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The smaller coastal settlements don’t have many building slots, but you’ll at least be able to use them to replace Marauders, or maybe some Horsemen or Hounds. Once you’re quite far South it helps to have a place where you can quickly replenish troops. Make sure you convert a few places into actual settlements though. You can sack the place first, then (assuming the fight went well) come back the next turn to finish off a weak garrison and put up a totem.
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Make sure you sack anywhere that offers a decent gold return before sticking a totem up. You’re ultimately trying to knock over settlements and replace them with Chaos totems for the god of your choosing (or several gods if you’re playing the field for a bit). Try to aim for any technologies or character skills that say they will reduce army upkeep (or on specific unit types), and take advantage of any random events that come your way (some of them have a temporary reduced upkeep option too). That requires a fair amount of gold, and at the same time you’re increasing your upkeep. The trickiest period is towards the end of the early campaign segment (Turns 15-35 or so) when you’re trying to both construct your building chains and expand to two armies. By the end of my Total War: Warhammer Wintertooth campaign I had 120,000 banked and enough military power to roll over just about any city I pleased so it really didn’t matter that my three armies were bleeding out 4,000 each turn. Aim for the wealthier settlements (usually capitals) – you can see how much a city will return when sacked by hovering the mouse over them when you’re within striking distance. The trick is to keep an eye on the expenditure (army upkeep, basically) and judge how sustainable it’ll be against the cash you already have over the coming turns.Īs you acquire more gold through raiding, sacking, and external challenges like Hunts and Quests, your per-turn-losses become less relevant. But it doesn’t matter that you’re losing 2,000 per turn if you have cash on hand to cover it and a couple of towns that are worth 12,000 gold apiece lined up for sacking in the next two or three.
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Norsca only have one building dedicated to income generation, and it tops out at 300 gold.Īlmost all of the time your army upkeep will exceed your basic income. You should absolutely secure a local province (or two) up North to unlock some specialist troop options in those areas, but those provinces and their taxation will not be able to support you indefinitely. That sweet, sweet Empire capital is worth 40 grand.
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