someone will attack it to min max your economy. You can save up population even when you have all settlements maxed out so if on the off chance belakor for example randomly portals in and destroys a minor settlement then you can almost at build speed rate get it back up to tier 3.

  • @Deathlome6
    @Deathlome6 Před rokem +300

    7:15 Probably a little too advanced of a tip for this guide, but there is actually a benefit from having multiples of a recruitment building within adjacent provinces.
    Global recruitment, by default, is double the standard number of turns to recruit a unit, so 4 turns for your empire greatswords. However, with every 10 of a military building you construct that time will be reduced by 1 turn. So your greatswords will go from a 4 turn recruitment to a 3, to a 2, and then finally a minimum of 1.
    Of course, by the time you own enough settlements to construct that many military buildings you will likely have long won (or at least be snowballing hard enough to win) your campaign, but it is worth noting for those that may want to finish painting the map, as being able to recruit armies with high tier units as fast (or even faster than) standard recruitment can be extremely valuable.

    • @8eewee
      @8eewee Před rokem +19

      How did you come about that information? I've never heard of multiple buildings affecting global recruitment.

    • @Deathlome6
      @Deathlome6 Před rokem +58

      @@8eewee I found it out from playing lots of tomb kings, who, due to their unit caps, tend to build lots of the same buildings. Aside from that, the specific number was taken from the wiki page for global recruitment.

    • @janiser4711
      @janiser4711 Před rokem +42

      Can confirm, Legend mentioned it too during one of his streams, something the game doesnt really tell you.

    • @UnknownSquid
      @UnknownSquid Před rokem +13

      In my own habits, I tend to always keep as few duplicate military buildings as possible. Am always replacing them with income generation, and use the extra income to employ a spare lord to chase around the map just delivering reinforcements. I tend to be very adverse to losses, and so aim to have more forces and very rarely need to recruit new units. Does make me curious wondering how the alternative would work out though, since I've only ever done it this way.

    • @RimshotKiller
      @RimshotKiller Před rokem +8

      @@UnknownSquid Same. the extra income is usually worth a lot more to me than the global recruitement time reduction. It's usually just a lot more valuable to have an additional army...

  • @brianlevor6295
    @brianlevor6295 Před rokem +139

    One thing you forgot to mention re: military buildings is the Hero Capacity. For Empire especially it is important to rush Wizards. Hero Capacity can also be a reason to build >1 of a specific building within a province. I'll do this often in uninhabitable climates where I couldn't make much money anyway.

    • @thomasprice7893
      @thomasprice7893 Před rokem +19

      That's a great idea with the uninhabitable climates that never occurred to me before.

    • @cobrazax
      @cobrazax Před rokem

      yes i prioritize hero buildings in norsca for example when i play vampires. if i can get money buildings too i do...but there i prioritize the wight king building more than the small money building. even when they are not that useful for me really...as i prefer other heroes.

    • @peterhardie4151
      @peterhardie4151 Před rokem +1

      Cool tip.

    • @bopo900
      @bopo900 Před rokem +2

      this isnt an how to play empire video. rush wizards isnt really the point of this video.

    • @christianhaude1479
      @christianhaude1479 Před rokem +6

      @@bopo900 but the poster did not talk about buildings for hero capacity at all and thats really missing in my opinion too

  • @MaSOneTwo
    @MaSOneTwo Před rokem +53

    As a well seasoned TWWH player with thousands of hours across the trilogy I generally agree with you Zerk. Just one thing I strongly suggest considering. The AI, for whatever reason, seems to know exactly which of your settlements have defences and which do not. Often you'll find they ignore defended towns to attack the undefended ones. Hence I build defences in all my towns.
    Yes it limits the number of income or recruitment buildings but it also decreases the risk of losing towns. A town you have to retake drops by two tiers, making you start over from scratch. That's not ideal.

    • @mmorkinism
      @mmorkinism Před rokem +2

      Towns drop tiers only if they're looted/sacked (which AI usually does).

    • @1norwood1
      @1norwood1 Před rokem +7

      I think it depends a lot on the faction. I found Tomb King garrisons really weak when defending cities (and you have a limited number of armies you can recruit because of the faction mechanics). So I build lots of walls everywhere when I play as them.
      Vampire Counts on other hand if NPC army penetrates inside my borders I can just recruit a new lord and raise dead an army in a single turn and then deal with the incursion. Zero need for walls.

    • @toasteddingus6925
      @toasteddingus6925 Před rokem +1

      @@1norwood1 yuuuurppp that's better.
      But even on legendary I've NEVER had to build walls in every settlement. That's insane. Youre hobbling yourself so hard by doing that dude jeeeesus just doing that 8 to 9 cities so 2 to 3 provinces is a solid whole army of high tier units and a weaker support unit army in upkeep. That's crazy. Even then w the tomb kings and undead as you grow your empire and some provinces stay away from the front lines you can drop all walls and just build em for magic and economic purposes. I've never

    • @CromulentEmbiggening
      @CromulentEmbiggening Před rokem +7

      @@mmorkinism Them simply occupying it also reduces its level by one. Then when you occupy it again, it goes down by one again.

    • @dangerouslycheezy5429
      @dangerouslycheezy5429 Před rokem

      They know this because of enemy hero actions, once a hero does an action on a settlement it shows what that settlement has, if you can assassinate/wound any heroes as they show up it helps. i try to keep an assassin around my settlements and sometimes one with or following an army.

  • @Lavi____
    @Lavi____ Před rokem +68

    I always end up with garrison buildings on my minor settlements as Empire. I got so tired of greenskins and skaven using underway (and the wood elves using their 'thing') to bypass Helmgart to attack the minor settlements.

    • @thomasprice7893
      @thomasprice7893 Před rokem +18

      They really, REALLY need to give fort garrisons the ability to intercept underway.

