- Climate should not be confused with terrain, corruption and attrition which are all different.
- Climate should not be confused with weather effects such as storms, sandstorms from the Great Incantation of Khsar, or the Mists of Yvresse.
In Total War: Warhammer II and Total War: Warhammer III each settlement on a campaign map has a different climate. Each faction has different preferences for the climate of areas they wish to occupy. One may prefer jungle, while another may find jungles unpleasant and prefer frozen areas. While factions can occupy settlements in any climate, doing so in an unpleasant/uninhabitable climate incurs various penalties.
Please note that Horde races such as the Beastmen, and Warriors of Chaos in Warhammer II, are not affected by climate, as they do not occupy settlements.
The climate system replaced the regional occupation system from Total War: Warhammer.
Climate types[ | ]
Currently there are 11 climates in Total War: Warhammer II.
Climate | Description |
---|---|
Chaotic Wasteland | Nature’s rules do not apply in regions under the influence of the Ruinous Powers. Only the followers of the Dark Gods could hope to remain here, and even they do so at great personal risk. |
Wasteland | Scorched or scoured - nothing grows here and only a few races could survive in this region, let alone thrive. |
Frozen | Eternal winter blights this region. Lakes of ice, fierce shard storms and snow-covered fjords scatter the environment. It takes a determined kind of people to eke out a life here. |
Ocean | The oceans of the world harbor many great wrecks and treasures, as only the best seafaring races can truly master its currents and tides. |
Mountain | The snow-capped peaks of this world scrape the sky. Mountainous regions are hazardous, although those races that inhabit them rarely live on the surface. |
Temperate Island | Climate on the isles in this region is changeable. However, the trees grow tall and strong, the hunting is good, and crops can be grown by competent farmers. |
Temperate | The terrain of this region consists of lush grasslands and sprawling forests, with food and resources in abundance. |
Magical Forest | Steeped in magic, just who is allowed to remain in the forests' interior is the will of the trees themselves and their spirit allies. |
Savannah | Scattered tree growth is broken by course grasslands and watering holes. Here, the climate is hot and the bugs grow large. |
Jungle | Dense jungle is hot and humid, and often home to creatures and plants that consider potential empire-builders to be prey. |
Desert | The sun burns and very little grows here, yet the shifting sands of this region hide more than mere dunes - certain races have proven tenacious in this climate. |
Climate preferences table[ | ]
Climate x Faction[ | ]
Faction x Climate[ | ]
Uninhabitable | Unpleasant | Habitable |
Race | Faction | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
The Empire and Bretonnia | Default | 1 | 1 | 1 | 1 | 2 | 2 | 3 | 2 | 3 | 2 | 3 | |
The Golden Order | 1 | 1 | 1 | 2 | 3 | 2 | 3 | 1 | 3 | 3 | 3 | ||
The Cult of Sigmar | 1 | 3 | 1 | 2 | 2 | 2 | 3 | 2 | 3 | 3 | 3 | ||
The Huntsmarshal's Expedition | 1 | 1 | 2 | 1 | 2 | 3 | 2 | 2 | 3 | 3 | 1 | ||
Bordeleaux Errant | 1 | 1 | 1 | 1 | 2 | 2 | 3 | 2 | 3 | 3 | 3 | ||
Dwarfs | Default | 1 | 3 | 2 | 1 | 3 | 1 | 2 | 1 | 3 | 1 | 2 | |
Karak Kadrin | 2 | 3 | 3 | 1 | 3 | 1 | 2 | 1 | 2 | 1 | 2 | ||
Ironbrow's Expedition | 1 | 3 | 2 | 1 | 3 | 1 | 2 | 1 | 3 | 3 | 2 | ||
The Ancestral Throng | 1 | 3 | 3 | 1 | 3 | 1 | 2 | 1 | 3 | 1 | 2 | ||
Greenskins | Default | 1 | 3 | 2 | 1 | 3 | 1 | 2 | 1 | 3 | 2 | 2 | |
The Bloody Handz | 1 | 3 | 1 | 1 | 3 | 1 | 2 | 1 | 3 | 3 | 3 | ||
