

+1 health each turn that the settlement is razed.ĪI factions can still swoop in and colonize these settlements. You’ll likely have public order/rebellion issues. The buildings barely help with your economy. You can construct outpost-type buildings. If you’re keen on making some friends and trade agreements, Stirland and, in a couple of turns, Kislev ( “Kislev”) are better options, though they don’t control heathlands at the start.Īll three options for heathlands help restore the nearby magical forest in your Total War: Warhammer II campaign. You won’t need to declare war and capture or raze that territory anymore. You can either declare war after crushing Clan Kreepus and Ostermark, or try to befriend and have a defensive alliance with the faction (which is harder than it looks).ĭon’t forget that having a defensive or military alliance with a faction that controls a heathland gives the magical forest some extra healing.

They happen to hold four of six heathlands, too, which means Gryphon Wood won’t get restored unless you eliminate them.Īdditionally, Talabecland can pose a problem since it owns two settlements that are also heathlands. Drycha’s Total War: Warhammer II Mortal Empires start has her surrounded by Clan Kreepus and Ostermark as hostiles. Give that a look to familiarize yourself with the concepts.įirst, take a look at your immediate surroundings. A lot of mechanics have already been discussed in detail in our Wood Elves rework guide.