    • @Grivehn
      @Grivehn Před rokem +4

      @@thomasprice7893 Or make it impossible to underway directly in their vicinity. High Elves enjoy their gates in Ulthuan for lore reasons (Then again, you only need to break one to access the inner donut). And a bit of a shame Empire forts and Cathay Wall dont have something to stop these craftier invaders like Greenskins, or in Cathay's case, Vilitch.

    • @Anterwaare306
      @Anterwaare306 Před rokem +7

      @@Grivehn There's no Underway on Ulthuan. It's a floating magical island for one, and secondly Dwarves never lived there and didn't build their underway.

    • @Grivehn
      @Grivehn Před rokem +1

      @@Anterwaare306 Thats what I said, too. 'Lore reasons'. Also also, the big tree(s ?) in Avelorn are still connected to Athel Loren, at least in game, so I guess there is one cheesy way to go to the inner donut.

    • @davidkrapensits4367
      @davidkrapensits4367 Před rokem

      You really almost need it to not get destroyed

  • @HiddenEvilStudios
    @HiddenEvilStudios Před rokem +35

    I'm just glad Warhammer III has a settlement organizer mod where you can adjust the placements of buildings.
    Also, I always build walls in just about every settlement. I like playing tall instead of wide.

    • @hertderg12
      @hertderg12 Před rokem +3

      I can't find this in a google search, do you have link?

  • @UnreasonableOpinions
    @UnreasonableOpinions Před rokem +56

    I still like walls everywhere. It's mostly a habit from TWH2 where I always played Very Hard because otherwise there's no challenge, where multiple armies quickly become extremely cost-prohibitive. I've kept it, though, because then I can focus the massive cash investment in decent armies into constantly expanding and pushing either the empire or the objectives, instead of having to constantly be running back or losing all the progress in construction because one dinky little rebellion was enough to take out level 3 settlements. It does work; it's pretty rare I don't finish a game by turn 100-125 even in IE unless the endgame is extremely inconvenient, like the Nagashocalypse when you're all up in Ulthuan.

    • @silvermoon9789
      @silvermoon9789 Před rokem +6

      In WH3 armies are cheaper due to lower supply lines cost so you can get more armies than WH2. Still trying to get used having so many armies around. I rarely build any walls (VH/H) so far in my immortal empire campaigns

    • @HariF94
      @HariF94 Před rokem

      Walls are old meta

    • @UnreasonableOpinions
      @UnreasonableOpinions Před rokem +5

      The drop from 15% to 4% on Very Hard is very welcome, but it doesn’t change e that the main motivation is to not have to stuff around with the backline or too many cheap armies. Plus it means no having to drop everything and rush back because one rogue army or surprise horde wandered in. The loss of one building slot per settlement is worth the no troubles.

    • @mmorkinism
      @mmorkinism Před rokem

      With minor settlement battle change in WH3 it's more defendable than settlements were in WH2.

  • @N4chtigall
    @N4chtigall Před rokem +158

    I feel like in TW3 going full growth isnt the best idea. While playing immortal empires I realized that I often had much more growth than I needed. I had so much population that I couldnt even afford to upgrade all settlements not even mentioning any useful buildings. I dont know maybe its because of my playstyle or im doing something wrong but for me it seems like there is too much of it in game atm.

    • @draegonspawn5361
      @draegonspawn5361 Před rokem +26

      I noticed the same. I think for Immortal Empires they lowered the growth needs, or improved the growth gains. I would have to load both games to check and compare.
      But for a 3 settlement province, i have found having the two minors on growth, with the major settlement going income works out better.

    • @fjclarke3571
      @fjclarke3571 Před rokem +11

      Yeah, agreed. On an Empire campaign I found that going money first and ignoring farms worked out fine, especially in provinces with a ranch and/or port built in for some extra growth. Also throw in the Council of Burgomeisters commandment on a full province and you get loads of growth without actually building any farms at all, plus you have enough cash to build every upgrade going almost the moment it's available...

    • @nicedreams7192
      @nicedreams7192 Před rokem +1

      Nope it's not just you, on basically all of my campaigns I've had more growth than I need or could use by a lot when building like I would have in WH2. I'm not sure if they increased base growth or lowered the needed growth per point but it's significantly different.

    • @doxbrah
      @doxbrah Před rokem +2

      agree, no money but lots of pop surplus

    • @michaelyang838
      @michaelyang838 Před rokem +11

      No offence the only possible reason for this is if you are slow building and aren’t being aggressive. Ultimately do things that you find the most fun. I’ll just speak on optimization. The most optimal way to play total war campaign is to fight early aggressive players in either way type of battles. You usually only have a minor slowdown after you 2 or 3 full settlement depending on who you play. This stability and diplomacy build is usually completed within 15 - 30 turns. Now you are likely only tier 3. The faster you expand the faster you run out of money. Your core settlement should drain your entire bank when upgrading to tier 4 and 5. By 50 to 70 turns you should have an empire with a border. If you are running out of money, stop capturing start sacking and stop upgrading unsafe settlements. Funnel your main settlements to your elite tier units, and now you are steamrolling the map on legendary difficulty.

  • @jackeriksen6753
    @jackeriksen6753 Před rokem +7

    I see this all the time, the standard is to scrap the starting infantry building and build it in a minor settlement at the start. Some times it's a mistake as you normally T3 your capital first, if you want elite infantry before you are half way across the map you should really keep it in the settlement you plan to T3 first and you might recruit elite infantry localy, then scrap it later. (when you got a T3 infantry located in a "secure" minor settlement for example.)
    Support buildings like growth, control, economy etc don't have huge benifits when upgraded, the first tire gives you most value for your gold then declining. A finished military building before you leave the zone on the other hand, can save you a lot of bussywork/slow expencive Global recruitment or waiting around.
    In the end it all comes down to what T3 unit is most inportant to you, if you want them in your starting army at all. Just keep in mind that it often takes 3 turns to upgrade it after your settlement is T3.

