Provincial Capital

ID: wh_main_EMPIRE_settlement_major

Building Chain

Provincial Capital

Building Levels

Level 1 - Ruined City

This city lies in ruins. Nothing remains but destruction, ashes and the sorrowful taste of defeat.

There are many ruins within the Old World and beyond. Even in the Empire - the heart of civilisation - there are strange, ruined cities, their original inhabitants lost to time. In the Badlands lies Morgheim, once known as Mourkain, the capital of the Strygos Empire and now an infamous ruin. Of course, even further south, are the sand-scoured Tomb Cities of Khemri...

Level 2 - Coastal Hamlet

The Empire is riddled with homesteads, farms and tiny groups of sullen houses filled with sullen folk.

Hamlets are small settlements, often no more than two or three buildings clumped together. They will usually form around farmsteads, coaching inns, crossroads or bridges – places where foot traffic is common and Roadwardens occasional pass through. They cling to the Emperor’s highways, offering pin-pricks of civilisation amidst the unforgiving forest.

Grants 1 construction slot in the settlement
Income generated: 40
(Hidden Effect) Adds 2 turns of siege holdout time to province capitals
Growth: +10
(Hidden Effect) Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)

Level 3 - Coastal Village

Villages dot the Empire, usually comprising a marktplaz, a tavern, and a stockade – if their denizens are lucky.

The wilderness of the Empire is untamed; those who do not farm the land congregate in the towns and villages for reasons of trade and safety. They range from large hamlets to walled settlements that are towns in all but name.

Grants 2 construction slots in the settlement
Income generated: 60
(Hidden Effect) Adds 2 turns of siege holdout time to province capitals
Growth: +20
(tr:public_order_effect): +1
(Hidden Effect) Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)

Level 4 - Coastal Town

The towns of the Empire are walled islands of civilisation amidst the unrelenting and hostile wilderness.

Towns are larger settlements which offer greater mercantile opportunities, often with an organised watch to hopefully man the walls should Beastmen emerge from the forest. The Empire’s penchant for eccentric buildings and non-existent urban planning sees the towns sprawl beyond the original walls and into squalid foulburgs, where the poorest dwell.

Grants 3 construction slots in the settlement
Income generated: 80
(Hidden Effect) Adds 2 turns of siege holdout time to province capitals
Growth: +30
(tr:public_order_effect): +2
(Hidden Effect) Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)

Level 5 - Coastal City

Cities are massive places, crammed with ramshackle buildings – all teeming with the stench of mankind.

Those who do not eke out a living in the perilous countryside will most likely reside in the Empire’s cities. While you are safer within the city walls, they are far from being havens. Unscrupulous nobles, criminal Guilds, sinister neighbourhoods and many other dangers face the unwary in this unsettling urban landscape.

Grants 5 construction slots in the settlement
Income generated: 100
(Hidden Effect) Adds 2 turns of siege holdout time to province capitals
Growth: +40
(tr:public_order_effect): +2
(Hidden Effect) Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)

Level 6 - Coastal City-State

The greatest cities of the Empire are self-governing capitals, more powerful than the provinces they sit within.

The city-states, of which there are few, are massive conurbations – great urban environments containing the full gamut of the strange and bizarre, from artillery schools, menageries of grotesque beasts to eldritch colleges of learning. Altdorf, Nuln and Middenheim are the most famous of these great cities, as was Marienburg before it infamously seceded from the Empire in 2429.

Grants 7 construction slots in the settlement
Income generated: 120
(Hidden Effect) Adds 2 turns of siege holdout time to province capitals
Growth: +50
(tr:public_order_effect): +3
(Hidden Effect) Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)