Transcript for:
Province Management in Total War: Warhammer 3

settlements and provinces are the lifeblood of your burgeoning empire in total war warhammer 3. from income control corruption or just fueling the war machine that is your expanding military provinces are the true key to your victory in this game but with all that being said managing them can be overly difficult especially with as many options as there are on the table for buildings and different ways to deal with individual vexations to your campaign in this video today we're going to be focusing on how to properly manage your provinces in total war warhammer 3. we've already covered the basics of the campaign map and a deep dive on all the mechanics of combat but now let's get a little more specific you can find the aforementioned videos linked in the playlist in the upper right corner and end of this video if you'd like to check out those guides as well what we'll be going over today is a general province overview talking about every feature how to boost control deal with corruption my suggestions for minor settlement buildings managing demon provinces the nurgle building chain and lastly cafe harmony if this is your first time on my channel the way i do things is upfronting the knowledge within my videos to see if it's the right one for you so you can find every single subject i just mentioned in the chapters denoted in the timeline and the description feel free to just simply jump ahead to the points that interest you the most or use it as a point of reference to come back to in the future now if you want a down and dirty way to just approach provinces uh make any buildings that require tiers four or five in your provincial capital focus on getting your capital to tier 5 as fast as possible and produce growth income and a defensive building in your minor settlements if you follow these three tips you'll just be just fine adapting certain buildings you know such as military resources and landmarks as needed but for those that want to get into a deeper explanation let's dive on in before we get started if you have not yet picked up warhammer 3 you can support the channel by using the link to my nexus store nexus provides steam keys directly from the developer and i get a cut of every sale which helps keep the channel alive you can find that in the description pin comment everything like that lastly if you end up enjoying the con the content the content please don't forget to like comment or subscribe i cannot tell you how much it helps out let's get started here on the province management guide for total war warhammer 3. so to start us off we're going to go through a just general province overview talking about pretty much every little thing on provinces now if you've already seen my campaign or starting your first campaign video a lot of this information will be repeat but for the continuity sake in a guide about managing provinces i feel like this is a pretty fair thing to go over once more and we will be jumping around to a bunch of different campaigns but we'll start here with cafe at hanyu port and before we actually even click on the settlement there's some things to talk about so we have the name right here and then we have the faction flag obviously then we have this little icon above it now every single race will have a different indication for each faction where their capital is so hon you point is or i'm sorry port is the capital or my faction the western provinces a race of grand cafe another example of this would be meow yang who's just over here and nan gao is the capital of her faction the northern provinces of the race grand cafe but every single race their capital for per faction will have a different indication now going back here to hanu port we have got another little icon this little guy now hanyu port is the provincial capital meaning it is of course the chief most settlement in the province and that little indication right there is not that it is the provincial capital it simply means that this is a walled settlement in a previous total wars the actual banner used to have a parapet like it used to be a parapet instead of an actual little scroll like that it's different here for warhammer 3. so if i were to make a settlement with a tier 3 or tier 2 defensive building this little icon this little set of parapets would pop up right above little merlin's there as it were called also on the far right we get the type of climate that this settlement is now this will be attached to your individual faction or legendary lord actually that you are playing because eve i'm sorry even factions of the same race might have different climate situations you'd find that out by clicking this little button right up here this is your faction summary and these little climates buttons nodules down here at the bottom tell us tells you what is suitable unpleasant and uninhabitable for things that are unpleasant you get reductions in stuff like your control you'll get an increase to construction cost and recruitment cost and a reduction in growth and for uninhabitable it'll be an even further impact upon that and i'll give you an example right here we'll scroll out if i hover over this this is an unpleasant climate pythagons aren't too stoked on mountains so control construction countertop replenishment rate construction time and income all get heavy bonuses or i'm sorry heavy penalties and you can see too the little icon has a real bad circle around it if it's uninhabitable further increasing the penalties that you would have had for just simply an unpleasant climate so take note of those things as you are going and expanding your empire you typically won't want to put a province here i'm sorry settled this province you'll probably want to just destroy it and wipe it off the map because it's going to be so hard to fight against all the penalties and depending upon your difficulty it just stacks against you so that is just some initial information you also get to that this little thing has a little hammer telling us that the building upgrades are available here and just by simply hovering over the scroll it tells us stuff like the current level of control the income that's coming in from the entire province as well from this specific settlement if you see just this number that's hon you port is making me 208 golden drachma duckets whatever it is and then you also get what the garrison is just by simply hovering over these things but now let's click on the province and we get all three of these settlements so there is some nomenclature we should go over very quickly and there is a settlement which is this gen woo is a settlement then this entire thing is a province but if we take a look we scroll out a little bit we can see the wastelands of zhinchen which this is right this is the province of wastelands of jinshin and we see these little black lines and their denotions of separations between these three individual regions which the game does not do a very good job of explaining but you'll see some things that'll say local province meaning it applies to this province you'll see some things that'll say let's see i'll have to bring up about the building browser for this probably it'll say local region and that typically applies to something like um like an attrition let's see here [Music] local enemy armies stuff like that well if it says local region it's it's talking about this specific chunk of land the land that that settlement inhabits it'll say something like enemy armies or local region bonuses or penalties so if you ever see that text it just simply applies to the land around the settlement when you also see local armies or enemy local armies they pertain to the entire