    • @COBfreak1
      @COBfreak1 Před rokem +2

      With the heavily reduced supply lines, you can just ferry them to your armies with an extra lord without it breaking the bank.

  • @tylerparent8813
    @tylerparent8813 Před rokem +13

    Pretty good guide the only thing id say is that late game you should replace the control building in altdorf with an imperial academy for the faction wide +1 lord rank and research boost especially since karl franz in particular doesnt need that much control boosters once he gets ghal maraz

  • @Baleur
    @Baleur Před rokem +25

    4:30 a simple guideline. If you're not making 2k+ per turn in income, you probably dont need more growth.
    Because to actually make use of that growth, you need a lot of money to buy the buildings.
    There's no point getting 1 growth point every 2 turns, if it takes you 5 turns to get 2k to upgrade a single village, spending a single growth point.
    And that doesnt even include troop recruitment / upkeep costs.

    • @cheddartheadventurer7511
      @cheddartheadventurer7511 Před rokem +2

      Most of my money comes from fighting, ocean exploring ot sacking tho

    • @Grivehn
      @Grivehn Před rokem +2

      @@cheddartheadventurer7511 That is heavily faction dependable. With disorder factions, you'll generally get way more money from fighting and sacking. And not everyone has easy access to the sea, nor is it heavily advised to waste several turns picking those up in early game. If you can be done with it in 1-2 turns, and its in the way, sure, why not.

    • @Schacal6666
      @Schacal6666 Před rokem +1

      As the sisters of twilight with just your Withwood (and the oak of ages) in combination with razing EVERY settlement you make the most of money and you don’t need more settlements than your witchwood for 100 turns

    • @TotalWarriorLegends
      @TotalWarriorLegends Před rokem

      So could you tell me what the right balance is then? When do you stop building growth buildings and when money buildings?

  • @Daktangle
    @Daktangle Před rokem +3

    The Growth buildings also tend to boost replenishment, which is very useful early on when buying new units can be expensive and you may be under siege from multiple directions.

  • @dillonschroeder985
    @dillonschroeder985 Před rokem +1

    I'm not a noob but still love these videos because i still learn and they fantastically done.

  • @TheEmmissar
    @TheEmmissar Před rokem +2

    Solid guide as ever - might be worth going a strategic layer above and describe some archetypal campaign approaches for priotisation and build order - namely how settled Order factions, hordes, Skaven, Undead and Tomb Kings and so on all differ slightly.
    Skaven food management and the under-city mechanic change a lot of the meta approach to whats descrived here, for instance, as does horde sacking/razing for income!

  • @bane9951
    @bane9951 Před rokem +6

    i just love how this game is simple yet complicated

    • @philiproe1661
      @philiproe1661 Před 3 měsíci

      Easy to learn difficult to master I believe the design philosophy goes

  • @Pewerxevil
    @Pewerxevil Před rokem +1

    @Zerkovich I just wanted to thank you for the information that you've given via all of your guides. I've loved total war since rome 1, and back then I was 8 years old and didn't know I was allowed to spend more money than I made per turn, which lead me to 30k denari per turn and more. I've loved almost every piece of warhammer lore that I've come across, and have used the skills you've given out to enjoy myself throughout these sequels. Thank you very much for your effort and the skills that you've imparted. I've known a lot of what you've been divulging recently, but I know that others deserve to know it, and hopefully now they do.

  • @NoirMorter
    @NoirMorter Před rokem +3

    I love your campaign guides like these, great work more please!

  • @paulmayer8782
    @paulmayer8782 Před rokem +11

    Depending on your faction you might actually not care about the negative effects of low public order. This often means you can get away without building a public order building since low public order in WH3 increases public order.

  • @TheHalude
    @TheHalude Před 2 měsíci

    great video, just what i have been looking for. just got into the game this week and trying to learn the mechanics.

  • @JClif
    @JClif Před rokem

    Great video! I have been playing for years and learned something new. Thanks

  • @michaeltran3796
    @michaeltran3796 Před rokem

    I can't tell you how much I appreciate this video. This video was super helpful. Thank you!

  • @noupperlobemanify
    @noupperlobemanify Před 19 hodinami

    This was very helpful. I'm new to the game and was struggling to maintain an economy that could support two armies. I'm going to start using your growth strategy and see how I fare.

  • @swolehammer
    @swolehammer Před rokem

    Thanks for the explanation, as a casual Total War WH player this helped a bunch where the game was lacking!
    Figure it’s boring for you to make this type of content but it’s definitely appreciated.

  • @DeepeyeLV
    @DeepeyeLV Před rokem +5

    Simple and precise. If I would be a newcomer to the game I would appreciate it even more.

  • @swapertxking
    @swapertxking Před rokem +1

    i've never played an empire campaign, but seeing Uberseik's landmark building does put a smile of my face.

  • @AThousandLives-
    @AThousandLives- Před rokem

    Thanks alot for these tutorials mate!

  • @JimIBobIJones
    @JimIBobIJones Před rokem +34

    Actually it makes a lot of sense to start upgrading your minor settlements to tier 2 ASAP before going 3 with your capital because:
    a) population points are harder to earn the more spare you have, meaning its always easier to go from 0-1 surplus pop than 1 onwards
    b) growing your minor settlements increase your pop growth
    c) in the turns it takes to get your main settlement to lvl 3, you could have built and potentially upgraded to lvl 2 more growth buildings in your minor settlements

    • @g0lgrim1
      @g0lgrim1 Před rokem +1

      That is what i figured too... and i started my first serious campaign with Total War Warhammer with Immortal Empires Release despite owning the prior two games... XD

    • @shadowblade5656
      @shadowblade5656 Před rokem +1

      Important to note that this is very true if growth is your only limiting factor, but if money is more limited, or if there's a particular building you want to get at T3, or something else, it may still be beneficial to wait. Growth buildings are at their most cost-effective at T1 by far, and have diminishing returns for increased building costs at higher levels, at least in most cases.

