Total War: WARHAMMER

Total War: WARHAMMER

Campaigns of the Old World
KFMogar  [developer] 12 Sep, 2016 @ 8:37pm
Building Effects Full Changelog!
Text Database

-all economic effects described more clearly via UI (example what was “income generated: 500” now will say “income generated from maritime commerce: 500”)

Buildings

Bretonnia

-Barracks now have upkeep (lvl1: -25, lvl2: -50, lvl3: -100)
-barracks lvl3 build time increased from 3 to 4
-Carpenter now has upkeep (lvl1: -25, lvl2: -50)
-Farm now adds income from agriculture (lvl1: 50, lvl2: 75, lvl3: 100)
-Garrison now generates public order (lvl1: +1, lvl2: +2)
-Garrison now has upkeep (lvl1: -100, Lvl2: -200)
-Garrison lvl2 build time increased from 3 turns to 4
-Industry building income decreased (lvl1: -50, lvl2: -75, lvl3: -100)
-Industry building now increases income from commercial buildings province wide (lvl1: 2.5%, lvl2: 5%, lvl3: 7.5%)
-Port increases trade good production (lvl1: 2%, lvl2: 4%, lvl3: 6%)
-Port increases trade tariff (lvl1: 1%, lvl2: 2%, lvl3: 3%)
-Military Iron now has upkeep of 75
-Military Pastures decrease factional cavalry upkeep by -5%
-Military pastures now has an upkeep value of 75
-Military timber now has an upkeep value of 75
-Smiths now have upkeep (lvl1: -25, lvl2: -50)
-Stables now have upkeep (lvl1: -25, lvl2: -50, lvl3: -100)
-Stables now reduce provincial recruitment cost of cavalry (lvl1: -2.5%, lvl2: -5%)
-Stables now decrease regional cavalry upkeep (lvl3: -5%)
-Tavern now produces income from subsistence (lvl1: 25, lvl2: 50, lvl3: 75)
-Walls now have upkeep (lvl1: -100, Lvl2: -200, lvl3: -300)
-Walls lvl3 build time increased from 5 turns to 6
-Religious building now increase public order (lvl1: +1, lvl2: +2, lvl3: +3)
-Religious buildings now have upkeep (lvl1: -50, lvl2: -100, lvl3: -150)

