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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 camps which can build up to Tier V.
Game version: 1.3

Settlements[ | ]

Settlement Building[ | ]

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

SuppliesDefensive supplies: +1000
MeatMeat generated: 10 (local armies)
GrowthGrowth: +10
ConstructionGrants 1 construction slot in the settlement
AgentChance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (only Realm of Chaos)
Siege defenceAdds walls to the settlement
Siege defenceProvides garrison:

3 Gnoblars
2 Ogre Bulls
1 Firebelly
1 Gnoblar Trappers
1 Mournfang Cavalry

Siege defenceEnables Recuitment: Gnoblars

1000

2 turns

Province Capital
Major Settlement II Maw Cave Icon income plusIncome generated: 100

SuppliesDefensive supplies: +1000
MeatMeat generated: 10 (local armies)
GrowthGrowth: +10
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)
Siege defenceAdds walls to the settlement
Siege defenceProvides garrison:

1 Gnoblars
2 Gnoblar Trappers
2 Ogre Bulls
2 Ogre Bulls (Dual Weapons)
1 Ogre Bulls (Ironfists)
1 Firebelly
1 Mournfang Cavalry

Siege defenceEnables Recuitment: Gnoblar Trappers

2000

3 turns

Province Capital

1 Population Surplus

Major Settlement III Cauldron Town Icon income plusIncome generated: 150

SuppliesDefensive supplies: +1000
MeatMeat generated: 10 (local armies)
GrowthGrowth: +10
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)
Siege defenceAdds walls to the settlement
Siege defenceProvides garrison:

1 Gnoblars
2 Gnoblar Trappers
2 Ogre Bulls
2 Ogre Bulls (Dual Weapons)
1 Ogre Bulls (Ironfists)
1 Firebelly
1 Mournfang Cavalry
3000

4 turns

Province Capital

2 Population Surplus

Defence[ | ]

Chain Tier Name Effect Cost
Defence I Muck Trench Supplies Defensive supplies: +25 per turn when under siege

Siege defenceProvides garrison:

2 Gnoblars
2 Gnoblar Trappers
1 Ogre Bulls
1 Ogre Bulls (Dual Weapons)
1000

2 turns

Defence II Crap Moat SuppliesDefensive supplies: +50 per turn when under siege

Siege defenceProvides garrison:

2 Gnoblar Trappers
2 Ogre Bulls
2 Ogre Bulls (Dual Weapons)
2000

3 turns

Defence III Giant Stones SuppliesDefensive supplies: +75 per turn when under siege

CorruptionCorruption : -1
Siege defenceProvides garrison:

2 Ogre Bulls
2 Ogre Bulls (Dual Weapons)
1 Ogre Bulls (Ironfists)
1 Maneaters
3000

4 turns

Garisson I Guard Tent SuppliesDefensive supplies: +25 per turn when under siege

Growth Growth: +10
Siege defenceProvides garrison:

2 Gnoblars
500

1 turn

Garisson II Guard Hut SuppliesDefensive supplies: +50 per turn when under siege

Growth Growth: +20
Siege defenceProvides garrison:

2 Ogre Bulls
1000

2 turns

Garisson III Guard House SuppliesDefensive supplies: +75 per turn when under siege

Growth Growth: +30
Siege defenceProvides garrison:

2 Ogre Bulls (Dual Weapons)
1500

3 turns


Special[ | ]

Ressource[ | ]

Chain Tier Name Effect Cost Requirements
Dye Production I Cinnabar Mining Pit Icon income plusIncome generated: 100

Dyes resource production: 20 ounces

tbd Dyes
Dye Production II Cinnabar Mine Icon income plusIncome generated: 150

Dyes resource production: 30 ounces

tbd Dyes
Dye Production III Dyemaker Icon income plusIncome generated: 200

Dyes resource production: 45 ounces

tbd Dyes

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%

tbd Great Hall of Greasus Ivory Road
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 income plusIncome 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[ | ]

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