    • @g0lgrim1
      @g0lgrim1 Před rokem +1

      @@shadowblade5656 But even THEN its better to get a additional slot in every minor city too... because then you can build a weaving house (for the empire) in every settlement to boost your income by 750 per turn if its Reiklands first province. Even more... because then you can build the secons stage of the weaving house allready... And later one you still can replace them because they are cheap.

    • @JimIBobIJones
      @JimIBobIJones Před rokem +1

      @@shadowblade5656 Agreed, but just pointing it out as the original video seems to suggest its more beneficial for growth reasons to get your capital to T3 first, which isn't true most of the time with most factions.

    • @romaliop
      @romaliop Před rokem

      @@g0lgrim1 Income buildings often take 10 or more turns to start making a profit after the initial investment.

  • @RandomEncounterFilms
    @RandomEncounterFilms Před rokem

    I never realized how important growth is and it explains why my mid-game suffers so much. Thank you! :)

  • @ludantikasmith2869
    @ludantikasmith2869 Před rokem +1

    i usually build up all settlements to tier 3 first for growth and as much money as possible due to more building slots that can have money buildings. high tier troops aren't a concern at this point so the money will make me able to keep a larger army with various troop types so even if not insanely strong, it'll hold its own. for empire that would be spears with shields, some crossbows, hopefully mortars and maybe a little cav(usually just starter units if i have them).

  • @richardkneller7887
    @richardkneller7887 Před rokem

    I notice that there is little about using hero's to fix order/corruption issues in provinces, a well tooled up hero can swing a province(corruption or control) freeing up a building slot, this benefits from then allowing you to move them on after the settlement has been brought inline.

  • @mathewadams2929
    @mathewadams2929 Před rokem

    My go to channel for warhammer info. Always top tier from you.

  • @BeefIntoCake
    @BeefIntoCake Před rokem

    I like these videos. Even ad an advanced players you sometimes pick up a thing or two. With this one however, my province building was pretty much spot on.

  • @Ranulf13
    @Ranulf13 Před rokem +1

    One thing i like to do is spezialize provinces. One for money, one for recruting and one at the front more replenish and defence. I like to build often some garrison buildings as the last slot in t3 settlements because allways someone sneaks up on you...

  • @lewishorsman2219
    @lewishorsman2219 Před rokem +6

    Would be nice if a tier 4/5 settlement that had a commander/spell caster had their top Mount applied to them

  • @Luke_Danger
    @Luke_Danger Před rokem +3

    Does the anti-Skaven building provide province-wide protection, or does it only provide Find Undercities for the settlement it's actually in? It is absolutely a lot more useful than it used to be thanks to the additional aspects (heck, for the VC they arguably replace Balefires), but I still hesitate because I feel like what it does can usually be done by other buildings like anti-Corruption from the faction's church building like a Shrine to Sigmar or Asuryan.

  • @lebell79
    @lebell79 Před rokem

    funny to see how he does it almost exactly the same as I do it.
    I do switch approach when my main city (like Altdorf) has a port: I race to tier 3, upgrade capital and port, then i switch from growth buildings to income buildings.
    at that midpoint in the campaign you'll have acess to handgunners, cannons etc AND the income to pay for em quite easily.

  • @enes8k9
    @enes8k9 Před rokem +1

    Don't leave minor settlements on tier 1 in order to save points, because you save just one turn and you can build an extra building on each on your minor settlements and get some income, depending on what faction you play, and it only slows you down a little for the main province. Also, each minor upgrade reduces the time to get your population number.
    For example, you see in this video that he needed 4 turns for one population but after he used it to upgrade a minor settlement he needed just one more turn for another population. Imho if you are in a safe spot and know your enemies won't attack you it's always worth upgrading the minor settlements to get both GROWTH and INCOME.
    I've tried it in many different ways so far and this has worked the best for me. Having higher tier units available but not having the income to support it is meaningless, so don't rush unless you have some special building at that location, in the end, if you do rush it you only save 3 turns for your main province but you lose 3x upgrades which you can use to build income buildings, which in turn gives you more money for your armies to sustain and also build on your wealth. Keep in mind that the minor settlement upgrades also give more growth and income per turn. But I would not upgrade settlements that are very likely to be attacked soon, in that case, I would focus on the main province to make it stronger and build walls/garrison upgrades.
    Hope this helps the new players. Cheers

  • @incurableromantic4006

    Perfect timing - just started a new campaign.

  • @Dzharek
    @Dzharek Před rokem

    A little Add ot Military Buildings, for the Tomb Kings aditional Military buildings unlock more cap space for that unit type, so you want sometimes the same military building multiple times in a province.

  • @CommanderTavos99
    @CommanderTavos99 Před rokem +15

    U want Altdorf lvl 3 first for the 2 technologies, thats why at the beginning the military building stays in altdorf so u can get the captain asap

    • @imwivstuipid
      @imwivstuipid Před rokem +3

      Why bother with captains they suck, rush wizards

    • @CommanderTavos99
      @CommanderTavos99 Před rokem +1

      @@imwivstuipid because they give passiv XP to units or can attack enemy armies
      Even if u want to rush wizards u have to push altdorf

    • @imwivstuipid
      @imwivstuipid Před rokem +1

      @@CommanderTavos99 they're honestly not worth it, use them for scouting only really. as for the XP they give like 50 a turn at max level, and it takes like 5k to level up a rank. Honestly not worth. They do have nice tashes tho...

  • @d3n122036
    @d3n122036 Před rokem

    Playing as Manfred I just went pure economy and buildings that increase my garrison. I would also take corruption producing buildings in areas I would like to expand to in the future. I did have the growth commandment on until I maxed out the settlement. But I was always behind on money so I didn't see the point in building growth buildings if I couldn't afford to upgrade it. Also didn't take military buildings as I found the raise dead mechanic to be amazing.

