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Total War: Warhammer 3’s new random locations can cause a game-ending plague, plant nukes under your settlements, or even buff you in all future campaigns thanks to the power of Tzeentchian time-warpery

September 1, 2025

I’ve always loved me a unique landmark. There’s nothing better than capturing a settlement in Total War: Warhammer 3 and realising, after the dust settles, that there’s a special building you can construct for a factionwide bonus. While most provide a nice little buff and a tasty tidbit of lore, others can enable entirely different playstyles, as with the Temple of Elemental Winds in Cathay letting Gelt run a wizard doomstack.

Playing with settlements and their landmarks has been an ongoing experiment for Creative Assembly ever since Total War: Warhammer 2. We’ve had Skaven Undercities and hidden Pirate Coves, allied outposts, and even settlements within settlements, like the Dwarf Deeps, Elspeth Von Draken’s Gardens of Morr, or Oxyotl’s Silent Sanctums. It’s a whole heap of layers, but it culminated in Creative Assembly introducing one of the coolest settlement mechanics ever: Unusual Locations.



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