- 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 each settlement on the 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 climates incurs various penalties.
Currently there are 10 climates in Total War: Warhammer II.
In the table below, green = favorable, yellow = Unpleasant, red = Uninhabitable.
Hover over the abbreviated links to see which faction they refer to.
Additionally, note that the table is very wide. There is a scroll bar at the bottom, for desktop PC users. Mobile users can swipe left to see the right hand side of the table.
|Humans1||Dwarfs||Greenskins||Vampire Counts||High Elves||Dark Elves||Lizard Men||Skaven||Tomb Kings||Vampire||NSC||WE9|
- 1. Human factions include The Empire, Bretonnia, Kislev and Southern Realms.
- 2. Sub-factions of the Dwarfs with different climate preferences.
- 3. Sub-faction of the Vampire Counts with unique climate preferences.
- 4. Sub-factions of the High Elves all with unique climate preferences.
- 5. Sub-faction of the Dark Elves with unique climate preferences.
- 6. Sub-faction of the Skaven with different climate preferences.
- 7. Sub-factions of the Tomb Kings with different climate preferences.
- 8. Sub-factions of the Greenskins with different climate preferences.
- 9. 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.
Habitable / Favourable
Habitable climates have no penalties for occupying a settlement.
Unpleasant climates are penalized. Construction times of settlements are increased and income, replenishment and public order are lowered:
- Construction time: +3 for Province Capital/Settlement buildings
- Income from all buildings: -15%
- Public order: -1
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
- Income from all buildings: -50%
- Growth: -7
- Public order: -3