Dwarfs

-Barracks now reduce recruitment costs (lvl2: -2.5%, lvl3: -5%, lvl4: -10%)
-Barracks now have upkeep (lvl1: -25, lvl2: -50, lvl3: -100, lvl4: -150)
-Engineer now increases income from industry province wide (lvl1: 2.5%, lvl2: 5%)
-Engineer now reduce artillery recruitment costs province wide (lvl1: -5%, lvl2: -10%)
-Engineer now reduces construction costs province wide (lvl1: -10%, lvl2: -20%)
-Engineer now has upkeep (lvl1: -25, lvl2: -50)
-Farm now adds income from agriculture (lvl1: 15, lvl2: 30, lvl3: 45, lvl4: 60)
-Garrison now generates public order (lvl1: +1, lvl2: +2)
-Garrison now has upkeep (lvl1: -100, Lvl2: -200)
-Industry building now increases income from industry/agriculture province wide (lvl1: 2.5%, lvl2: 5%, lvl3: 7.5%, lvl4: 10%)
-Industry building income decreased (lvl4: -100)
-Port increases trade good production (lvl1: 2%, lvl2: 4%, lvl3: 6%)
-Port increases trade tariff (lvl1: 1%, lvl2: 2%, lvl3: 3%)
-Resource Beer increases relations with Dwarf realms lvl3: 6, lvl4: 12)
-Resource Dyes increase income from commerce province wide (lvl1: 2.5%, lvl2: 5%, lvl3: 7.5%, lvl4: 10%)
-Resource Game produces income from commerce (lvl1: 25, lvl2: 50, lvl3: 75, lvl4: 100)
-Resource gems now produces more income (lvl1: +100, lvl2: +100, lvl3: +100, lvl3: +100)
-Resource Iron now increases income from industry province wide (lvl1: 2.5%, lvl2: 5%, lvl3: 7.5%, lvl4: 10%)
-Military Iron now has upkeep of 75
-Military iron now reduces infantry recruitment costs faction wide, but at a lower value of -10%
-Resource Stone now decreases construction costs province wide (lvl1: -10%, lvl2: -15%, lvl3: -20%, lvl4:-30%)
-Resource Pasture now generates income from animal husbandry (lvl1: 25, lvl2: 50, lvl3: 75, lvl4: 100)
-Resource Salt now increases income from agriculture/livestock province wide (lvl1: 2.5%, lvl2: 5%, lvl3: 7.5%, lvl4: 10%)
-Military Salt now has upkeep of 75
-Military Salt now reduces black powder recruitment costs faction wide, but at a lower value of -10%
-Resource timber now reduces construction costs province wide (lvl1: -2.5%, lvl2: -5%, lvl3: -7.5%, lvl4: -10%)
-Slayer shrine now has upkeep (lvl1: -50, lvl2: -100)
-Smith now has upkeep (lvl1: -25, lvl2: -50, lvl3: -100)
-Tavern now produces income from subsistence (lvl1: 50, lvl2: 75, lvl3: 100)
-Trade building now increase income from commerce province wide (lvl1: 5%, lvl2: 10%)
-Walls now have upkeep (lvl1: -100, Lvl2: -200, lvl3: -300)
-Workshop now has upkeep (lvl1: -25, lvl2: -50, lvl3: -100, lvl4: -150)

Empire

-Barracks now reduce infantry recruitment costs (lvl2: -2.5%, lvl3: -5%)
-Barracks now have upkeep (lvl1: -25, lvl2: -50, lvl3: -100)
-Barracks lvl3 build time increased from 3 to 4
-Farm now adds income from agriculture (lvl1: 50, lvl2: 75, lvl3: 100)
-Garrison now generates public order (lvl1: +1, lvl2: +2)
-Garrison now has upkeep (lvl1: -100, Lvl2: -200)
-Garrison lvl2 build time increased from 3 turns to 4
-Industry building now increases income from commercial buildings province wide (lvl1: 2.5%, lvl2: 5%, lvl3: 7.5%)
-Industry building income decreased (lvl1: -50, lvl2: -75, lvl3: -100)
-Port increases trade good production (lvl1: 2%, lvl2: 4%, lvl3: 8%)
-Port increases trade tariff (lvl1: 1%, lvl2: 2%, lvl3: 4%)
-Resource Dyes increase income from commerce province wide (lvl1: %, lvl2: 10%, lvl3: 15%)
-Resource Furs produces income from commerce (lvl1: 50, lvl2: 100, lvl3: 200)
-Resource Iron now increases income from industry province wide (lvl1: 2.5%, lvl2: 5%, lvl3: 7.5%)
-Military iron now reduces swordsmen/empire knights recruitment costs faction wide, but at a lower value of -10%
-Military Iron now has upkeep of 75
-Resource Stone now decreases construction costs province wide (lvl1: -5%, lvl2: -10%, lvl3: -15%)
-Resource pastures now generates income from animal husbandry (lvl1: 50, lvl2: 100, lvl3: 150)
-Military Pastures now reduces cavalry recruitment costs faction wide, but at a lower value of -10%
-Military Pastures now reduce upkeep costs of cavalry units faction wide by -5%
-Military Pastures now has upkeep of 75
-Resource Clay now increases income from commerce province wide (lvl1: 2.5%, lvl2: 5%, lvl3: 7.5%)
-Resource Timber now reduces construction costs province wide (lvl1: -10%, lvl2: -15%, lvl3: -20%)
-Military Timber now reduces spear/crossbow recruitment costs faction wide, but at a lower value of -10%
-Military Timbre now has an upkeep of 75
-Resource Wine now produces income from commerce (lvl1: 50, lvl2: 100, lvl3: 200)
-Smith now has upkeep (lvl1: -25, lvl2: -50)
-Tavern now produces income from subsistence (lvl1: 50, lvl2: 75, lvl3: 100)
-Walls now have upkeep (lvl1: -100, Lvl2: -200, lvl3: -300)
-Walls lvl3 build time increased from 5 turns to 6
-Religious building now increase public order (lvl1: +1, lvl2: +2, lvl3: +3)
-Religious buildings now have upkeep (lvl1: -50, lvl2: -100, lvl3: -150)
-Wizard building now reduce upkeep of local wizards (lvl1: -15%, lvl2: -25%)
-Wizards building lvl2 now reduces wizard recruitment cost province wide by -10%
-Empire Forge now has upkeep (lvl1: -25, lvl2: -50, lvl3: -100)
-Empire stables now have upkeep (lvl1: -25, lvl2: -50, lvl3: -100)
-Stables now reduce provincial recruitment cost of cavalry (lvl1: -2.5%, lvl2: -5%)
-Stables now decrease regional cavalry upkeep (lvl3: -5%)
NOTE TEB/Kislev/e.t.c buildings (walls/worship) mirror empire stats for now!

