Total War: WARHAMMER III

Total War: WARHAMMER III

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Maxinho Jun 10, 2024 @ 10:53am
How does Global Recruitment work?
I remember doing some crazy stuff in WH2 with spamming armories and stuff to get loads of global recruitment slots but this is a different game.

I was especially wondering how the prices of units work when globally recruiting?

For example at the start of the game as Empire you can globally recruit a basic spearman/archer unit for double the price and it takes 2 turns.

But then later you can globally recruit the same units for almost the same price as locally instead of double, and it only takes 1 turn. How come?

I wonder if I could lower the global recruitment for specific units like spearmen with shields if I just built a bunch of barracks (10-15) everywhere like in the old games.
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Cultist Jun 10, 2024 @ 11:04am 
On the most basic level, it allows you to recruit from any settlement you own, at double cost and double recruiting time. But there are tons of modifiers to this based on your faction, certain buildings, even certain lords. There are too many potential modifiers to list them all here. Also, any bonuses to recruit rank and cost do not come into play, unless those bonuses are faction-based or based on the lord doing the recruiting - and there are exceptions even to this. It's a complex topic and varies wildly from one faction to another - some factions excel at global recruiting (TK and WE come to mind) while others are better off avoiding it when possible. And then there's DE who suck hard at local recruiting, but have mobile bases for global-style recruitment at local prices. Like I said, complex topic.
Barser Jun 10, 2024 @ 11:27am 
yes if you got 10 of the same building barrack then the global turn time for these units is decreased by 1
CrUsHeR Jun 10, 2024 @ 12:10pm 
Empire after ToD rework:


- Cavalry buildings increase recruit capacity

- Roads reduce recruit duration
Lamp Jun 10, 2024 @ 3:19pm 
What Barser said.

Also if you play Ogres one of their meat bonuses is to reduce global recruitment time by 1- this is faction wide and stacks. So you can use that ability on multiple generals simultaneously and reduce all global recruitment to 1 turn.
Last edited by Lamp; Jun 10, 2024 @ 3:19pm
AurumHawke Jun 10, 2024 @ 4:14pm 
Originally posted by Wulfmax:
I was especially wondering how the prices of units work when globally recruiting?
The first building/source of the unit reduces global base cost from 200% to 193%.
Additional sources appear to continue reducing global base cost until 157% - unless this is per-region instead of per-building, will have to track this next time if it really matters.
Cost Reduction effects apply to the global base cost, effectively doubling the reduction (if global stayed at 200% of local).

Or practical examples -
Start of game 1/1/0 :
Glade Guard - 500 local, 963 global
Dryads - 550 local, 1059 global

Mid-game 15/8/4 at 30%/-50%/-50% :
Glade Guard - 500 local, 350 local final, 787 global, 551 global final
Dryads - 550 local, 275 local final, 866 global, 433 global final
Treemen - 1500 local, 750 local final, 2614 global, 1307 global final
(Delliandra reduces cost for all Tree Spirits, not just Tree Kin, by 20%)
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Date Posted: Jun 10, 2024 @ 10:53am
Posts: 5