Labour Economy

The Chaos Dwarf economy utilizes multiple unique resources in addition to the normal treasury, and multiple kinds of settlements. Towers, which can only be built in province capitals, provide advanced recruitment. Outposts use Labour to acquire Raw Materials. Factories spend Raw Materials to acquire Armaments.
== Labour ==
Labour is similar to the Dark Elf slave mechanic from Total War: Warhammer II. Labourers are obtained through battle and sent to provinces to work for your faction.
=== Obtaining Labour ===
The main way that you obtain Labour is through battle. After winning a battle, you will obtain a number of Labourers based on the size of the enemy force defeated. You can get even more Labourers by choosing the Transport Captives post-battle option. Labourers can also be acquired through Military Convoys by spending either treasury or Armaments. Whenever you acquire more Labourers, they are evenly distributed between all provinces that are accepting new Labour.
=== Managing Labour ===
You can manage your Labour across all provinces by opening the Labour Economy panel at the top center of the screen when on the campaign map. This allows you to see how much Labour you have in each province compared to the Workload needed there. You can also select which provinces will accept new Labour, use Labour Actions in those provinces, and move Labour between provinces. Moving Labour is instantaneous but costs 200 treasury for every 100 Labourers moved.
A percentage of Labour in each province is lost every turn. Higher levels of Control reduces this percentage, but you will always lose at least five Labourers each turn in each province that has any Labourers. Additionally, you suffer a -1 Control penalty for every 100 Labourers in a province.
=== Using Labour ===
The main purpose of Labour is to fill the Workload requirements in your mines. Buildings which produce Raw Materials generally increase a province's Workload. If the number of Labourers in a province exceeds that province's Workload, then all of the buildings will produce at full efficiency. If the number of Labourers falls below the province's Workload, then Raw Material output will fall.
You can also spend Labourers to rush construction of a building, finishing it immediately. Whenever you construct a building, a button will appear next to the number of turns that the building takes to complete. Pressing this button will immediately finish the building at a cost of 100 Labourers per turn that the building was rushed. You can reduce this cost with commandments, technologies, and other effects. You can also rush construction when the building is already partway done, which will cost fewer Labourers. For example, if a building would normally take five turns to complete, you could spend 500 Labourers to complete it immediately, or wait three turns and then spend 200 Labourers to complete it then. Labourers used for rushing construction must come from the same province, so a province with no Labourers cannot rush construction.
Additionally, there are three Labour Actions which provide a benefit in a province at a cost of 200 Labourers. Only one Labour Action can be active in a province at a time, but there is no global cooldown for Labour Actions. The Labour Actions are:
* Sacrifices for Zharr-Naggrund: Provides 10 Conclave Influence
* Sell Labour: Provides 1500 treasury
* Set an Example: Provides +10 Control in the province for 5 turns
== Raw Materials ==
Raw Materials are a secondary resource used to produce Armaments and construct buildings.
=== Obtaining Raw Materials ===
Outpost settlements can construct mines, which produce Raw Materials each turn, but increase the province's Workload. Therefore, you need Labourers in the province to acquire the Raw Materials. Marble and Obsidian resource buildings, as well as some special buildings, act as more efficient mines, producing Raw Materials with lower Workload requirements. Razing settlements also generates Raw Materials.
You can also acquire Raw Materials through Military Convoys by spending treasury.
=== Using Raw Materials ===
The main purpose of Raw Materials is to supply your factories. Factory settlements can construct buildings which produce Armaments or income at a cost of Raw Materials per turn. Gem, Iron, and Timber resource buildings also consume Raw Materials.
Some buildings also cost Raw Materials to build and upgrade instead of treasury. Specifically, settlement, infrastructure, and port buildings in Tower and Factory settlements cost Raw Materials.
== Armaments ==
Armaments are a secondary resource that are needed for higher-tier Chaos Dwarf units.
=== Obtaining Armaments ===
Factory settlements can construct factories which spend Raw Materials each turn to produce Armaments. Iron and Timber resource buildings, as well as some special buildings, act as more efficient factories, producing Armaments for a lower cost in Raw Materials.
=== Using Armaments ===
The main purpose of Armaments is to spend in the Hell Forge to increase unit caps and add extra abilities to those units. Maintaining abilities granted through the Hell Forge also costs Armaments per turn.
Advanced Military recruitment buildings cost Armaments instead of treasury to build and upgrade.
Armaments can also be sold using Military Convoys in exchange for treasury or Labourers.
== Strategy ==
Early on in the campaign, it is usually most effective to maintain a ratio of two Outpost settlements for every one Factory settlement. This will give you the right amount of Raw Materials and Armaments to support your early army and economy. You don't need more Factories than this because you can't access the high tier units or buildings that cost lots of Armaments. Lots of Raw Materials are also useful to quickly upgrade your main Tower to a high level. As the campaign progresses, you can start building more Factories to support your high tier units and give them lots of Hell-Forge upgrades.
Province capitals are the only settlements that can be turned into Towers. Towers don't normally produce any Raw Materials or Armaments, but they can provide Income, high tier recruitment, and other benefits. In the late campaign, you should have more than enough Raw Materials and Armaments to turn every province capital you capture into a Tower. Earlier on it may be worth it to build more Outposts and Factories instead.
When you start capturing a new province, you should decide if you want the minor settlements to be Outposts, Factories, or a mix of the two. Mixing settlements and keeping them separated each have their own advantages and disadvantages.
Keeping Outposts and Factories separated makes it easier to stack buffs to Raw Material and Armament output. For example, Towers can construct a building that reduces the Raw Material consumption of Factories in the province. This building will be more effective in a province with more Factories. Chaos Dwarfs also have a commandment that benefits Factories. This approach also means you don't need Labour in all of your provinces, making it easier to manage. However, provinces without any Labour will not be able to rush construction of buildings.
Mixing Outposts and Factories in a single province allows you to take advantage of the Tool Maintenance building chain that is available in Factories. Tool Maintenance buildings significantly increase the Raw Material output in the province, so they would have no effect in a province that is all Factories. Spreading your Labour across more provinces makes it harder to manage, but it means that you will have fewer Labourers in each province, which makes for a more manageable Control penalty. You will also be able to rush construction or use Labour Actions in any province.
When deciding whether a settlement will be a Tower, Factory, or Outpost, you should also keep in mind any resources or special buildings there. Marble and Obsidian buildings always act like mines, even in Factory settlements. Conversely, Iron and Timber buildings always act like factories, even in Outpost settlements. Chaos Dwarfs also have some special buildings that act the same way. Ports also have different effects based on the type of settlement. Tower Ports provide lots of income, Factory Ports improve the output of the settlement by up to 15%, and Outpost Ports provide a small bonus to Control and casualty replenishment. Because of this, Outposts should not be built in port settlements.
Category:Chaos Dwarfs
Category:Unique game mechanics
Category:Expansion required
Category:Total War: Warhammer III gameplay