province it's some confusing nomenclature but it's worth going over up front because it is pretty important and so there's some other icons that you'll see in this screen and you'll also see them next to the actual location on the map it's any kind of individual um resources that are generated from that settlement so the city of monk which is a renamed city for me um produces as pastures which then by click the building browser unlocks a special resource building we'll go to that just a second another thing here too is for strategic locations if you hover over it it'll say this location is of special importance to cafe this may provide a unique building chain so it won't always do that but sometimes it will so if you see those across the map and you're playing that faction that it has a special importance to going there's probably a good thing because it gives you a pretty cool building in the case of shangyang it gives us a really good building right there so that covers kind of just the overall feel of what this screen does for you you also get indications of your wall strength if you have a wall provincial capitals all have walls and if you have a ally who's made a outpost in your location that would be denoted right here this can also be present too this button at least can be present too if you're talking about the difference between having a cultist here if you have a cultist den or whatnot it would be kind of toggled through this button uh certain things like if you're playing the scape and other things like that you then have this menu on the left now this is a pretty important one because it gives you all the important information for your province so from here you get growth and growth is the ability to build a surplus once you build a surplus of growth you can increase your provincial capital or main settlement buildings that's these buildings right here and this building right here those ones are very important because they unlock these building slots if you do not build them then you can see right happen right here this is a tier two building it only gets two building slots if i want that third one i gotta make that third building right there so that's where this little number comes in so this is your growth surplus and this tells us that we're making 210 growth per turn you're setting exactly how that's coming from buildings the woojin compass and some other and those gonna that's gonna go towards this whole little uh circle here green is what we've got yellow is the projected growth for the next turn and it tells us that in six turns we will have a population surplus so currently we have got three population surplus so where that comes into use is we hover over our either the minor settlement building or the provincial capital location so for example here the city we cannot make it because we do not have enough population surplus we need four that's where that little blip comes in you'll see this if you're playing the ogres their camps also have this for all their base buildings because it cost population surplus to make them so hovering back over here to our minor settlement we've got this guy right here the town it's gonna cost us two population points which we have and if i press this button so if we take a look at that growth you'll see three i press the button boom drops us down to one but you don't lose any of the other like growth within it it's not the same amount of growth per level but basically what i mean is if we have just right here it says growth needed for surplus 103 out of 375. so we have 103 growth right now if i close this off it'll say 103 now out of 1250 so every single growth point requires more growth for that next point i hope that makes sense so obviously like i said going from one to two is as much smaller amount than going from three to four and that's why that gauge changed when we used two surplus points because we were going from three to four to one to two now next up is our income and this will show us the total provincial income and then if you hover over it it tells you the individual uh settlements incomes from that province then you have the ability to shut off that income so you can shut off this which would significantly increase your control in the area but you then lose all that income so if you've just recently conquered a location and all of its buildings aren't even set up anyway and it's producing like middling amounts of income pressing that can really help you out with your control speaking of control we have the control gauge so it starts right here from negative 25 to positive 25. everything after that increases in intervals of 25 positive or 25 negative meaning so if we're at positive 25 once we go to 26 we now have this tightened 25 to 50 which will increase our campaign line of sight our growth but reduce our control every turn progressing all the way up here to absolute 75 to 100 so like i said increasing in intervals of 25 in ultimately redu reducing our recruitment cost increasing our growth and increasing our campaign line of sight for settlements and that works like i said um in the opposite direction you'll increase in growth every turn to kind of counteract this hard nose dive but you'll lose recruitment cause i'm sorry lose growth by 10 you'll have an increase in recruitment cost and you but you'll also have a much more or much less increase to your line of sight for settlements all the way down here to no line of sight bonus minus 20 growth plus 8 control plus 15 recruitment cost then if you hover over this it shows you all of the breakout of what is either adding to or detracting to your total control then it also gives you control is deteriorating at the current rate there will be a rebellion in 39 turns i'm gonna be okay for now i think i don't think i'll make it but this gives you a lot of information to find out what exactly is causing your control to tank which we'll go over in the next section anyway then you've got your different types of corruption if you're playing any of the demon factions your specific demon's corruption is going to give you bonuses and it's going to help reduce other demons factions uh corruption growth in your locations if you're playing undivided every demon corruption will also give you different boons but if you're playing as either cafe kislev or any of the non-demon skaven or vampire factions these things are all going to hinder you so you want to reduce that corruption as much as possible keeping it at zero then we also have province effects these are any effects that are currently attached to the province plagues stuff like specific corruption bonuses that would be a present like hey this is this province getting plus six corruption a turn for six turns or maybe any boons that are active like this one's getting 15 more trade benefit stuff like that then we have our commandments button this is gonna be pretty much present only when you have all of the settlements in a province so way since of jinshin we have all three of these settlements an example of a settlement which you do not have in a province would be this you have chains over it chains and whips that would excite rihanna but make me mad because i want all of the settlements right here right now but looking at this we have usually a number of uh commandments and by clicking them you get this little circle here that tells you it's going to be enacted on the next turn this commandment will cease to take effect at the start of the next turn and that's the commandment that's currently in effect and it'll apply the new one whichever one we selected so that's how your commandments work again they're only going to be accessible once you control a control province to quickly go over