Greenskins

-Greenskin ruins now reduce growth in provinces (major ruin: -10, minor ruin -5)
-Boss buildings now increase fightiness of forces province wide (lvl1: +2, lvl2: +4, Lvl3: +6)
-Boss lvl3 building now increase recruitment capacity by +1
-Totem now adds income from culture (lvl1: 10, lvl2: 20, lvl3: 30)
-Garrison now reduces fightiness of forces province wide (lvl1: -10, lvl2: -20)
-Garrison build times increased (lvl1: 4, lvl2: 5)
-Industry now increases income from raiding/razing/sacking faction wide (lvl1: +1%/0/0, lvl2: +2%/+1%/0, Lvl3: +4%/+3%/+2%)
- Industry building income decreased (lvl1: -100, lvl2: -100, lvl3: -100)
-Port income decreased (lvl1: -100, lvl2: -200, lvl3: -400)
-Resource Gems lvl3 income decreased -200
-Military iron now reduces bigun/black orc recruitment costs faction wide, but at a lower value of -10%
-Military Pastures now reduces cavalry recruitment costs faction wide, but at a lower value of -10%
-Military Timber now reduces spear/archer/chariot recruitment costs faction wide, but at a lower value of -10%
-Shaman lvl2 now reduces provincial wizard recruitment costs -10%
-Walls reduces fightiness of forces province wide (lvl1: -10, lvl2: -20, lvl3 -30)
-Walls build time increased (lvl1: 5, lvl2: 6, lvl3: 7)
-Barracks now reduce infantry recruitment costs (lvl2: -2.5%, lvl3: -5%, lvl4: -10%)
-Barracks lvl4 build time increased to 5
-Workshop now reduces public order (lvl1: -4, lvl2: -6)
-Workshop lvl2 build time increased to 6
NOTE Savage orc and Horde settlements follow these same designs for now!