  • @manvspanda1243
    @manvspanda1243 Před rokem +1

    I find if I don't put walls in every settlement enemies ( at war or rouge armies) gun straight for the unwalled settlements and sack/raise them. So i only have two slots in every minor settlement.

  • @bigjtexas2309
    @bigjtexas2309 Před rokem

    I always focus on growth in my first settlement. Get the main area growing fast, then when I got lvl 3 or 4 for the capital, switch over to economy buildings to boost my armies and get going on security and conquest

  • @American1Pride
    @American1Pride Před rokem +1

    I always go for growth buildings first. I typically like to get my main settlement chain to 3rd tier and then focus on my smaller settlements. I usually always also go to war with my neighbors and use their settlements for sacking income to build up my treasury.

  • @lewishorsman2219
    @lewishorsman2219 Před rokem +1

    Also I’d prioritise replenishment in the early game as you will do a lot of fighting and your starting army will really appreciate it.

  • @Greenhead24
    @Greenhead24 Před rokem

    Can you make a tier vidoe showing what races are the easiest to start with when it comes to building an economy? Maybe even a lord or 2 for each race? I need it

  • @user-jy9ei5ol8g
    @user-jy9ei5ol8g Před 10 měsíci +1

    amazing videos very helpful

  • @user-ox7ob6fm7e
    @user-ox7ob6fm7e Před měsícem

    5:24 "oh I need some swordsmen"
    Me and Shrek: ha ha never gonna happen

  • @madMILL3R
    @madMILL3R Před rokem +2

    I would love to see a build guide on Nurgle involving cycle syncing. I started doing it very early on and assumed it should be the standard although it is somewhat difficult to manage/get the perfect timing on. I have seen pretty much no videos covering this topic although I think it seems like it could be incredibly profitable in the late game. I have a general understanding of the mechanic but perfecting your timing or knowing when it might be a good time to min/max vs get immediate benefit would be nice. The general idea is you can speed through your low income cycles sit on your high income cycles in several provinces and make an enormous amount of "passive" income that just requires you change commandments somewhat frequently if I remember correctly. It is not really important to sync across all provinces just make sure all income buildings that have 4 cycles are synced together. This doesn't work on military buildings because if I remember correctly all of them have different amounts of teirs.

    • @The_Rising_Tempest_Emilia
      @The_Rising_Tempest_Emilia Před rokem +3

      It doesnt work on military buildings (the commandment) because it only affects the infrastructure buildings (aka the one in the green tab). And syncing the buildings (I've not seen a way to halt or quicken the cycle besides the commandment. Technologies only speed it up.) is probably just "build the buildings at the same time" for same-length buildings.
      So, its best to just have a rough average of how much money to keep in the plus so you dont suddenly dip in the minus. If you just rely on spaming out infrastructure buildings (as they are the cheapest) in early game having 2k gold will never make you dip into the minus.
      The syncing of infrastucture buildings you could probably do by just waiting till tier 3 and then putting each building in, but then again you waste a lot of money because you wait. so syncing them all may give you big numbers, but overall less money. I'd say you can only sync at best 2 infrastructure buildings per region, but then again there are technologies that can throw off your sync (reducing life-cycle turns).
      And another issue that could appear with the syncing, you will have more "highs" than usual, but also more "lows" than usual, so you can go up to like 5k a turn and suddenly dip to 2k the next. Because you aim to keep the highs longer.
      In the late game (when you got lots of money) you can just destroy all buildings in a single province (that have the same amount of cycle turns total) and then just build them up again and sync them that way. But since they cost 3k a building, that would be really expensive (and you dont really gain more money, just more "high" numbers in certain turns).
      (I was bored so I did the math on the matter)
      So syncing is like getting 10k gold now, or getting 2k gold over 5 turns. the money you get will be the same (unless you toy around with the commandment). And in the end its a single turn worth of 250 gold a building (base income is 50, highest income is 300), which is 3250 gold for a single turn (assuming you got 3 infrastructure buildings in 3 settlements and 4 in the main settlement, total 13 buildings).
      That may sound a lot, until you realize that a single building costs 2000. and if you wanted to sync them all up you would have to build all of them in a single turn, which is 26000 gold. But let say you demolish them all to sync them up that way, that would be 800 a building (you get 1200 back, cost is 2000), total 10400 gold on top of the 26000 gold you spend to rebuild them. So 36400 gold total, for a single turn of 3250 gold. That will ofc pay back in about 12 turns fully. But you dont have that every turn.
      So for that gold to pay you back, you would need to spend (if you use the commandment the most efficient way) 13 turns (3+2+3+5) for that 3250 gold (only counted the cycle times in). So you need to wait a full 169 turns to make that gold pay you back for the investment.
      Even if you only build the buildings once, which is a near impossible task to sync them up. You'd very likely lose out on a lot of money, unless you macro the hell out of it. (like pre-calculating the cycles to get the settlement upgraded and building built in the right amount of turns to not lose gold).
      But since its just 3250 gold for a 4 settlement province, and that also being just for a single turn (all 13 turns). I can live without that planing.
      Is syncing viable? Absolutely not (according to math). Just build the buildings and forget they existed. If you can sync the buildings (by building them in the right time, catching them in the right cycle when you build your building) you can get some extra gold. But dont sweat over getting the most money, you only get an extra 3250 gold if you'd sync them up perfectly over when you just let the commandment run wild. (not to forget that you will not spend 26000 gold to rebuild everything).
      If you can sync them up, great! if you have to spend several turns or need to rebuild them, just ignore it and build the infrastructure building.
      It may be viable if you got a bunch of heroes that boost income in a region (with followers), but then again.. you have to pay like 300 gold in upkeep, and 10% income boost pays for their upkeep only at base (and a bit above). Lets not forget that CA also managed to fix that heroes arent affected by supply lines unless they are inside an army. So just putting a bunch of heroes somewhere isnt viable either.
      "What about Military building sync?"
      Its pretty much just making numbers look bigger, but in the end you earn the same money. Getting 1k, then 2k then 9k sounds nice. But its the same as earning 4k three times in a row. Both is a total of 12k, just one looks for a few times really big while the other is consistantly the same size.
      TLDR.
      Syncing isnt viable, you only gain a max. of 3250 gold for a single turn (out of 13) when you sync all 13 infrastructure buildings up in a 4 settlement province compared to if you let the commandment run 24/7.
      Even if you rebuild everything, you'd need 169 turns to get the gold you spent back from that extra gold you earn.
      Dont sweat syncing every building up, if you can without waiting X amount of turns or spending extra cash to demolish buildings, then syncing is good. Otherwise just let the commandment run 24/7.