some buttons down here we have the overview of all of your stuff in your uh province your settlements your buildings everything like that we have the garrison details per each province you click on that and you know oh these are all my these are all the the bros behind the walls you have your building browser which just kind of makes it easier to find what buildings you can and cannot make in the location which we'll get into a little bit more just a second here the recruit lord button which you recruit all of your lords from uh keep in mind though if you do recruit lords uh you will get an increase in what is called your supply lines this is an overall increase to your um or decrease to your income so if you look at this says each additional lore recruited will increase your total army upkeep by two percent your total army upkeep is estimated to increase by 74. i already have two lords out right now you'll see this little icon at the top of the screen telling you supply lines number of armies two army upkeep increased two percent additional upkeep is 73. so if i were to recruit another lord right now that upkeep would then jump up an additional 74 making for 147 that's a lot of numbers i hope that's not too confusing but i wanted to talk about it very quickly you also have this ability to jump in between provinces to determine where your actual lord is going to be coming out of you can only recruit one lord per province a turn you also have your heroes now in this current province i cannot recruit any heroes because i do not have the alchemist tower or the celestial tower created anytime you see this little red icon it's telling you that a building is required to make it and if i press this button we'll go to the next province and i can see um all the heroes we can make because we can make alchemists here and the amount of heroes that we can make versus the maximum allotment of that of that uh hero so i can make two more alchemists should i so wish then you have the ability to uh load a character if you want but some other things too in the province overview and i know this is a pretty long section but it is pretty important is the ability to auto construct buildings if you click this and you press auto construct settings you have the ability to balance whether or not it has a well choose whether or not it has a balanced focus for its buildings economy focus or military like maybe this is a frontier province and you want to focus on producing military well you press that button maybe it's a back home hinterlands province nothing's going to threaten it just focus on economy this province will mainly focus on generating income and growth versus this one we'll mainly focus on constructing buildings that provide that provides that provide unit recruitment then high priority so maybe this is my capital and i want my capital to be really just robust to monte i'd click that and this all is derived the actual auto construct budget as it were is derived by pressing your treasury that little button right there and you can see auto construction budget so at the end of the turn when you click all the way through this when i press this button and turn the game will look at my total treasury which is 4 600 and it'll take 50 of that and allocate it towards auto constructing buildings so you choose how much percentage of your remaining treasury at the end of the turn you want the game to allocate towards auto constructions if you so want i don't use it but once i make larger empires it can be very handy to take care of those things back home now going into our building browser let's go really quickly through this before we jump into some nuance on boosting control and whatnot but it's just kind of worth talking about in your provinces you will deal with tears starting from tier one you see little icon right there all the way up to tier v and you can see a line right here that denotes what tier you are currently on now in your provincial capitals you can only you can make up to tier v the max amount of uh tierage i guess you could call it in your minor settlements though you can only go to tier three and the game tells you right there it's got big red x's on the buildings you will never be able to make in a minor settlement so it's worth noting those things because it's important to determine what you are going to produce in your minor settlements versus your provincial capitals for instance i would make this celestial tower in my provincial capital only because it starts at tier three and ends at tier v versus my minor settlement i would make this training camp because it starts at tier one and ends at tier three i know i'll get a full use out of it so it is worth just kind of looking at that and talking about it but i just wanted to show it really quickly and since we are in this menu it is too worth doing just for the sake of breaking everything down this is the cost of anything and this is the amount of turns it would take you could reduce these things through a number of campaign effects that are present in the game but just kind of talk about that as well as any building that can recruit something it'll say unlocks recruitment of jade warriors and anything that would add say a garrison unit would say in the flavor text provides garrison jade warriors peasant archers peasant horsemen they would go into that aforementioned garrison building location then lastly you can see too that some things will add walls to things i think any of these say add walls well perhaps not on the uh on cafe maybe that's only in um oh this is why i have to go to minor settlement it's a minor settlement it says add walls to the settlement right above provides garrison so some things do have a little bit more so you want to make sure you read these tool tips because they are crucial to understanding what buildings do what in your specific faction because they will change per faction and we're going to go over some of the more unique things but this kind of covers a nice province overview you now kind of have a good idea on operating knowledge of provinces if you didn't already so let's go into some stuff about boosting control now switching over to boris ursus let's go into how to boost your control because there are some things that are not very transparent that the game kind of necessarily hides from you but doesn't really tell you how to access during the tutorial portions of it so we're going to go ahead and click up on the gates of zar here and we're going to look at our control and hovering over it we're going to get again all that breakout of what is hindering and and also adding to our control so our level of control is six buildings are increasing it by five commandments by four but there's a rating going on there's collected income that's reducing it there's also characters that are reducing it so that's one of the big things i want to talk about if you're having trouble with your control keep in mind that you need to look on this region to see if there's anyone that's actually causing a hindrance to your control so is someone around here raiding that that is starting to maybe not be seen maybe over here and the shadows that i can't see over here than the shadows that i can't see you want to make sure that you look throughout the entire province to find if someone's raiding that's a big thing for your control which you might not even realize is happening it could be an ogre camp it could be an ogre it could be any number of things so find that somewhere i bet you there's one up here somewhere and we'll take a look at it towards the end of this section but there usually is on this side of the map another thing too is this is on normal difficulty so there is no