Total War: WARHAMMER Wiki

This page lists all Ogre Kingdoms buildings. All Ogre Kingdoms settlements can only build to Tier III. There are Major and Minor settlements where Major settlement buildings provide additional effects. Ogres can also deploy Ogre Camps which can build up to Tier V.
Game version: 6.3.4 (Settlement and Basic Military) and 1.3 (currently under revision)

Settlements[]

Settlement Building[]

Chain Tier Name Effect Cost Requirements
Major Settlement I Stew Kitch'n Icon income plusIncome generated: 50

SuppliesDefensive supplies: +1000
GrowthGrowth: +15
ConstructionGrants 1 construction slot in the settlement
Corruption Corruption: -1
AgentChance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (only Realm of Chaos)

When outside Wood Elf, Ogre or Norscan homeland:
Siege defenceAdds walls to the settlement

Siege defenceProvides garrison:

4 Wh3 ogr monstrousOgre Bulls
3 Infantry spearGnoblars
1 Wh2 main missile infantry slingGnoblar Flingers


Siege defenceEnables Recuitment:

Infantry spearGnoblars
Wh3 ogr monstrousOgre Bulls
Icon treasury1000

Icon hourglass2 turns

Province Capital
Major Settlement II Maw Cave Icon income plusIncome generated: 75

SuppliesDefensive supplies: +1000
GrowthGrowth: +25
Corruption Corruption: -2
ConstructionGrants 2 construction slots in the settlement
AgentChance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (only Realm of Chaos)

When outside Wood Elf, Ogre or Norscan homeland:
Siege defenceAdds walls to the settlement

Siege defenceProvides garrison:

4 Wh3 ogr monstrousOgre Bulls
3 Infantry spearGnoblars
2 Wh2 main missile infantry slingGnoblar Flingers
1 Wh3 ogr gnoblar throwing knivesGnoblar Trappers
Icon treasury2000

Icon hourglass3 turns

Province Capital

Icon pop surplus1

Major Settlement III Cauldron Town Icon income plusIncome generated: 150

SuppliesDefensive supplies: +1500
GrowthGrowth: +30
Corruption Corruption: -3
ConstructionGrants 3 construction slots in the settlement
AgentChance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (only Realm of Chaos)

When outside Wood Elf, Ogre or Norscan homeland:
Siege defenceAdds walls to the settlement

Siege defenceProvides garrison:

3 Wh3 ogr monstrousOgre Bulls
2 Infantry spearGnoblars
2 Wh2 main missile infantry slingGnoblar Flingers
2 Wh3 ogr gnoblar throwing knivesGnoblar Trappers
1 Wh3 ogr monstrous great weaponsIronguts
Icon treasury3000

Icon hourglass4 turns

Province Capital

Icon pop surplus2

Basic Military[]

Chain Tier Name Siege defenceUnlocks recruitment of: Cost
Gnoblars I Pig-Jousting Fields Infantry spearGnoblars
Wh2 main missile infantry sling Gnoblar Flingers
Icon hourglass1
Icon treasury750
Gnoblars II Trapper Huts Infantry spearPigback Riders
Wh3 ogr gnoblar throwing knives Gnoblar Trappers
Icon hourglass2
Icon treasury1500
Gnoblars III Cast-Off Workyards CatapultGnoblar Scraplauncher Icon hourglass4
Icon treasury3500
Barracks II Bull Pen Wh3 dlc26 ogr bruiserUnlocks Icon heroHero recruitment: Bruiser

Wh3 ogr monstrous dual weaponsOgre Bulls (Dual Weapons)
Wh3 ogr monstrous ironfistOgre Bulls (Ironfists)

Icon hourglass2
Icon treasury1500
Barracks III Weapon Pile Wh3 dlc26 ogr bruiserHero capacity: +1 Bruiser

Wh3 ogr monstrous great weaponsIronguts
Wh3 ogr monstrous cannonLeadbelchers

Icon hourglass4
Icon treasury3500
Monster II Pack Cave Wh3 main ogr hunter heroUnlocks Icon heroHero recruitment: Hunter

Wh2 dlc09 tmb carrion icon Blood Vultures
War beast Sabretusk Pack

Icon hourglass2
Icon treasury1500
Monster III Gorger Cave Wh3 main ogr hunter heroHero capacity: +1 Hunter

Provides garisson:

1 Wh3 main ogr hunter 2 Hunter

Monstrous infantry Gorgers
Wh3 dlc26 ogr monstrous infantry magical Yhetees
Giant Giant

Icon hourglass4
Icon treasury3500

Defence[]

Chain Tier Name Effect Cost
Roads (major) II Muck Trench Supplies Defensive supplies: +1000

Icon heroEnemy Hero action success chance:-10%
MoraleLeadership:+2 when under siege (armies in region)

When outside Wood Elf, Ogre or Norscan homeland: 
Siege building health Moderately increases the health of settlement Walls, Towers and Gatehouses in ballte
Archer Improved tower projectile: Lead shots
When Technologytechnology "Sky-Titan Defences" researched: 
Public orderControl: +2

