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Total War: Warhammer Game Guide by gamepressure.com

Total War: Warhammer Game Guide

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Developing Greenskins Provinces TW: Warhammer Guide

Last update: 07 June 2016

Greenskins are quite unique when it comes to their buildings, especially related to unit recruitment. They don't need additional buildings to unlock unit types - only the building to recruit a given unit, no "armory", or "workshop". This gives you some freedom to experiment, as you won't be bound to construct 3 or even 4 buildings in the same province to unlock a unit. In this chapter you will learn how to develop the 8 provinces you've conquered so far: Death Pass, Blightwater, Blood River Valley, Western Badlands, Southern Badlands, Eastern Badlands, Desolation of Nagash and The Silver Road

Death Pass province

When it comes to the capital, Black Crag, you should build:

  1. 5th level of the main building - this will give you, above all else, a huge boost to income.
  2. Black Orc Barracks
  3. Stunty Mine
  4. Boss' Camp
  5. Shaman's Hovel
  6. Boar Penz

In Iron Rock you should construct:

  1. 3rd level of the main building
  2. Black Orc Forge - a unique military support building, increasing experience of recruited Big 'Uns and Black Orcs and reducing their upkeep.
  3. Boss' Shack
  4. Da Hoard

In Karag Dron you should construct:

  1. 3rd level of the main building
  2. Goblin Sawmilz - a unique military support building, increasing experience of recruited archer and chariot units and reducing their upkeep.
  3. Boss' Shack
  4. Da Hoard

Desolation of Nagash province

When it comes to the capital, Karak Azul, you should build:

  1. 5th level of the main building.
  2. Black Orc Barracks
  3. Sacred Spider Groundz
  4. Boss' Camp
  5. Shaman's Hovel
  6. Goblin Workshop

In Black Iron Mine you should construct:

  1. 3rd level of the main building
  2. Black Orc Forge - a unique military support building, increasing experience of recruited Big 'Uns and Black Orcs and reducing their upkeep.
  3. Boss' Shack
  4. Da Hoard

In Spitepeak you should construct:

  1. 3rd level of the main building
  2. Orc Guard House
  3. Boss' Shack
  4. Da Hoard

Eastern Badlands province

When it comes to the capital, Karak Eight Peaks, you should build:

  1. 5th level of the main building.
  2. Boar Penz
  3. Sacred Spider Groundz
  4. Black Orc Barracks
  5. Shaman's Hovel
  6. Beast Lairz - a unique military support building, increasing experience of recruited Boar, Wolf and Spider Rider units and reducing their upkeep.

In Crooked Fang Fort you should construct:

  1. 3rd level of the main building
  2. Orc Guard House
  3. Boss' Shack
  4. Da Hoard

In Valaya's Sorrow you should construct:

  1. 3rd level of the main building
  2. Orc Guard House
  3. Boss' Shack
  4. Da Hoard

In Dringorackaz you should construct:

  1. 3rd level of the main building
  2. Goblin Sawmilz - a unique military support building, increasing experience of recruited archer and chariot units and reducing their upkeep.
  3. Boss' Shack
  4. Da Hoard

Blood River Valley province

When it comes to the capital, Barack Varr, you should build:

  1. 5th level of the main building.
  2. Greenskin Shipyard
  3. Sacred Spider Groundz
  4. Boar Penz
  5. Shaman's Hovel
  6. Stompin' Groundz

In Varenka Hills you should construct:

  1. 3rd level of the main building
  2. Orc Guard House
  3. Boss' Shack
  4. Beast Lairz - a unique military support building, increasing experience of recruited Boar, Wolf and Spider Rider units and reducing their upkeep.

In Dok Karaz you should construct:

  1. 3rd level of the main building
  2. Orc Guard House
  3. Boss' Shack
  4. Da Hoard

In Barak Dawazbag you should construct:

  1. 3rd level of the main building
  2. Orc Guard House
  3. Boss' Shack
  4. Da Hoard

What will it give you

You will be able to recruit any type of unit. - Developing Greenskins Provinces - Greenskins - Total War: Warhammer Game Guide
You will be able to recruit any type of unit.

The buildings you constructed in the four provinces described above will give you access to all of the units available to Greenskins. Other provinces should be developed in accordance to your needs - if you need a forward base of operations where you can recruit units locally, build one or two more provinces centered around unit recruitment. However, global recruitment should be used more often - you won't get increased levels for your troops upon recruitment, but you can do so from the other side of the map easily, especially with how high your income will be.

You should use local recruitment only when you recruit a new Lord and want to create another army. In that case just run from one settlement to another and recruit units that are available there. Using this method will allow you to create a 20-unit, high-tier army in about 10 turns.

This development method, along with the rest of your provinces that can be further build up will give:

  • 15 to 17 points of reduction in corruption, making a province basically immune to corruption.
  • Immense income - it should easily reach 25,000 or even 30,000 gold each turn. This, coupled with Greenskins' low upkeep of troops, will allow you to have 6 or even 7 full, 20-unit armies all the time.
  • Protection from attacks. All settlements and capitals located on the outskirts of your borders, or neighboring enemy territory will have huge and powerful garrisons protecting them. A single Lord won't be able to conquer them on his own.

Other provinces

Although you can develop the rest of your settlements in any way you want, you should stick to those rules:

  • Build Boss' Camps in every capital city, and Boss' Shacks in every province. This will give a province 7 to 9 points of reduction in corruption.
  • Shaman's Hovel in every capital city. This will give 8 additional points of reduction in corruption.
  • If a capital city or a province is positioned near enemy border, or far away from your armies, build defensive structures there. Big Walls for capitals and Orc Guard Houses for settlements. This will increase the army garrisoned there, preventing small enemy armies from capturing it.
  • Construct Ports wherever you can do so. They give a huge bonus to income, as well as to growth.
  • Unique military and infrastructure buildings. Those types of buildings can be constructed only in certain settlements and they will give you tremendous boosts to units and income.
  • Construct Da Hoard in settlements - each one will give you 400 gold of income.
  • If a province is close to the frontline, construct Boss Pole (or multiple of them) there. Each one will increase casualty replenishment by 4%, allowing your armies to go back into combat a lot quicker.

The rest of the building slots are for you to decide.

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