reduction to my control but as soon as you traverse into hard very hard and even legendary you're gonna have a significant hindrance to your control just by virtue of difficulty alone i usually like test every campaign on normal so this right now is like easy as cake right like you also get like a massive income bonus but still i don't know here nor there check that too right so make sure hey if i'm playing on hard why is it so much why is it that much more difficult for me to keep control with my provinces it's because you're on hard because you now have a natural handicap working against you some ways to boost your control now are the big things the first and probably most overt one is going into your building browser and taking a look at infrastructure buildings you can see some of these will boost control uh oh here's our one that boosts control the gospel dot taverns are gonna give me three control at its max tier that's not a ton of control and to be totally honest warhammer 3 is actually much more difficult when it comes to managing control so you do want to make sure that hey if this is a brand new location i've just brought into the empire get a control building out fast it's handy that a lot of buildings now in warhammer 3 are hybrid buildings for example this is given give me a significant amount of growth but also some good control well decent enough control also we get growth from this building so again this is just an example of a hybrid building but there's also another building over here the orthodoxy church that's going to give us the same amount of control so if you have situations where there are multiple control buildings that are going to well boost control some usually will build will boost more over the other like in fact see these both boost three but sometimes you'll see one that says hey this will boost six but you'll get less of another thing whatever it is choose the one that's gonna fit for you the most in your situation since this is a new province of mine and i'm trying to bring it into you know relative stable state i would choose something that would give it more control the most control possible unfortunately these both just give me three i suppose if you're playing uh kislev and you need growth well then i would choose this one if you're playing kislev and you want to not deal with any uh temporary invasions i would choose this one because it increases my devotion which would then shut that down and also help out with corruption but again we'll deal with corruption in just a little bit so focus primarily on growth through your buildings or i'm sorry um focus on boosting control through your buildings um but another way too is your commandments so we have purge the steps which is going to increase my control by four another great way to increase your control also if i click on any character boris versus for example we're going to go ahead and press skills and i'm going to type down here control so iron disciplinarian is now highlighted and it shows me that just choosing the first one is going to give me one for the local province all the way down to the max rank is going to give me three control per prod or uh it's going to give me three control and the local problems not per province that would be stupid broken um so that is worth noting now there are another there's another way we're getting even more into this you can see that some individual heroes have these kind of passive constant local effects so for example this hero here will cleanse corruption this hero will boost income some of them will help out with control so depending on the faction you're playing this constant local effect will help out with control and you can find too that they will have a skill that will then correspond to that so example here this is a boost income so if i hover over it boost income action income is modified by an additional six percent and this is the constant local effect so making sure you're taking care of any of these or taking advantage of any of these hero capabilities that will help out with control is very crucial and again we already mentioned that you can do it on any lord for for control itself just go ahead and type control down here to search it and there you go iron disciplinary doesn't need to be on a legendary lord is what i was trying to illustrate right there you can also find such bonuses in technology we'll go ahead and do the same thing type in control in this section and it will highlight anything i might have actually even gotten any control ones if there are any or kiss of i'm not too sure off top my head no it doesn't look like that yeah so kiss it doesn't look to see how have any research for control but i believe that the demon factions do so taking advantage of that is pretty crucial also too almost every faction has got some way to increase either growth or control in some measured way it's either going to be the unholy manifestations or the uh pleasurable acts for slaanesh maybe or maybe even just individual things like building corruption for corn that builds your uh actually not for corn for um i think corn helps with control maybe it's so natural it helps with control but either way you'll find corruptions that will actually help with control as well there is another big way to help with your control 2 and it's linked to your character's presence on the map if i hover over boris i see any presence or anything um any of his persistent campaign effects are right there on his banner so this is going to get income from buildings corruption reduction control growth construction costs everything it's also in this little portion up here for any persistent local effects and if i click the hourglar the little magnifying glass i would find it on this left side under campaign effects as well so those things are crucial because this character can then look at our control right here enter into this pro or into this settlement and it confers a province wide bonus to control look at the second item right there it says military presence six so him just simply being there is counteracting pretty much the rating penalty that we're suffering right now and also you can just simply press collect income and that is going to also give you a massive bonus because if i have collect income checked you'll see right there collected income minus four unchecking it just reduces that four i just you don't get a bonus for it you just don't get a penalty if you were collect as if you were collecting basically but there are plenty of ways that are unique to each faction to manipulate control but these are some of the more base ways that you should be doing it that i think are almost way more important than individual factions ability to manipulate things like again there are the commandments these are different perfection but almost all of them will have a control um piece here before we close this section out let's go ahead and take a look here is there a camp over here no it's not i wonder where that rating is probably somewhere over here but still you want to kind of survey your lands find any raiding going on because it will ultimately like this camp would be raiding if it was built right here and i wouldn't even have seen it unless i marched all the way to my border so now that we've talked about your control let's move into a conversation about corruption sticking with boris we can go into this because this thing is going to be your biggest anchor against corruption as soon as you hit around turn 2025 these rifts will open up across the map and they will start to poison your land corresponding to the specific type of corruption that they are as far as their uh their respective chaos god let's take a look here it is