Unofficial fan reference · game data patch 9.0 (Sep 24, 2026)

Climate suitability

Every settlement has one of 12 climates. For each race the game makes each climate Suitable, Unpleasant or Uninhabitable, and a few factions change that for themselves. Patch 9.0.

RaceChaotic WastelandDesertFrozenTemperate IslandJungleMagical ForestMountainOceanSavannahTemperateUndead WastelandWasteland
BretonniaXSXUUUUXSSXX
Chaos DwarfsSSSSSSSSSSXS
Daemons of ChaosSXSSUUSXSSXS
Dark ElvesSXSSUXUXUUXX
DwarfsXUUXXXSXSUXS
The EmpireXSXUSUUUSSXX
Grand CathayXSXUUXUXSSXU
GreenskinsXUUXUXSXSUXS
High Elves*XXSSUSUXSUXU
KhorneSUSUUXSXUUXS
KislevXXSUUXSXUSXU
LizardmenXSXUSUUXSUXX
NorscaSUSSSUSXSSXS
NurgleSXSSSUUXSSXS
Ogre KingdomsUXSUSXSXUSXS
SkavenUSUXSXSXSSXS
SlaaneshSXSSUUUXSSXS
Tomb KingsXSXUUXUXSUXS
TzeentchSXSSUSUXUSXS
Undead Legions*XSXUUXSXUUSS
Vampire CoastXSSSSXUSSSSU
Vampire CountsXSUUSXUXUSSS
Warriors of ChaosSSSSSSSSSSXS

SSuitableUUnpleasantXUninhabitable

* No race-wide rows in the tables, only rows per faction: the grid shows what most of its playable factions get. No climate rows at all: Beastmen, Wood Elves.

What each level does

Suitable

No effects listed.

Unpleasant

  • Construction time: +50% for settlement buildings
  • Control: -1
  • Construction cost: +30% for all buildings
  • Income from all buildings: -15%
  • Casualty replenishment rate: -8% (armies in region)

Uninhabitable

  • Construction time: +100% for all buildings
  • Local Recruitment duration: +1 turn
  • Growth: -7
  • Control: -3
  • Construction cost: +50% for all buildings
  • Income from all buildings: -50%
  • Casualty replenishment rate: -15% (armies in region)

Climates with effects of their own

Suitable Climate

Vampire Counts (Undead Wasteland)

  • Vampiric corruption: +5 (local province)
  • Growth: +10
  • Control: +3
  • Construction cost: -10% for all buildings
  • Income from all buildings: +20%

Suitable Climate

Daughters of the Forest (Magical Forest)

  • Spirit Essence: 5 per turn

Unpleasant Climate

Ursun Revivalists (Chaotic Wasteland)

  • Construction time: +50% for settlement buildings
  • Control: +3 (local province)
  • Construction cost: +30% for all buildings
  • Income from all buildings: -15%
  • Casualty replenishment rate: -8% (armies in region)

Uninhabitable Climate

Dark Elves (Magical Forest); Dwarfs (Magical Forest); Grand Cathay (Magical Forest); Greenskins (Magical Forest); Khorne (Magical Forest); Kislev (Magical Forest); Ogre Kingdoms (Magical Forest); Skaven (Magical Forest); Tomb Kings (Magical Forest); Undead Legions (Magical Forest); Vampire Coast (Magical Forest); Vampire Counts (Magical Forest); Host of Nagash (Magical Forest); The Golden Order (Magical Forest)

  • Construction time: +100% for all buildings
  • Construction time: +50% for settlement buildings
  • Local Recruitment duration: +1 turn
  • Growth: -7
  • Control: -3
  • Construction cost: +50% for all buildings
  • Income from all buildings: -50%
  • Casualty replenishment rate: -15% (armies in region)

Factions with climates of their own

Immortal Empires settlements by climate

See them on the map, coloured by a race's suitability. No settlement starts as Undead Wasteland: the campaign script (wh3_campaign_climate_change_manager.lua) turns regions Undead Wasteland (land of the dead, vampire corpses), Wasteland (Vermintide devastation) or Chaotic Wasteland (Chaos devastation) during play.

Source: settlement_climate_types; campaign_group_racial_suitability_effects → campaign_group_members (priority: a faction's own rows beat its race's) → campaign_group_member_criteria_climates, _subcultures and _factions; levels from subculture_settlement_occupation_effect_bundle_suitabilities; effects from effect_bundles_to_effects_junctions (hidden lines left out); settlement climates from campaign_map_settlements (patch 9.0 data). Nonchang and the Altar of the Crimson Harvest have no climate row for Immortal Empires.