Broken Axe | 1 | 3 | 2 | 1 | 3 | 3 | 2 | 1 | 3 | 2 | 2 | ||
Bonerattlaz | 1 | 3 | 2 | 1 | 3 | 1 | 3 | 1 | 3 | 2 | 2 | ||
Vampire Counts | Default | 1 | 3 | 2 | 1 | 2 | 2 | 3 | 1 | 2 | 3 | 3 | |
The Barrow Legion | 1 | 3 | 2 | 1 | 3 | 2 | 3 | 1 | 2 | 2 | 3 | ||
Caravan of Blue Roses | 1 | 3 | 2 | 1 | 3 | 2 | 3 | 3 | 2 | 2 | 3 | ||
High Elves | Lothern | 1 | 1 | 3 | 1 | 2 | 3 | 2 | 2 | 3 | 2 | 1 | |
Order of Loremasters | 1 | 1 | 2 | 1 | 2 | 3 | 2 | 2 | 3 | 3 | 1 | ||
Avelorn | 1 | 2 | 3 | 1 | 2 | 3 | 2 | 3 | 3 | 2 | 1 | ||
Nagarythe | 1 | 3 | 3 | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | ||
Yvresse | 1 | 3 | 3 | 1 | 2 | 3 | 2 | 2 | 3 | 2 | 1 | ||
Knights of Caledor | 1 | 3 | 1 | 1 | 3 | 3 | 2 | 2 | 3 | 2 | 2 | ||
Dark Elves | Default | 3 | 1 | 3 | 1 | 2 | 3 | 2 | 1 | 2 | 2 | 1 | |
The Blessed Dread | 2 | 1 | 3 | 1 | 1 | 3 | 2 | 1 | 3 | 3 | 1 | ||
Hag Graef | 3 | 1 | 3 | 1 | 3 | 3 | 2 | 1 | 2 | 3 | 1 | ||
Lizardmen | Default | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | |
Ghosts of Pahuax | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | ||
Skaven | Default | 2 | 3 | 2 | 1 | 3 | 1 | 3 | 1 | 3 | 3 | 3 | |
Clan Rictus | 2 | 3 | 3 | 1 | 3 | 1 | 3 | 1 | 3 | 2 | 3 | ||
Clan Moulder | 2 | 3 | 3 | 1 | 3 | 1 | 3 | 1 | 3 | 3 | 2 | ||
Tomb Kings | Default | 1 | 3 | 1 | 1 | 2 | 2 | 2 | 1 | 3 | 2 | 3 | |
Exiles of Nehek | 1 | 3 | 2 | 1 | 3 | 2 | 2 | 1 | 3 | 2 | 3 | ||
Court of Lybaras | 1 | 3 | 1 | 1 | 2 | 2 | 2 | 1 | 3 | 3 | 3 | ||
Vampire Coast | Vampire Coast | 1 | 2 | 3 | 3 | 2 | 3 | 3 | 1 | 3 | 3 | 3 | |
Norsca | Norsca | 3 | 3 | 3 | 1 | 3 | 3 | 3 | 2 | 3 | 3 | 2 | |
Wood Elves2 | Wood Elves | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | |
Kislev | Kislev | 1 | 2 | 3 | 1 | 3 | 2 | 3 | 1 | 2 | 2 | 1 | |
Grand Cathay | Grand Cathay | 1 | 2 | 1 | 1 | 2 | 2 | 3 | 1 | 3 | 2 | 3 | |
Khorne | Khorne | 3 | 3 | 3 | 1 | 3 | 2 | 2 | 1 | 2 | 2 | 2 | |
Tzeentch | Tzeentch | 3 | 3 | 3 | 1 | 2 | 3 | 3 | 3 | 3 | 3 | 1 | |
Nurgle | Nurgle | 3 | 3 | 3 | 1 | 2 | 3 | 3 | 2 | 3 | 2 | 1 | |
Slaanesh | Slaanesh | 3 | 3 | 3 | 1 | 2 | 3 | 3 | 2 | 3 | 2 | 1 | |
Daemons of Chaos | Daemons of Chaos | 3 | 3 | 3 | 1 | 2 | 3 | 3 | 2 | 3 | 2 | 1 | |
Ogre Kingdoms | Ogre Kingdoms | 2 | 3 | 3 | 1 | 3 | 2 | 3 | 1 | 2 | 3 | 1 | |
Warriors of Chaos3 | Warriors of Chaos | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | |
Chaos Dwarfs | Chaos Dwarfs | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | |
Race | Faction |
Notes[ | ]
- 2. Wood Elves have full habitability in all climates, however they also have a special settlement system: They can only build outposts outside of Magical Forest settlements.
- 3. Warriors of Chaos were a full horde faction in previous games but were changed to a settling faction in Total War: Warhammer III.
Habitability effects[ | ]
Habitable / Favourable[ | ]
Habitable climates have no penalties for occupying a settlement.
Unpleasant[ | ]
Unpleasant climates are penalized. Construction times of settlements are increased and income, replenishment and public order are lowered:
- Construction cost: +30% for all buildings
- Construction time: +3 for Province Capital/Settlement buildings
- Income from all buildings: -15%
- Casualty replenishment rate: -8%
- Public order: -1
Uninhabitable[ | ]
Uninhabitable climates suffer severe penalties. You can still occupy them, but construction and recruitment times are increased. Income, replenishment, growth and public order are reduced severely:
- Construction time: +100% for all buildings
- Recruitment duration: +1 turn for all units
- Construction cost: +50% for all buildings
- Income from all buildings: -50%
- Casualty replenishment rate: -15%
- Growth: -7
- Public order: -3