a corn ripped so this is giving me 16 corn corruption that corruption goes up one per turn for every turn that a rift is still active so right now i think the riffs have been up for six turns and i think it starts at either nine or ten corruption you can see that this has got 16 if i were to skip to the next turn that would be at 17 corruption on top of the 16 we just had and the 15 we had the turn two turn to go and the 14. so you see these things stack and poison your land get rid of them as fast as you can no matter what kind of cleansing corruption commandments and everything you've got this is the first thing you should always be doing to ensure your corruption stays low so now that we've established that let's also go into another thing that would passively increase your corruption and it's oftentimes the presence of enemy heroes and of course well specifically this is a corn hero increases the amount of corn corruption in the local province by two clicking on this province we can see that we i think we're counteracting it enough uh where is it yeah so buildings and characters reducing it by two so next turn this would get it would try to add into it but it wouldn't because it's already got its reductions here so you can find any kind of stacks onto your corruption by hovering over their respective corruption to see if there's anything trying to hinder it or cause any issues for you like skaven trying to get any kind of skaven corruption going you'd be able to find that by just simply hovering over the skaven symbol it tells me hey there's no skaven corruption in the in the location and my characters are actually reducing it right now so how do you curve that corruption and one of the big things here is your presence of characters yet again this is just like it was for control you're just basically going more pardon the paint for corruption instead if we look at our hero here going into skills he has got a persistent local effect to cleanse corruption this is our patriarch his would reduce corruption by an additional three in the location so same thing you did for control you're gonna do here you type in corruption and oh that shows us that harsh survivor reduces to corruption local province or this one um doesn't help oh cleanse corruption action corruption is reduced by an additional one and so that means that this would go from three to four so look for these little things these context clues in your skills on both your heroes and your lords because you would find it here as well it's going to be going to be on the skill fervent over here corruption reduction reduced by three for our legendary lords well our lord and legendary lord because he also has bourbon you can find the same thing too in your buildings remember for kislev they have got this whole line of buildings here that is going to help out with your corruption reduction you'll always find something that can reduce corruption and you want to take advantage of it as best you can in locations that are maybe on a on a frontier where you're going to be dealing with it um in a lot of my ins or a lot of these provinces or a lot of these settlements i actually wouldn't touch this orthodoxy church for boris ursus because i just don't really have a reason to go hard on the paint on supporters so try and make the building that also overlaps with other campaign you can paying goals you've got right so this is reducing corruption but can it give me oh also gives me control boom that's the one i'm going to go for try to choose something that kind of gives you as much benefit for the you know bang for the buck as it were also too i believe there are technologies for corruption uh just depends on your faction but i don't know if cathay has any to be totally honest at the top of my head uh witch hunter conclaves purge the steps commandments additional minus two to reduction or uh corruption reduction because guess what that's the next thing we're gonna talk about is your actual commandments can reduce corruption so power of the church here is going to reduce corruption by five that's in the entire province so getting a handle on corruption yes there are ways to reduce it but the biggest way to shut it down is stop what is producing it to begin with yeah sure corruption reduction like i said is great but shutting down these rifts killing any heroes that are in your land just doing whatever they want killing any armies getting rid of that that chaos corruption before can even spread is crucial proactive of being proactive with corruption is way more important than being proactive with control because control i mean look at this i don't really sure this location's got decent enough control and it's going up cool great this one decent it's got pretty low corruption but it's going up it won't hinder me as much as having corruption all over my realm it will make it so my characters will eventually suffer attrition if it gets high enough it will reduce a lot of my stats and any army that invades gets bonuses if it matches their corruption so being proactive about it removing the sources that create it is going to be absolutely crucial for your corruption so let's now go into some suggested buildings here for uh your factions or provinces um including stuff like your trade resources and landmark buildings building out your individual provinces there's really going to be a little bit of dealer's choice depending upon the resources that are present and what buildings you want to focus on for that province and your point in the campaign let's take a look at zorin oole school here my pretty built out province and we're going to talk about first resources we went over this in the province overview but we're going to jump into it right now at uzkulani that's got this resource the cattle ranch and my provincial capital which has this resource the iron smelter which gives me some nice bonuses so resources will do one if not two things they will provide that resource as a tradable resource thus increasing your overall income and it will provide and or it will provide boons to your faction so looking at the iron smelter it says iron resource production 45 ingots looking at loose kalani i hover over this it doesn't tell me that oh you can now trade this resource now it's just showing me growth and income from farms bonused faction-wide so those are good things but like i said just you want to make the distinction between your resources because some will boost you in another way that's not as as evident on the map so i'm sorry on that little uh tool tip by pressing treasury i'm going to trade i can see that i'm producing carved obsidian which is giving me lots of income i'm producing iron which is resource value of 10 47 ingots is producing 470 income i'm exporting 100 of them same thing here with furs i'm producing 12 or i'm sorry i'm producing 8 12 value 8 times 12 96. so if you just kind of wanted that insight right there there's how you get it and the same thing here for importing and what it costs and everything like that and where i'm importing it from just a little bit of transparency on trade because this is a very big portion if you don't make those resource buildings that's not a big deal you're just losing out on 470 top possible trade income because i will say in my kind of suggestion here for your locations it depends upon minor settlement versus provincial capital for the provincial capital i'm going to be only making buildings for the most part that are going to contribute to the four and five-tier arena right so looking at this building well it's a resource building so it's unique to here i'm going to make it another look another example of this would be a landmark building you saw that in