    • @ruukinen
      @ruukinen Před rokem +1

      What is the point of synching the cycles anyway?

    • @madMILL3R
      @madMILL3R Před rokem

      @@ruukinen essentially there are 2 cycles that have fairly low income and 2 that have considerably higher income that all last a certain amount of turns(3 or 4 I believe). There is a commandment to speed up the cycles of infrastructure buildings. If you have all of your infrastructure buildings synced up then you can slow down during the high income cycles and speed up during the low income cycles within a province. Slow high income cycles and fast low income cycles would theoretically provide a ton more income in the mid and late game.

    • @madMILL3R
      @madMILL3R Před rokem

      This also allows you to juggle other useful commandments in the meantime during the high income cycles. Don't get me wrong there would obviously be times where you choose to forgo the income for military or control. One other factor is you can use this same speeding infrastructure feature to allow yourself the ability to get the buildings synced up faster in the first place but this would require that you get the province up and running first. I don't think it's entirely viable early game if you need the money or growth at that time but I feel as a midgame strat it could have its uses.

    • @ruukinen
      @ruukinen Před rokem

      @@madMILL3R This sounds like a hell of a lot of micro for at most 20% increase in revenue. Totally not worth it, especially late game when you are already swimming in cash. So you basically can't do it when you need to and benefit the most when you really don't.

  • @olenhol2przez4
    @olenhol2przez4 Před 23 dny

    "Ubersreik does not need defensive buildings" - last words of the governor stabbed by Clan Fester's assassin

  • @BalbazaktheGreat
    @BalbazaktheGreat Před rokem

    Still a big proponent of walls & garrisons; the minor settlement battle rework may have lessened the need for them, but it's still really nice to have your territories secured against raiders.

  • @martind5653
    @martind5653 Před rokem

    Mesmerizing looking at Altdorf with 10 building slots. I remember my first campaing in Warhammer 1. I believe big city like Altdorf used to be 6 slots, lol.

  • @Withered_Knight
    @Withered_Knight Před rokem

    A little side note for ubersriek, you don't really need to build defensive garrisons there just build the unique vermintide tavern and you get a strong ass garrison

  • @auronunsent2209
    @auronunsent2209 Před rokem +2

    I tend to build the defense building in all my settlements because the AI loves going around and hitting more important 1s and I'll just randomly get attacked when I don't expect it. In 1 of my newer campaigns I was being friendly with all my neighbors but then bam, at war with all of them in under 5 turns

  • @kido1642
    @kido1642 Před rokem +3

    I'd like to thank you for having chosen to give more interest and to have shown more of campaign tutorials than ever. I know that you prefer tournament mp games but your advices, tips and strategies are more than welcome for those who prefer to build their empire without competing with humans. Thank you

    • @mmorkinism
      @mmorkinism Před rokem

      Really? Never saw him doing tournament/mp games. Unless you mean mp campaign.

  • @anarchistbuddhist6374

    Super helpful

  • @luisalfonsosanchezdetagleh1706

    Thank you so much, saludos desde México

  • @WLMaximus
    @WLMaximus Před rokem

    That's why I love the Skaven.
    Waiting for population surplus?
    Peasants! Just upgrade your new main settlement to level 5 as soon as you colonize it like everyone else!
    Don't know whether to build growth or money? Don't need to choose, one building does both!
    Need to make money fast? No problem, razing settlements before occupying them makes more sense anyway (mostly that is)

  • @Carinthian_Oak
    @Carinthian_Oak Před rokem +2

    You don’t really need Growth for Income. It depends really on the faction you play. You can actually raid settlements and fight a lot of battles to get money even if you have a negative income. As long as you get enough money in theres no problem with that, especially if you are in trouble and need to recruit a 2nd army.

  • @sanmar6292
    @sanmar6292 Před rokem

    If a growth building is worth it, depends on a multiple of factors.
    For regions where you are planning to mobilise your elite armys from, you should go for growth and use the growth points in your main settlement first.
    For the bulk of your empire, I would dispense the growth points evenly, and go fore income buildings. Usualy you don't have the cash anyway , to upgrade every building immediatly.
    Also note that in the late game, the additional growth that those buildings provide, tends to get dwarfed by your base growth.

  • @Heizemann
    @Heizemann Před rokem

    How do you feel about rushing tier 3 or 4 in your capital city? Before even upgrading the lower cities to 2 or 3. Only if there are some good landmarks or units to get? Or just never

  • @varidian694
    @varidian694 Před rokem

    Started streaming my first high elf play through I'm finding trade and outposts are critical for stability

  • @christopherwhaley5655
    @christopherwhaley5655 Před 2 měsíci

    Thank you

  • @virgolaniakean8001
    @virgolaniakean8001 Před rokem +1

    In the finished province i miss a great amount of blacksmiths, if Reikland is your recruitment province.

  • @Marcsansum
    @Marcsansum Před rokem

    looking forward to this, probably all the mistakes i make....!!!!