Siege defenceProvides garrison:

4 Wh3 ogr monstrousOgre Bulls
3 Infantry spearGnoblars
1 Wh2 main missile infantry slingGnoblar Flingers
Icon hourglass3 turns

Icon treasury2000

Roads (major) III Crap Moat Supplies Defensive supplies: +2000

Icon heroEnemy Hero action success chance:-20%
MoraleLeadership:+4 when under siege (armies in region)

When outside Wood Elf, Ogre or Norscan homeland: 
Siege building health Moderately increases the health of settlement Walls, Towers and Gatehouses in ballte
Archer Improved tower projectile: Scap Heaps
When Technologytechnology "Sky-Titan Defences" researched: 
Public orderControl: +2

Siege defenceProvides garrison:

3 Wh3 ogr monstrousOgre Bulls
1Wh3 ogr monstrous dual weaponsOgre Bulls (Dual Weapons)
1 Wh3 ogr monstrous ironfistOgre Bulls (Ironfists)
2 Infantry spearGnoblars
1 Wh2 main missile infantry slingGnoblar Flingers
1 Wh3 ogr gnoblar throwing knives Gnoblar Trappers
Icon hourglass5 turns

Icon treasury4000

Protection II Big Rat-Trap

PlagueChance of plague spreading: -50%
PlaguePlague duration -1 turn
PlaguePlague immunity duration: 1 turn
SubterfugeHidden armies will be visible (armies in region)
CorruptionCorruption: -3
Corruption chaos Chaos Rifts will not appear in this province(only Realm of Chaos)
AgentChance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned 17pt Lords) (only Realm of Chaos)
Dlc12 discover upDiscoverability of Chaos Cults, Skaven Under-Cities & Trickster Cults: +10

Icon hourglass2 turns

Icon treasury3000

Protection III Refined Rat-Trap

PlagueChance of plague spreading: -50%
PlaguePlague duration -1 turn
PlaguePlague immunity duration: 2 turns
SubterfugeHidden armies will be visible (armies in region)
CorruptionCorruption: -4
Corruption chaos Chaos Rifts will not appear in this province (only Realm of Chaos)
AgentChance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned 17pt Lords) (only Realm of Chaos)
Dlc12 discover upDiscoverability of Chaos Cults, Skaven Under-Cities & Trickster Cults: +30

Icon hourglass4 turns

Icon treasury2000

Infrastructure[]

Chain Tier Name Effect Cost
Growth I Big Slab Growth Growth: +10

Replenishment Casualty replenishment rate: +3% (armies in region)

Icon hourglass1
Icon treasury750
Growth II Maw Hole Growth Growth: +20

Replenishment Casualty replenishment rate: +6% (armies in region)

Icon hourglass2
Icon treasury1500
Growth III Maw Pit Growth Growth: +30

Replenishment Casualty replenishment rate: +9%
(armies in region)

Icon hourglass4
Icon treasury2500
Income I Gold Hoard Icon income plusIncome generated: 150 Icon hourglass1

Icon treasury750

Income II Paychest Store Icon income plusIncome generated: 250 Icon hourglass2

Icon treasury2000

Income III Counting House Icon income plusIncome generated: 400 Icon hourglass4

Icon treasury4000

Meat II Larder Wizard Unlocks Icon heroHero recruitment: Butcher

Public orderControl: +3
AttritionAttrition: -10% when under siege
(armies in region)

Icon hourglass3

Icon treasury2000

Meat III Meat Store Meat starvation turnsMeat upkeep from units disabled (armies in region)

Wizard Unlocks Icon heroHero recruitment: Butcher
Wizard Hero capacity: +1 for Butcher
Public orderControl: +6
AttritionAttrition: -25% when under siege
(armies in region)

Icon hourglass5

Icon treasury4000

Corruption II Fire Shrine Wizard Unlocks Icon heroHero recruitment: Firebelly

TechnologyResearch Rate: +3
CorruptionCorruption: -3

Icon hourglass3

Icon treasury2000

Corruption III Fire Cave Wizard Unlocks Icon heroHero recruitment: Firebelly

Wizard Hero capacity: +1 for Firebelly
TechnologyResearch Rate: +5
CorruptionCorruption: -6

Icon hourglass5

Icon treasury2500

Special[]

Ressource[]

Chain Tier Name Effect Cost
Gold Mining I / II / III Gold Mining Pit/ Gold Mine / Mint Icon income plusIncome generated: 200 / 400 / 600

IncomeIncome from all buildings (factionwide): +5%

Turns2 turns / 4 turns
>

Treasury2000 / 3000

Dye Production I / II / III Cinnabar Mining Pit Icon income plusIncome generated: 100 / 150 / 200

Dyes resource production: 20 / 30 / 45 ounces

Tusks I / II / III Tusks Icon income plusIncome generated: 150 / 250 / 400

resource production: Resource tusks20 / 30 / 45 tusks
Treasuryrecruitment cost: -10 / -20 / -30

tbd

Port[]