our cafe play through if i have a landmark building i'm definitely going to want to make it there but i'm not gonna save a slot for it until we get to that tier sometimes we'll be at tier four or five i'll just build whatever i want with with the mindset of destroying it later again you can destroy it by hovering over and pressing demolish you get refunded a percentage of the cost of that location but looking over here on our trade quorum that is a tier 5 tree looking at this analog den it is a tier 3 to 5 tree and for the defenses here again you can see you can see the trend that i'm going with but sometimes you come into a provincial capital and it's the only settlement you have in the province don't be afraid to make a growth building there's nothing wrong with that you can focus on what needs to be done for the time until you take the whole province and then push your tier three buildings into those minor pro settlements because my minor settlements is where i focus on all of my tier three stuff so look at fort uh this look at this fort because i'm just not gonna butcher that word right now i'm making here my military buildings because they go up to tier three basic military buildings and growth buildings that's crucial an example of really one of the more ideal locations would be something like this the gates of tsar here has a growth building it just happens to be a hybrid growth and control building which is great and an income building followed by a garrison wall that is kind of like the blueprint you should apply to every single minor settlement and then swap out either income or control or growth or corruption or a basic military building for whatever of these two you don't need let's say our let's say you know hey our growth here is pretty pretty solid we're going to remove this and i'm going to build this building instead because we don't have it anywhere on my campaign and i'm still going to get income and i'm still going to have a great garrison if you don't make these garrison walls you will have problems with rifts and you will have problems with just the kind of sneaky interlopers like greenskins or skaven or ogres that want to bypass your walled settlements and go for these juicier minor settlements that are going to give them more money so you can bypass walls but if you're playing against like if you're playing as the demon prince or costeltian you want those walls as much as possible and like i said dealing with minor invasions is a really big hindrance in your campaign because you're always going to be going back to kill a really a small annoying army that would have otherwise just been dealt with by making that garrison wall because there is i don't think i've got any actually i do i do here's the difference between a fort this fort quinn quincy this fort without walls and this location with the garrison building even further you can see the difference between this is a tier 3 garrison wall this is a tier 2 garrison wall take a look at the garrison this is the tier uh the tier two one this is the tier three one i'm getting more units and wall strength as well as um some additional defensive bonuses like supplies and different um fortification ammunition and whatnot so keep those things in mind that is the most crucial way to take approach your buildings is one defensive building one income one growth because you're going to get your growth to further these things up your all of your provincial capitals and main city buildings and then you would get your uh income to keep that going once your settlement is pretty much filled up growth-wise so take a look at ooze clock we just simply have to make this building and this building and we're done with growth destroy all of your growth buildings and switch them to income if there's not one there a resource if it's not one there a control or corruption if it's not one there basically you're going to sub out that control building for something that's actually going to directly benefit your economy once you're once you're filled up with your control more or less and as far as the progression of what do i do do i do i work on my minor settlements first or do i work on my major set my uh my provincial capital first as a general rule of thumb i like to try to get to this as fast as possible for my main capital city uh in my entire campaign but getting all of these to tier two i find it crucial because then you can get a garrison in an income a garrison and a growth a garrison in a military building that way you don't fall behind if the enemy decides to hit any of your your first initial settlements in the beginning portions of the campaign that's just kind of my approach to it i know a lot of people take different approaches to it but that's the safest way in my opinion to approach your minor settlements um it does put you slightly behind a power curve because you're using what growth would have gone towards this into these but again like i said it keeps you stable for longer in my opinion so again just to quickly recap that i would get all my minor settlements to tier two as i'm pushing this up to tier five as fast as possible that goes over pretty much the suggested buildings here anytime you have a landmark present definitely make that and the resource just weigh it weigh it based off of do i absolutely need this benefit right here right now is it really going to give me that big of a boon versus an income or corruption or whatever building in that location right so again take a look at those things it's going to be like i said dealer's choice for you and your campaign and what you're dealing with next up i want to talk about demon provinces and how they're a little bit different than all of your other provinces across you know cafe kislev ogres even and it mainly breaks out to the mono god factions that this is persis specifically different so monogod would include corn slinesh nurgle or zeach so kairos scrag no that's grand that he's an ogre scar brand um plague father or uh nakari if you go ahead and go into the building browser here for all those you know mono god factions their provincial capitals are different you can choose either i'm to go to the very top one a dimension or a portal or a bastion you've got these two differences and you can convert them back and forth as you see fit you can see this little kind of very faint line with the red on red on red with a red background right here and the difference here is if you take a look at this portal it's going to give me income defensive supplies growth great standard things you get from your provincial capital buildings but this gives us a construction cost reduction for military recruitment in the local province recruitment cost reduction by 25 percent also a local recruitment capacity increase it gives us our construction slots as needed chance of removing a trade gain from visiting the realms of chaos and then this one here five percent chance to automatically colonize ruined settings that's specific to corn but those are what you get from the bastion i'm sorry from the portal the bastion on the other hand gives you this a lot of the same stuff right we're getting five more control which is different than our uh our portal the income that we're generating is the same we're getting the same amount of defensive supplies just to kind of go back and forth between those but we're also now getting 40 more growth in this instance right this is the biggest one so we're getting more growth we're getting control we're getting a reduction in the construction cost for infrastructure buildings not for military and it's increasing our corn corruption those are the big key differences because it's increasing our corruption it's