Developing Empire Provinces TW: Warhammer Guide
Last update: 07 June 2016
Your main objective for the next dozen (or more) turns is to properly develop the provinces you've conquered. There's no point to recruit more army at the moment (but don't fire the one you already have - they will be useful in keeping the public order in check), so just focus on developing your economy, unlocking new units and researching new technologies.
You should plan your buildings in advance to prevent a situation in which multiple settlements of the same province have the same building (rendering them useless), or when you lack one of the buildings and the whole chain of constructions can't work.
Reikland province
When it comes to the capital, Altdorf, you should build:
- 5th level of the main building - this will give you, above all else, a huge boost to income.
- Armoury
- Imperial Port
- Engineer's Workshop
- Cathedral of Sigmar
- Menagerie
In Helmgart you should construct:
- 3rd level of the main building
- City Watch
- Tailor's Guild
- Tavern
In Eilhart you should construct:
- 3rd level of the main building
- Tailor's Guild
- Barracks
- Reiksfort
In Grunburg you should construct:
- 3rd level of the main building
- Tailor's Guild
- Cattle Ranch
- Warhorse Breeder's Stables
Wissenland province
In the province, Nuln, build:
- 5th level of the main building
- Nuln Gunnery School
- Engineer's Workshop
- Wizard's Tower
- Cathedral of Sigmar
- Tailor's Guild / Coaching Inn - the first one if you need income, the second if public order is a priority
In Wissenburg you should construct:
- 3rd level of the main building
- City Watch
- Tailor's Guild
- Mason - income and marble for trade
In Pfeildorf you should construct:
- 3rd level of the main building
- City Watch
- Iron Smelter - income and iron for trade
- Tailor's Guild / Tavern - the first one if you need income, the second if public order is a priority
Stirland province
In the province, Wurtbad, build:
- 5th level of the main building
- Wizard's Tower
- Cathedral of Sigmar
- Tailor's Guild
- Vintner - income and wine for trade
- Reinforced Walls - this is your most distant settlement. It will be constantly attacked by enemies.
In The Moot you should construct:
- 3rd level of the main building
- City Watch
- Tailor's Guild
- Tavern
Averland province
In the province, Averheim, build:
- 5th level of the main building
- Wizard's Tower
- Cathedral of Sigmar
- Tailor's Guild
- Landed Estate
- Reinforced Walls
In Grenzstadt you should construct:
- 3rd level of the main building
- City Watch
- Tailor's Guild
- Kilns - income and pottery for trade
What will it give you
The first two provinces, Reikland and Wisseland will allow you to unlock all of the units available for the Empire. You will be able to recruit all of the units of this faction when on those terrains, as well as by using the global recruitment method.
Stirland and Averland are used mainly to increase your income, as there are (almost) no unique buildings there and there's no point in constructing the same military buildings here as well when you can recruit units globally. In both capitals of those provinces, as well as their settlements there are walls. They will increase the army garrisoned in those cities and, in most cases, will prevent enemies from attacking them.
Each province has the Cathedral of Sigmar constructed. Those will give you access to two different heroes (recruited at 5th rank) and will decrease the corruption in those provinces by 12 points, which should be enough to completely negate the effects of those on your kingdom. Wizard's Towers constructed in 3 capitals will give you access to all types of mage-heroes (each one starting at 5th rank as well), and in Wissenland you will be able to recruit the most powerful artillery unit in the game, Luminark of Hysh. This unit is capable of dealing absurd damage and is extremely effective against large enemies and Lords / Heroes.