Developing Dwarven Provinces TW: Warhammer Guide
Last update: 14 June 2016
In this chapter you will learn about the process of developing the provinces you've conquered so far. This chapter assumes that you have control over the following provinces: The Silver Road, Death Pass, Eastern Badlands, Western Badlands, Southern Badlands, Blightwater, Desolation of Nagash and Blood River Valley.
Note from the author - conquering those provinces on the 'very hard' difficulty took me about 80 turns, but the time needed to do so can be different for every player. It all depends on the activity of the Greenskins, random events, as well as on how much time you spend developing provinces before you conquer new ones.
The Silver Road province
In the capital, Karaz-a-Karak, you should build:
- 5th level of the main building - this will give you, above all else, a huge boost to income
- Hangar
- Monument of Grimnir
- Engineer's Guild Hall
- Gemcutters' Guild Hall
- Throne Hall of the High King - a building unique to this settlement
- Engineer's Guild Hall - each one will increase the research speed by 8% (with 8 buildings in each of your capitals it will give 64%). Additionally, those buildings allow you to recruit heroes (Master Engineers).
- Monument of Grimnir - it will decrease the corruption in a province by 5 points. If that's not enough, you can construct Slayer Shrine (the first level of this building) in settlements - this will add 3 more points of corruption reduction.
In The Pillars of Grungni you should build:
- 3rd level of the main building
- Trading Depot
- Toolmaker's Workshop
- Guard Hall
In Mount Squighorn you should build:
- 3rd level of the main building
- Toolmaker's Workshop
- Guard Hall
- Drinking Hall
Death Pass province
In the capital, Black Crag, you should build:
- 5th level of the main building
- Hall of Oaths
- Engineer's Guild Hall
- Monument of Grimnir
- Runeforge
- Goldsmith's Guild House - a building unique to this settlement
In Iron Rock you should build:
- 3rd level of the main building
- Arsenal - a building unique to this settlement
- Mustering Hall
- Iron Smelter - income and iron for trade
In Karak Dron you should build:
- 3rd level of the main building
- Lumberyard - income and wood for trade
- Drinking Hall
- Trading Depot
Remaining provinces
Because of the fact, that the first two provinces described in this chapter (The Silver Road and the Death Pass) give you access to every single type of unit available to this faction, developing the rest of the provinces doesn't have that much of an impact. You must follow those three rules: maximize income, research speed and reduce corruption. Because of that, each capital city of a province must contain:
- 5th level of the main building - this will give you, above all else, a huge boost to income
- Hangar
- Monument of Grimnir
- Engineer's Guild Hall
- Gemcutters' Guild Hall
- Throne Hall of the High King - a building unique to this settlement
- Engineer's Guild Hall - each one will increase the research speed by 8% (with 8 buildings in each of your capitals it will give 64%). Additionally, those buildings allow you to recruit heroes (Master Engineers).
- Monument of Grimnir - it will decrease the corruption in a province by 5 points. If that's not enough, you can construct Slayer Shrine (the first level of this building) in settlements - this will add 3 more points of corruption reduction.
Those buildings must be built in capital cities of provinces. The rest of the buildings should be focused on increasing income and to ensure the safety of your terrains. In settlements you should construct:
- All buildings that give you income and a resource for trade.
- Trading Depot - it gives a % bonus to income. Those buildings should be constructed in as many provinces a possible.
- Guard hall - it will surround the settlement with a wall, giving additional garrison units as well. It's most useful in settlements that close to enemy terrains, or that are located far away from your main armies.
- Toolmaker's Shop - each one of those buildings will give you 400 gold each turn, but with various percentage bonuses offered by other buildings this value can go up to 1,000 gold each turn, for each building of this kind.
- Drinking Hall - increases the public order by 8 points. You should have at least a single of those buildings in each province.
- 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 Ports wherever you can. They give a huge bonus to income, as well as to growth.
What will it give you
Moving your armies between the provinces of The Silver Road and the Death Pass you will be able to recruit all of the units available to the Dwarfs. Additionally, this effect will be available via the global recruitment as well - both for a Lord located in your garrison, or a Lord in the "encamp" stance. Recruitment costs for global recruitment are a lot higher than by using local, but with your income it shouldn't be a problem.
By developing only the 8 provinces that were described above, you will be given the following benefits:
- Access to all of the Dwarf units.
- A huge, 64% bonus to research speed.
- Increased resistance to corruption - 5-8 points, depending on the buildings you've constructed.
- A very high income - you should easily reach 20,000 gold a turn (and with Trading Depots it should get to 30,000). It will allow you to keep even 6, 20-unit standing armies all the time.
If you can manage that, your faction will by practically unbeatable. Dwarves have a rather slow start because of high costs of buildings, but in late game no one will be able to threaten you, even the armies of chaos.