increasing our growth it's decreasing the cost of infrastructure buildings and also increasing control so you would use these bastions as it were these these uh bastions in places that are not going to be primarily military recruitment provinces so my main province if i'm starting a scar brand here is a portal because i want more military recruitment i want it to be cheaper to do things and recruit them and have more to recruit because see this increase in my local recruitment capacity so it's nice to have all those things so you would determine which one you'd need based off of your campaign where that province is is it at the forefront that's where i want my military buildings coming out or is it in my hinterlands where i want to just work on economy well there you go you have your bastion buildings and the difference another big pig another big difference here too between uh provinces are provincial capitals and minor settlements for demons is this building far on the right now for corn this enables attrition in this region income is increased corn corruptions increase and increases my hero and lord recruitment rank this is different for every faction for slaanesh i think it gives you control devotees reduction costs and also devotees as well as i think some corruption too but every single building in the provincial capital on this far right side for every demon will be different and it'll be a tier 2 to tier 4 building but if i go to my minor settlement that swaps down to this building so every every other infrastructure building stays the same but this one swaps so this is attrition income corn corruption but i don't get that lord recruitment rank so that's that big differentiator right just to kind of compare the two and for this in specific i will be getting uh one percent chance to automatically colonize roman regions that's part of my corn mechanic and you will get the same thing for every other faction part of your demon god faction specific mechanic will be present here you'll usually get something too that says uh when control is at a certain point get a bonus for smash or for uh corn here when enemy lord is present income generated 200 so those are some big differences i wanted to point out for the demon provinces also too keep in mind your corruption it's going to be giving you some bonuses and it will also reduce other demon corruption in the area once it reaches a certain threshold because remember your demon corruption contributes towards you unholy manifestations the last thing to talk about with demon provinces and probably my favorite and most probably the coolest thing is you can see the corruption has a direct actual effect on the campaign map and it will change the color of the sky depending on you know what corruption you're primarily looking at it's kind of since i'm so high up this is like my primary pivot point right here as you scroll up it kind of gets different and different right so right now my corner options here are 33. but as i get over here it comes more red because it's 32 but i go over here oh no it's 100 so the the screen turns green so that's uh for knurl that is and the corruption will also start to mingle in color see how this is kind of like a reddish green over here because it's starting to mingle and as you get over here it becomes more like pure red that jumps into the combat map as well so if you were wondering why these things change it's because of demon corruption throughout the map just some kind of cool thing i wanted to point out let's go here into nurgle building chains and how weird and awesome they can be here we are the nurgle building chain and it is weird it is unique it's unlike anything we've ever seen in a total war warhammer so the way this works is you have to forget everything that you have thought about for the normal building chain except for some stuff when it comes to tiers so let's take a look at glutport here this is a tier 3 location and as thus we've got the typical standard fare of buildings with red x's saying we can't build them but it's not a linear upwards line it's in a circle because that's about that's how nurgle is it's all about growth and growth and regrowth and death and life and life and death so looking at these buildings let me help you out in determining what how this all works because there's a lot of like little context clues that are cool little art things but you wouldn't really notice it otherwise so for one let's look at the fact that we are a tier two location and you see this little line of just more red on red this line of like skulls and plants and vines that is the progression that this building will take it'll go here and then it'll reset down to here because see this is kind of grayed out because this requires a tier three settlement to actually build so we build the basic military building here we build the the rancid aloe let's just say and it takes four turns to build once those four turns are up it will put a forsaken of nurgle into my recruitment pool that's another big thing is everything in this entire chain is going to give me units they're going to add to my recruitment pool and the way nurgle recruits is that they recruit a unit it starts at a diminished amount of health and it'll slowly regenerate that health over time so four turns this pops into there now if i hover over here in three turns basically think of i've basically built this building build automatically once this starts and you can see that's starting to happen down here oh three more turns two more turns one more turn so it's gonna say okay you've built this building after four turns i'm gonna start building this building automatically so you won't get this forsaken of nurgle in your pool until you've hit that third turn until it's fully completely built so okay you've hit three turns now it's going to come up here and you'll notice here that income generated is going up on each one of these we went from 30 to 60 now to 90 every single building is going to give us some juicy income i just kind of look at all these really quick you can see income is generated from every single building in nurgal's repertoire so that's huge that's how you get a lot of money is having these buildings constantly cycling so rancid aloe here the budding version is now going to take three more turns and once that third turn is up i will have another spawn of nurgle in my pool but look this is grayed out so i'm not gonna go here because this is a tier three requirement we're restarting back here at the seating stage so it's just these three buildings in a four three three turn cycle so what is that ten turns every ten turns it'll kind of go through this cycle and every ten turns i'll get two forsaken of nurgle and one spawn of nurgle in my recruitment pool if i jump over the sunken sewers you can see this actively happening right we have built this building it took four turns to make it then it took two turns to get to here and then it is currently taking two more turns to get to here so it will contin i'm sorry up to here up to here i'm so sorry the check mark tells you exactly where it's at so we're already making uh we've already made this portion it's now going to take two more turns to make this it's really confusing when you just click the button and you're like what the hell why is it keep doing this if you look at it in this screen it's a little more transparent okay i can see that this thing is slowly filling up and it's going to go ahead and click all the way through good i know what's going on and since i don't have this little uh little tag here say that i've got a requirement of saying like tier three or something i can see that i can go all the way through this chain there's nothing