Tower of Zharr

The Tower of Zharr is a campaign mechanic for that allows them to spend Conclave Influence to obtain various factionwide benefits and eventually confederate other Chaos Dwarf factions.
== Overview ==
The Tower of Zharr has multiple seats which playable Chaos Dwarf factions can spend Conclave Influence to obtain. Each seat provides benefits to the faction that claims it. After a seat has been claimed, another faction can usurp the seat to obtain the benefits for themselves, but doing so costs more Conclave Influence than first claiming it and inflicts a temporary penalty to diplomatic relations with the faction whose seat was stolen. Each time the seat is usurped, the cost goes up further. When a seat is claimed or usurped, it cannot be usurped again for three turns.
Seats are organized into four tiers, and the first three tiers are organized into three districts: Sorcery, Military, and Industrial. When all seats in a district are claimed, the district is completed and a set of benefits are unlocked for all Chaos Dwarf factions. When two districts in a tier are completed, the next tier of seats is unlocked.
The fourth tier has just three seats, allowing the faction that claims them to confederate the Servants of the Conclave or one of the other two playable Chaos Dwarf factions. Confederating one of the other playable factions gives you control of all of their seats in the Tower of Zharr. Tier four seats cannot be usurped.
== Seat benefits ==
Seat 	Tier	District	Base Cost	Effects
Prophet 	1 	Sorcery 	75 	Casualty replenishment rate: +6%
Black Alchemist 	1 	Sorcery 	75 	Grants a random magic item or talisman ancillary every three turns
Cardinal Daemonsmith 	1 	Sorcery 	75 	Armaments cost: -10% for all unit capacity upgrades in the Hell-Forge
Thaumaturge 	1 	Sorcery 	75 	Winds of Magic power reserve: +2 per turn
Winds of Magic power reserve capacity: +5
Legate of Zharr 	1 	Military	75 	Army ability: Armour of Contempt
Warmonger 	1 	Military	75 	Campaign movement range: +15% after winning a battle (all characters)
Black Smith 	1 	Military	75 	Armaments: +25 per turn
Armaments output: +5%
Quartermaster 	1 	Military	75 	Grants a random weapon or armour ancillary every three turns
Machinator 	1 	Industry	75 	Raw Materials: +100 per turn
Raw Materials output: +5%
Excise Collector 	1 	Industry	75 	Income from Settlement buildings: +25%
Preceptor 	1 	Industry	75 	Grants a random follower or banner ancillary every three turns
Consul 	1 	Industry	75 	Diplomatic relations: +20 with Chaos Dwarfs, Warriors of Chaos, and Norsca
Income from trade tariffs: +50%
Hierophant 	2 	Sorcery 	150 	Army ability: Blood & Fireborn
Grand Reaper 	2 	Sorcery 	150 	Unit capacity: +1 every 4 turns for a randomly chosen Flying Monster, K'daai, or Bull Centaur unit
Daemogogue 	2 	Sorcery 	150 	Ability: Flame & Shadow (all Lords)
Conscriptor 	2 	Military	150 	Unit capacity: +1 every 4 turns for a randomly chosen Melee Infantry or Missile Infantry unit
Ordinator 	2 	Military	150 	Army ability: Dreadquake Battery (when in own territory)
Lord Warlock 	2 	Military	150 	Army ability: Wrath of Zharr
Grand Architect 	2 	Industry	150 	Construction time: -1 for all buildings (minimum of 1 turn)
Expounder General 	2 	Industry	150 	Conclave Influence gained: +1 per turn for Factory settlement buildings
Trafficker 	2 	Industry	150 	Maximum Convoy cargo capacity: +10%
Recruit rank: +5 for Convoy Overseers
Mutator 	3 	Sorcery 	300 	Winds of Magic power reserve capacity: +3 for each Sorcery seat claimed in the Tower of Zharr
Black Artificer 	3 	Sorcery 	300 	Army ability: Doom of Hashut
Field Marshal 	3 	Military	300 	Spawns a temporary army of Hobgoblins when your faction leader's army sacks a settlement (has 5 turn cooldown between spawns)
Infernatus 	3 	Military	300 	Upkeep: -1% for each Military seat claimed in the Tower of Zharr
Procurator 	3 	Industry	300 	Construction cost: -2% for each Industry seat claimed in the Tower of Zharr
High Commissioner 	3 	Industry	300 	Workload requirements for Raw Materials: -5% (all provinces)
Raw Materials consumed per turn by buildings: -5% (all provinces)
Master of the Conclave	4 	- 	600 	Confederate Servants of the Conclave
Dominator* 	4 	- 	600 	Confederate Disciples of Hashut
Subjugator* 	4 	- 	600 	Confederate Legion of Azgorh
Commander* 	4 	- 	600 	Confederate Warhost of Zharr
* Not available to the faction that would be confederated
== District benefits ==
Tier	District	Effects
1 	Sorcery 	Research rate: +10%
1 	Military	Immediately creates wall breaches when besieging
1 	Industry	Raw Materials output: +5%
Armaments output: +5%
2 	Sorcery 	Chaos Undivided corruption in adjacent provinces: +2 (all provinces)
2 	Military	Global recruitment capacity: +2
2 	Industry	Maximum number of active Convoys: +1
3 	Sorcery 	Winds of Magic cost: -10% for all spells
3 	Military	Global recruitment duration: -1 turn (minimum of 1 turn)
3 	Industry	Control: +3 (all provinces)
== Strategy ==
In the early game, seats that improve Raw Material or Armament output are the most valuable. The AI also values them highly, so you should move on them quickly before they are claimed. Seats that give ancillaries are useful but not essential, and Chaos Dwarfs do not get many ancillaries through other means. Seats that increase unit caps are more valuable late in the campaign when the Armament cost of increasing those caps has gone up significantly. Seats that provide army abilities are very valuable because they can improve the effectiveness of all of your armies factionwide.
District bonuses are permanent and apply to all Chaos Dwarf factions, so you are incentivized to complete districts even if the individual seat benefits are unimpressive.
Once you reach tier four, you can choose to confederate another Chaos Dwarf faction. Confederating the Servants of the Conclave first is usually a good choice because this will give you access to a fully developed province including a tier 5 Tower and multiple special buildings, as well as two full armies. On the other hand, the Servants of the Conclave don't try to expand their territory, so the other factions can give you more settlements, a powerful Legendary Lord, and all of the faction's seats in the Tower of Zharr. Eventually you will want to take all three seats, giving you full control of the Chaos Dwarf empire.
Category:Chaos Dwarfs
Category:Expansion required
Category:Unique game mechanics
Category:Total War: Warhammer III gameplay