TWDB

Colony Citadel High Elves (High Elf Sea Patrol)

Colony Citadel is a building in Total War: WARHAMMER III.

Colony Citadel

From an unfamiliar landscape, a cluster of ivory towers rises in domination of the local skyline; a beacon of perseverance against the world’s challenges.
  • Income generated: 500
  • Unlocks Hero recruitment: Mage
  • Defensive supplies: +1000
  • Growth: +65
  • Hero capacity: +1 for Mages
  • Corruption: -2
  • Army ability: "Channelling Spire" (armies in region)
  • Grants 5 construction slots in the settlement
  • IsNOTUniqueRegionOrFort
  • Improved tower projectiles: Magic Bolts
  • Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
  • If this province is the site of an ancient High Elf colony:
  • Elven Colony Availability: +1
  • Control: +4
  • When outside Wood Elf, Ogre or Norscan homeland:
  • Adds walls to the settlement
Provides garrison:
  • 5Spearmen
  • 5Lothern Sea Guard (Shields)
  • 1Sea Helm
  • 1Oceanids
Unlocks recruitment of:
  • Ship's Company

Hidden effects

This building has the following hidden effects:

  • IsNOTShrineofKhaine
  • [HIDDEN] wh3_dlc27_effect_elven_colony_upkeep

Building levels

This building chain spans 5 levels

Faction restrictions

This building is available to the following races:

  • High Elves

This building is only available to High Elf Sea Patrol.

Raw data

db/building_chains_tables
keywh3_dlc27_hef_colony_settlement_major
tech_category_tab—
encyclopedia_group—
chain_categorymoney
in_encyclopediafalse
building_superchainwh_main_sch_main_settlement
optional_tier_iconUI\Buildings\tier_icons\tier_hef_colony.png
optional_sort_order0
optional_required_horde_commander—
tech_category_position—
can_be_dismantledtrue
is_foreign_slot_chainfalse
db/building_levels_tables
level_namewh3_dlc27_hef_colony_settlement_major_4
chainwh3_dlc27_hef_colony_settlement_major
level4
create_time5
create_cost5000
upkeep_cost0
commodity—
only_in_capitalfalse
faction_uniquefalse
first_in_world_bundle—
resource_requirement—
can_converttrue
building_instance_keywh_main_HUMAN_settlement_major
should_show_building_level_in_ui_for_technologyfalse
health_override0
development_point_cost3
can_be_damagedtrue
primary_slot_building_building_level_requirement0
audio_building_typewh_cam_settlement_major_highelves
visible_in_uitrue
food_cost0
slave_cap_contribution0
resource_cost—
additional_loot_value0
resource_transaction_on_complete—
split_chain_sort_order-1
military_prestige0
naval_prestige0
economic_prestige0
enlightenment_prestige0
religion_requirement—