Vampire Counts

-Smith now has upkeep (lvl1: -25, lvl2: -50)
-Balefire now has upkeep (lvl1: -50, lvl2: -100, lvl3: -150)
-Balefire now reduces diplomatic relations with the empire (lvl1: -2, lvl2:-3, lvl3: -5)
-Binding circle now has upkeep (lvl1: -25, lvl2: -50, lvl3: -100)
-Cemetery now reduces infantry recruitment costs (lvl2: -5%, lvl3: -10%)
-Cemetery now has upkeep (lvl1: -25, lvl2: -50, lvl3: -100)
-Cemetery lvl3 build times increase to 4
-Forest now has upkeep (lvl1: -25, lvl2: -50, lvl3: -100)
-Forest lvl3 build time increased to 4
-Garrison now generates public order (lvl1: +1, lvl2: +2)
-Garrison now has upkeep (lvl1: -100, Lvl2: -200)
-Garrison lvl2 build time increased from 3 turns to 4
-Necromancer income decreased (lvl1: -50, Lvl2: -100)
-Necromancer now increases morale (binding) of local undead troops province wide (lvl1: 5, Lvl2: 10)
-Necromancer now decreases necromancer recruitment costs province wide by -10%
-Ossuary now increases replenishment of undead troops (lvl1: +1%, lvl2: +2%, lvl3: +3%)
-Port increases trade good production (lvl1: 2%, lvl2: 4%, lvl3: 6%)
-Repression buildings now generate less income (lvl1: -50, Lvl2: -50)
-Repression buildings now reduce morale of enemy forces (lvl1: -4, lvl2:-8)
-Resource Dyes increase income from commerce province wide (lvl1: %, lvl2: 10%, lvl3: 15%)
-Resource Iron now increases income from industry province wide (lvl1: 2.5%, lvl2: 5%, lvl3: 7.5%)
-Military iron now reduces blood/black knight/black coach/grave guard recruitment costs faction wide, but at a lower value of -10%
-Military Iron now has upkeep of 75
-Resource Stone now decreases construction costs province wide (lvl1: -10%, lvl2: -15%, lvl3: -20%)
-Resource Pastures now increase province growth (lvl1: 5, lvl2: 10, lvl3: 15%)
-Resource pastures now provide reduced income (lvl1: -50, lvl2: -50, lvl3: -50)
-Pasture/Timber Military now reduces forest beast/varghulf /vargheist recruitment costs faction wide, but at a lower value of -10%
-Pasture/Timber Military now reduces morale of enemy forces in the province
-Military Pastures/Timber now have upkeep of 75
-Resource Clay now increases income from agriculture/farming province wide (lvl1: 2.5%, lvl2: 5%, lvl3: 7.5%)
-Resource Timber now reduces construction costs province wide (lvl1: -5%, lvl2: -10%, lvl3: -15%)
- Resource Wine now produces income from commerce (lvl1: 25, lvl2: 50, lvl3: 100)
-Vampire building lvl2 now reduces recruitment cost of vampire heroes province wide by -10%
-Walls now have upkeep (lvl1: -100, Lvl2: -200, lvl3: -300)
-Walls lvl3 build time increased from 5 turns to 6

Chaos

-Dragon ogre lvl2 now reduces recruitment cost of dragon ogres by -15%
-Trophies lvl2 now increase experience of chaos knights/chosen +1
-Chaos magic now decreases province growth (lvl1: -5, lvl2: -10)
-Marauder now increases income from raiding/razing (lvl1: 5%/2.5%, lvl2: 10%/5%)
-Main chain horde building now decreases movement range and public order province wide (lvl1: -2%/-1, lvl2: -4%/-2, lvl3:-6%/-3, lvl4: -8%/-4, lvl5:-10%/-5)
-Warrior/worship now reduces infantry recruitment cost (lvl2: -2.5%, lvl3: -5%)
-Weapon building now increases melee damage of force (lvl1: +3, lvl2: + 5)
-Weapon building now has upkeep (lvl1: -50, lvl2: -100)
-Forge now has upkeep (lvl1: -25, lvl2: -50)
-Giant/Troll recruitment now has an upkeep of -75