  • @Graciatus
    @Graciatus Před rokem

    Guys the Night Watch(defense cathegory) Building got hefty buffs it's tier 2 I believe and offers -3 corruption and +3 public order

  • @AsiniusNaso
    @AsiniusNaso Před rokem +8

    Walls in every settlement. I’ve been burned too many times by orcs in underways and random beastmen herds.

    • @oniuserjh
      @oniuserjh Před rokem

      when i see random rogue army pop in one of my provinces i forgot to wall off, i just rage quit

    • @Pickatimatrina
      @Pickatimatrina Před rokem

      @@oniuserjh 😄😅🙈

    • @virgolaniakean8001
      @virgolaniakean8001 Před rokem

      Yesterday I just figured out a little trick to spot those hidden beastmen armies. Travel through a province where you think the beastmen are hidin in ambushstance.
      If you come close to them you will spot them without walking into the ambush. Alternatively travel in encampment stance through your or enem Territory and enjoy a bonus of ~50% (iirc) to defend against an enemy ambush.

  • @The_Rising_Tempest_Emilia

    Building a ton of growth buildings can actually be a massive mistake. As settlements do cost a lot of money, and especially if you dont do a lot of cheese you wont have enough armies to fight your enemies. (Especially important in higher difficulties). But it depends on the situation on what is better or not, as a rule of thump if you have low money you should focus on money buildings and if you already got money flowing like a river of gold then getting lots of growth is better in regions that arent under attack.
    Often enough the growth will carry all settlements to tier 3 (mostly depends on the race, some may have it way slower, others get it really quick).
    Since I myself find myself often expanding a ton (since the ai somehow has a habit of declaring war on me, a lot) I often dont even have the money to upgrade my settlements as I gotta spend so much across so many regions.
    But like I said, it depends on the situation on what is a good thing (you have to trial and error your way through the game to get a good understanding of it). If you got lots of enemies you need that money coming in quick, if you can manage to take it slow, growth may be better. In this game it is better to have overall weaker armies but more armies, than having 2 or 3 big doomstacks. I myself have 5 armies in my 45 turn campaign and they consist of a single warlord and 19 clanrats, I got 45 settlements and am slowly getting my armies some stronger units. Got an income of 12k a turn, playing as Queek Headtaker. (Very Hard campaign and normal battle difficulty).

  • @Ultimafire1258
    @Ultimafire1258 Před rokem +5

    My go-to strategy is to use minor settlements for growth/money and the capital for military.

    • @Casimir2811
      @Casimir2811 Před rokem

      That's a good strategy but I feel like building basic military buildings in your capital wastes some slots. You won't be able to use them for higher tiers building and it can be very detrimental. I typically build military buildings in the settlements that have no special building/ressource.

  • @Carlos.sanantonio
    @Carlos.sanantonio Před rokem

    The best video about how to play campaign and avoid die in the trying

  • @christoffermonikander2200

    Please make a video on how to build lord and heroes. After 3 games I'm still not sure what to focus on, besides route marcher.

  • @srgfkct3544
    @srgfkct3544 Před 3 měsíci

    6:50 keep in mind, if you have your military building in a town with highest tier settlement building, you will get higher tier units, rather than putting it into a minor tier 1 settlement. Might make a difference for some factions, but empire tier 3 infantry is uhhhhahaha.

  • @anuninformedidiot3896
    @anuninformedidiot3896 Před rokem +1

    I'm gonna leave a comment so you get more traction. I'm imagining the Queen memes is gonna give your video a knock back

  • @mikedrzka6701
    @mikedrzka6701 Před rokem

    Is it viable to build stables in Aldorf? What was your play there? To get Empire knights?

    • @yhklimbgy2459
      @yhklimbgy2459 Před rokem

      i personally tend to build as many economic buildings in Reikland province and don't bother with stables there. Usually the Wissenland will declare war on you before turn 20-30, letting you capture Nuln, send as many priests of sigmar with province growth skills there and turn it into military recruitment province. If I need Outriders w/ grenade launchers, I cap Marienburg asap and get the EC version of those.

  • @adrianbunea2006
    @adrianbunea2006 Před 9 měsíci

    First province you should makre sure you prioritize growth but only if you have enough income. That's the balancing act. After a few provinces you don't need to build economy right away in the new province because you should already have a stable economy from your other provinces, however this is why you need 100% to prioritize growth in any newly conquered city, growth is not global like income, and you probably will fight other battles as well so the extra replenishment is a god send. After growth mix and match based on your immediate needs and you must me willing to restructure the province after the buildings become obsolete. For the empire I always build roads and tailors in every city, and unless there is a resource, I build either a Smithy or Barracks for the recruitment benefits. I prioritize the global recruitment because it useful on its own, but barracks are bottlenecked by having a smithy so if I can't have both in the province I choose smithy every time.

  • @Dardobul
    @Dardobul Před rokem

    2 important things to note - high control score gives you economic benefits, but a penalty to control each turn. This penalty caps at 4 per turn i think? Similarly, as your control goes nefative, you get economic penalties but a bonus to control. Thiseans if you have a province with -96 control, once you get it to +9 you will eventually end up at 100 control, but it will take like 70 turns!

    • @TotalWarriorLegends
      @TotalWarriorLegends Před 10 měsíci

      So what is better to build then? What do you want to say with your comment?

    • @Dardobul
      @Dardobul Před 10 měsíci

      @@TotalWarriorLegends you need more control than you think if you are building in a low control province. You would think if you are at -80, having +10 control would get you to 100 in 18 turns, but it will actually take almost 50 turns!. If you need max control asap, build extra control buildings, then demolish them once you've reached max control.

  • @Anvilarm07
    @Anvilarm07 Před rokem +2

    OMG, I have been playing for years and did not realize there was no benefit to growth once your province maxed out in levels, so you should switch to income. ROFL!

