Norsca settlements

Norsca and Wintertooth use a different colonisation/settlement system to other races and factions.

They are not affected by the regional occupation system in Total War: Warhammer, and only minimally affected by climate in Total War: Warhammer II.

How it works

 * Settlements in the Norscan peninsula itself are regular Norscan settlements, with the full range of Norscan buildings available.


 * Marauder Outposts can be constructed in coastal (ie: port) settlements outside of the Norscan peninsula. They have a limited range of buildings available.


 * Racial capitals can also be turned into Marauder Outposts, and Norsca can even construct some landmarks there.

Techs
Additionally, occupying racial capitals (requires building at least the first building in the settlement chain) unlocks technologies in the Norsca tech tree.


 * Occupied Miragliano in Tilea (province): Secrets of War & Coin
 * Occupied Couronne in Couronne: Secrets of Grape & Grain
 * Occupied Karaz-a-Karak in The Silver Road: Secrets of Mining & Machinery
 * Occupied Altdorf in Reikland: Secrets of Steel & Magic
 * Occupied Castle Drakenhof in Eastern Sylvania: Secrets of Necromancy
 * Occupied Black Crag/Karak Drazh in Death Pass: Secrets of Gork & Mork

Added in Total War: Warhammer II:


 * Occupied Lothern (settlement) in Eataine: Secrets of the Court
 * Occupied Naggarond (settlement) in Iron Mountains: Secrets of Dark Sorcery
 * Occupied Hexoatl in Isthmus of Lustria: Secrets of the Ancients
 * Occupied Skavenblight: Secrets of the Under-Empire
 * Occupied Khemri in Land of the Dead: Secrets of Past Dynasties