blocking me like there is right here right one two three four five uh-oh you gotta be at tier four to get here so it's a little confusing at first but i promise just simply make the building and let it do its own thing don't worry too much about how long it's gonna take because you can reduce all this through plagues through research through specific lords you can reduce either the times it takes to cycle these things the amount of income that's generated all this stuff so just try to really build the building and let it kind of do its own thing from there it's it's a little confusing at first but the way to really get nurgle's economy to take off is getting your bit your uh minor settlements up in their rank quickly so they can cycle through things faster to get more income because if you look at this building it's income 30 this building income 30 30 30. so it takes you a long time to build income you just have to have buildings that are constantly boosting or constantly producing income for you because that's the kind of weird thing about nurgle right is you don't have a conventional building uh that makes just pure income for you because they all do it the infrastructure ones make more than the basic military well in the initial stage at least and the advanced military make more than anything but they take the most to get to they take the most amount of times to get to too so you just take nurgle buildings and nurgle's economy slow it is a tall campaign as it is called you're not expanding wide in a huge empire you're making slow deliberate moves think of the movement speed of nurgle's army at a whopping 23 or 24 should match the pace in which you play this campaign and that should help you kind of get the mindset down for how these buildings works because i promise it's a pain in the ass the last thing i want to go into is harmony for cafe because it is a mechanic that is tied to provinces if we hover over this we can get more information though again keep in mind this is not a guide on how to deal with harmony it's just that buildings are applied to this so do keep in mind that technology characters and events also go into this a lot and you want to make sure you're doing those things on top of building stuff for your provinces so cathay does get buildings that are applied to either yin or yang in both the defense section and the infrastructure section and all the infrastructure infrastructure section buildings are paired together well same thing with the defense too you can see here for the lumber mill our civic building it is going to give us growth and construction cost reduction minus six percent for all buildings but it's going to give us a harmony of one yang same thing here with administrator center it's a civic building growth 30 but now we're getting income from all buildings increased right the alternative was construction reduction construction cost reduction income increase here instead for the yin harmony so when you're making these buildings you're going to lock one of the other out so in taitu i cannot make any of these buildings because i've already started this building looking over here at industry see they're paired together right industry industry conscription conscription so this is going to give me income generated 300 but it gives me one yang versus this one give me income generated 225 but i'm also getting an increase from trade of six percent faction wide focusing on faction wide buffs in general for income is huge and i'll do an income focus video if people think they want that go and let me know in the comment section below but just to kind of say income from trade trade is pretty awesome but you also get that harmony plus one yin building one will lock out the other same thing here control five control three but you're going to do recruitment rank for peasant longbowmen and peasant archers with yang one this one's going to give you recruitment cost reduction for peasant long spearmen and peasant archers with a casualty penetrate plus nine percent so you pretty much just have to look at each individual one and what's going to fit the best for you in your specific instance do you want cheaper units to come out or do you want better units to come out do you want more control or do you want less control and casualty replenishment rate and also apply that to your yin and yang up here so right now i can see that my buildings my yang leads current balance is yin so uh my buildings are not in harmony so it's leading to yin being one above me putting all this stuff into harmony will have a ton of effects there right harmony effects when yang are equal so you want to try to balance out because this is faction wide per province your yin and yang buildings so if i were to make here across let's see i've got one two uh yin one to yang here in this province that's pretty balanced so this other province in warp zone desert if i were to say upgrade tytzu and then to make another yin building it would balance things out for me in my provinces to make it so that i wasn't one ahead in my yang right now because remember we're one yen behind so we're one yang ahead that puts our balance outside of yin or not outside of harmony into one plus yang this also applies to like i said to defense buildings really quick uh you have either a yang defense building so you're gonna have a bunch of uh what's it called melee units so jade warriors jade warriors with holly bird celestial dragon guard or you're going to have a yin building so this is going to be celestial dragon crossbowmen jade warrior crossbowman your peasant archers you will get melee units like long spearman and jade lancers here for your uh yin building and you do get uh range units here for your yang building peasant archers are in there and jade warrior crossbowmen it's just a different emphasis they both give you improved tower projectiles fire rain rockets fire rain rockets and both give you defensive supplies so go with again the focus like oh you know what i've already maxed out all my infrastructure buildings i i can't really be bothered to change any of them but i just need one more yin or one more yank oh i can get that from a defensive building so that's just ways that you can balance out your yin and yang here in total war warhammer 3. so hopefully this now gives you a better idea on how to properly manage your provinces this is really mainly aimed of course at how to build out buildings and how to really deal with a lot of the you know slings and arrows open for outrageous fortune usual deal with but if you have any questions you've hit any roadblocks go ahead and let me know in the comment section below maybe it is income that you're really worried about and you need help with that or maybe you just still can't get a grasp on corruption remember i showed you a lot of stuff that was in the normal difficulty i think this is this is this is very hard um difficulty so those things do balance out right like if you're playing on a hard or very hard difficulty you're to have less control to deal with from the start because it's a native type of handicap don't worry it takes time to kind of get all these things together like i've said plenty of times on my little tutorial videos i've been playing this game for decades of all these total war games so it hits me a little bit more natural it will hit you if you are struggling with it just kind of put some time into getting these individual buildings where you want them and i promise your economy your corruption your control all those things will be fixed in due course but again thank you so much for watching here today don't forget to comment like and or subscribe all that fun action but have a good one and take care