  • @stevebruce7157
    @stevebruce7157 Před rokem +4

    One small detail for new gamers that seemed strange (atleast for me) in the beginning: when your order gets high it gains a minus. The closer to 100 it gets the bigger the minus will be.
    On the other hand if your control becomes negative and comes closer to -100 (which is an uprising) you will get a plus that will grow the closer to -100 you get.
    This can lead to provinces changing up and down the controllevel. It can also get important if a province seems to go low and you think it will get to -100. If there are not too many factors the plus you will get will prevent the uprising then.

  • @DWMHitManTwo
    @DWMHitManTwo Před rokem

    Trying to find a CZcamsr to actually finish immortal empires with. I’m at home all day everyday for recording.

  • @kaozak
    @kaozak Před rokem +1

    Are the defensive buildings really worth it? From my experience I still always needed a general, with an army defending, as the garrison is just too small even with the additional units. And in those cases it felt more useful to add additional income buildings and just add the units to your defensive general instead of the settlement.

    • @marczhu7473
      @marczhu7473 Před rokem

      Garrison is mainly free vs army upkeep (notice extra armies gonna cost way more)

    • @kaozak
      @kaozak Před rokem

      @@marczhu7473 It‘s not really free, if you consider building cost and the loss of a building slot. My point is: the garrison without an extra army never seems to make a difference, therefore it‘s more a question of whether the extra units make a difference. The extra army is not optional in this situation. :P
      Also I usually just disband units, when I don‘t need them, since most of the time you see the enemy coming.

    • @marczhu7473
      @marczhu7473 Před rokem

      @@kaozak building slot that grant you minor settlement battle

  • @mikehowlington4020
    @mikehowlington4020 Před rokem +1

    Idk about the defense part , I always build the defense building in small settlements because the AI tends to spawn random rogue armies willy nilly

  • @Gorillastein
    @Gorillastein Před rokem +3

    Good Video Zerkovich. I'd like to see a similarly styled one for diplomacy mechanics and getting allies to be useful.

    • @MyCommentsRMaturelol
      @MyCommentsRMaturelol Před rokem

      same. they're just meat shields who always steal the last settlement I need.

    • @peterhardie4151
      @peterhardie4151 Před rokem

      Yep. Seems like alliances are useful now but I don't know how to use them.

  • @lberghaus
    @lberghaus Před rokem +3

    I always go with 1 growth building and every income building.

  • @Morwag_Scrums
    @Morwag_Scrums Před 7 měsíci +1

    Man you helped a ton. Thank you

  • @sup1602
    @sup1602 Před rokem +1

    I like to keep military buildings in the capital until one of my minor settlements have a wall. So many times i had a random beastmen crap stack or ork crap stack would raze it then lose my better recruitment.

  • @Grivehn
    @Grivehn Před rokem

    "Campaign noob mistakes" - Goes after Marienburg on turn 24 as Franz. :D To quote the late Admiral Ackbar: "IT'S A TRAP!"

  • @waveTV_
    @waveTV_ Před rokem

    So im brand new and started playing as khorne.. hard to get growth and i have to continually fight battles for growth points.. I can hardly ever get my main settlement capital past tier 3… is that because im spending my growth points on building other settlements in provinces that im razing/settling?
    Do the growth points you get apply to all provinces? Or does each provincr genererate its own growth points?

  • @Greenhead24
    @Greenhead24 Před rokem

    Can you do a video for technology tree for noobs showing what to upgrade because it takes so many turns to go down a line please

  • @jakeg3250
    @jakeg3250 Před rokem

    What about expanding into unsuitable living regions? Is it better to take control of those regions or just raze the unsuitable settlements?

    • @taylormilleman7337
      @taylormilleman7337 Před rokem

      I've been wondering this myself... I've done it heavily and haven't experienced much of a drawback other than slower growth and building.... but I feel like an uninhabitable wasteland should be a little more negative than that, so I've always felt I was missing something

  • @zmeu_md3831
    @zmeu_md3831 Před 3 měsíci

    I'm playing with mods which unlock like 12-16 slots in main settlement and 6 slots in minor and gives minor settlement ability to be upgraded to level 5 lmao just like the capital ahahaha , and i can build garrison walls in every city and a lot lot more like tier 4-5 buildings in minor settlements , it's so comfy .

  • @Chandichada
    @Chandichada Před rokem

    Thank You. Just Thank You.

  • @jessvanlaar
    @jessvanlaar Před rokem

    Something else to look out for is the return of investment on upgrading buildings to higher tiers. Low tier buildings are always more efficient when it comes to benefit per cost.

  • @faeezf
    @faeezf Před rokem

    Important to take note that, some of the minor settlements are always under attack and getting razed to zero, and your 1 early game army cannot be everywhere at once, so it is better to leave that particular settlement at level 1, and keep the population surplus for the capital .

  • @StormEagle5
    @StormEagle5 Před rokem

    Recommending forgoing military buildings, especially for The Empire is a bit of a mistake. The Empire especially NEEDS it's wizards, and to a lesser degree it's cavalry and artillery. Empire struggles with just line infantry and low tier ranged because they are very mediocre when pitted against factions like Chaos. Franz in particular is hard at the moment because of his quest giving him a wizard being bugged. A good fire wizard and even a light wizard can really allow an Empire army to punch above their weight.
    Also, for late campaign, multiple military buildings of the same type eventually reduce global recruitment time for most units. For example, taking units from 2 turns to 1. Which is great for expanding quicker and reacting quicker with a large territory.

  • @MrBlk4
    @MrBlk4 Před rokem

    Should tell people that 10 military buildings makes global recruitment 1 turn less. That's huge sometimes. 10 gunner buildings for the empire asap is really good to defend with, even if they're duplicates.

  • @mattsterh7740
    @mattsterh7740 Před rokem

    I like to keep the basic inf building in altdorf/capital because if shit hits the fan and the reikland/heartland is invaded, God forbid i lose the barracks and cant recruit more goons.

  • @TheModernHermeticist
    @TheModernHermeticist Před rokem

    thanks