Beastmen

-Arcane lvl2 reduces recruitment cost of wizards by -10%, and provides +1 experience for wizard recruits
-Centigor building lvl3 now decreases centigor recruitment cost by -10%, and provides 1 experience for centigor recruits.
-Beastmen creatures lvl3 now reduces giant recruitment cost by -10%
-Gor recruitment now increases experience level of ungor recruits (lvl3: +1, lvl4: +2)
-Gor recruitment lvl4 now increases experience of Gor recruits +1
-Gor recruitment lvl4 now decreases recruitment cost of bestigors by -5%
-Beastmen herd now decreases movement range and public order province wide (lvl1: -2%/-1, lvl2: -4%/-2, lvl3:-6%/-3, lvl4: -8%/-4, lvl5:-10%/-5)
-Main chain horde now also decreases recruitment cost of all units by -1% per level
-Minotaur recruitment lvl3 now decreases minotaur recruitment costs by -5% and decreases gorebull recruitment costs by -10%
-Razorgor recruitment lvl2 now reduces construction costs by -5%
-Ruination now decreases growth province wide and spreads chaos corruption (lvl1: -5/0, lvl2: -10/+1)
-Weapon building lvl2 now increase all unit recruit experience +1

Special Buildings (the good stuff!)

Archecclesiatium of Myrmidia
-Added Knights of the Blazing Sun Recruitment/ +2 in garrison

Knights of the Blazing Sun Chapter House
-Added 2 knights of the blazing sun to garrison

Bordeleaux Winemaking
-Added income from local commerce (lvl1: 100, lvl2: 150, lvl3: 200, lvl4: 250)

Brightstone Mine
-Increases in income from mining from each province, faction wide by 2%
-Increases experience for artillery units at a reduced rate, but now faction wide (+2 experience base)

Altdorf Conclave of Magic (Empire)
-reduced wizard recruitment cost faction wide -10%

Altdorf Conclave of Magic (Vamp)
-reduced wizard recruitment cost faction wide -10%
-increased morale (binding) for undead armies faction wide +10

Altdorf College of Magic (Empire)
-reduced wizard recruitment cost faction wide -20%
-Religious influence untainted +1 faction wide

Altdorf College of Magic (Vamp)
-reduced wizard recruitment cost faction wide -20%
-increased morale (binding) for undead armies faction wide +15

Erengradport/Marienburg Port
-Increases income from commerce province wide (+1% per level)
-Increases income from trade tariffs (lvl1: +2%, lvl2: +4%, lvl3: +6%)
-Increases trade good commodity export (lvl2: +5%, lvl3: +10%)

Great Slayer Shrine
-reduces recruitment cost of slayers factionwide -25%
-increases public order +4

Greenskin Vandilization
-Decreases public order -1 per level 1-5

High King Throne Hall
-Faction diplomatic affinity with other dwarf holds +25
-Morale versus Greenskins faction wide +10

Knights Panther Chapterhouse
-Stats brought in line with Blazing Sun Chapterhouse

Nuln Cannon Foundry
-allows recruitment of mortars and great cannons

Nuln School of Gunnery
-Allows recruitment of volley gun, /rocket battery

Reiksfort
-Upkeep added -150
-increases public order +2

Altdorf (Empire)
-lvl3 now required for Altdorf Royal Gryphites and Zintlers Reiksguard
-Ivl4 allows reiksguard recruitment (This is the capital of the REIKLAND after all)
-Now increases reiksguard xp level faction wide (lvl4: +1, lvl5: +2)
-Increases diplomatic affinity with Empire provinces (lvl3: +5, lvl4: +10, lvl5: +15)

Altdorf Vamp (Vamp)
-Decreases diplomatic affinity with Empire provinces (lvl3: -5, lvl4: -10, lvl5: -15)

Drakenhof (Vamp)
-Decreases diplomatic affinity with Empire provinces (lvl3: -5, lvl4: -10, lvl5: -15)
-decreases enemy unit morale province wide (lvl3: -3, lvl4: -6, lvl5: -9)
-Increases undead morale province wide (lvl3: 4, lvl4: 8, lvl5: 12)
Couronne Tournament Grounds
-Changed income from industry(?) to income from culture

MORE Special Building Changes to come as I read more Lore!!!
Last edited by KFMogar; 12 Sep, 2016 @ 8:39pm