Chain Tier Name Effect Cost Requirements
Port I Raft Jetty Icon income plusIncome generated: 200

[[[File:growth.png]]Growth: +10

tbd Port
Port III Big Wharf Icon income plusIncome generated: 400

[[[File:growth.png]]Growth: +20

tbd Port

Landmarks[]

For a full list of special Buildings for the Ogre Kingdoms see Immortal Empires special buildings/Ogre Kingdoms

These can only be build in specific settlements

Building Effect Cost Settlement Region
Goldtooth's Toll Gate TreasuryIncome Generated: 600

DiplomacyDiplomatic Relations: -10 with Ogre Kingdoms
TreasuryIncome from Tade: +25%

Turns6 turns

Treasury6000

Great Hall of Greasus Ivory Road
Bells of the Lazarghs TreasuryIncome Generated: 150

DiplomacyDiplomatic Relations: 25 with Ogre Kingdoms
TurnsGlobal recruitment duration: -1 turn
(minimum 1, factionwide)
ArmyGlobal recruitment capacity: +1

Turns5 turns

Treasury5000

Fire Mouth Mountains of Morn
The Fire Mouth AgentUnlocks Hero recruitment: Firebelly

Public orderControl: +1 (factionwide)
AgentHero Capacity: +3 for Firebellies
AgentHero recruit rank: +7 for Firebellies
CorruptionCorruption: -4
Siege defenceProvides garrison:

1 Firebelly
tbd Fire Mouth Mountains of Morn
Karak Azorn Great Hall Resource dwarf beerDwarf Beer resource production: +45 kegs

Public orderPublic order: +10
Icon incomeIncome generated: +10% (province)
DiplomacyDiplomatic relations: -20 with Dwarfs

tbd Karak Azorn Mountains of Morn
Gorger Haunt TreasuryRecruitment cost: -25% for Gorgers units (factionwide)

ExperienceRecruit rank: +4 for Gorgers units (factionwide)

tbd Southern Grey Mountains Southern Grey Mountains


Military[]

Barracks[]

  • Level 1: Bull Pen
    • Ogres oft-known as 'bulls' lurk here, playing crude games of chance and waiting for their guts to grumble, for hunger is a sign of food or fight, and probably both!
    • Unlocks recruitment of: Ogre Bulls
  • Level 2: Weapons Pile

Infrastructure[]

Meat[]

  • Level 1: Feast Table
    • A massive table, gashed and cut from previous meals. No plates are used here - slabs of meat are just dumped on the table.
    • Meat generated: +5 (armies in circle of influence)
  • Level 2: Feast Yurt
    • Eating is a holy activity to Ogres. This is a modest tent where they can give sacrament to the Maw - farts and belches are acts of prayer!
    • Meat generated: +7 (armies in circle of influence)
  • Level 3: Feast Tent
  • 2000 gold, 3 turns
    • A larger feasting tent, where more important Ogres and honoured tribal 'guests' can give thanks to the Great Maw.
    • Meat generated: +9 (armies in circle of influence)
  • Level 4:
  • Level 5:

Meat[]

  • Level 1: Larder
    • 1000 gold, 1 turn
    • Meat generated: +10 (local armies)
    • Income from all buildings: -50% (local region)
  • Level 2:
  • Level 3:

Defence[]

Support[]

  • Level 1: Camp Pot
    • Every camp, no matter how small, will have a pot where meat of variable age and quality will be 'thrown into da stew'.
    • Casualty replenishment rate: +2% (armies in circle of influence)
    • Army ability: "Gluttony" (armies in circle of influence)
  • Level 2: Camp Bowl
    • Larger than pots, these bowls will take carcasses about the size of cats and dogs to bolster the ever-growing 'lads'.
    • 2000 gold, 2 turns
    • Casualty replenishment rate: +4% (armies in circle of influence)
    • Army ability: "Gluttony" (armies in circle of influence)
  • Level 3: Camp Basin
    • A massive pot that will see whole cows and grazing beasts flung in to make the Camp's stew - hungry drooling Ogres surround it.
    • 3000 gold, 3 turns
    • Casualty replenishment rate: +6% (armies in circle of influence)
    • Army ability: "Gluttony" (armies in circle of influence)
  • Level 4: Camp Boiler
    • The camp boilers are for BIG joints, like whole manticores, or large cages of humies or gobbos - waste not, want not!
    • 4000 gold, 4 turns
    • Casualty replenishment rate: +8% (armies in circle of influence)
    • Army ability: "Gluttony" (armies in circle of influence)
  • Level 5: Huge Cauldron
    • The largest cauldrons, ruled over by Slaughtermasters, can cope with whole mammoths - including the trunks and tusks!
    • 5000 gold, 5 turns
    • Casualty replenishment rate: +12% (armies in circle of influence)
    • Army ability: "Gluttony" (armies in circle of influence)

See also[]