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Provincial Capital Buildings




Provincial Capital

Ruined City
Ruined City
(wh_main_vmp_settlement_ruin_major_coast)
Level 0
Crumbling Hamlet
Crumbling Hamlet
(wh_main_vmp_settlement_major_1_coast)
Level 1
Corrupted Village
Corrupted Village
(wh_main_vmp_settlement_major_2_coast)
Level 2
Shady Township
Shady Township
(wh_main_vmp_settlement_major_3_coast)
Level 3
Accursed City
Accursed City
(wh_main_vmp_settlement_major_4_coast)
Level 4
Dark Castle
Dark Castle
(wh_main_vmp_settlement_major_5_coast)
Level 5
Provincial Capital
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Ruined City Provincial Capital Level 1
Ruined City
This city lies in ruins. Nothing remains but destruction, ashes and the sorrowful taste of defeat.
1 0
2 Crumbling Hamlet Provincial Capital Level 2
Crumbling Hamlet
The scattered hamlets of Sylvania are even more isolated, parochial and pathetic than those of the Empire.
2 1000 Grants 1 construction slot in the settlement (this_building)
Income generated: 160 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Growth: +10 (region_to_province_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
3 Corrupted Village Provincial Capital Level 3
Corrupted Village
The peasantry live in small communities of inter-related families, and never venture far from their hovels.
3 2000 Grants 2 construction slots in the settlement (this_building)
Income generated: 240 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Growth: +20 (region_to_province_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
4 Shady Township Provincial Capital Level 4
Shady Township
Townships are little more than larger villages, usually within sight of a grand castle - its shadow looming over the terrified denizens.
4 4000 Grants 3 construction slots in the settlement (this_building)
Income generated: 320 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Growth: +30 (region_to_province_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
5 Accursed City Provincial Capital Level 5
Accursed City
When a Vampire marches forth, the cities of other realms fear - for should the Night Lord invade they become accursed places.
5 6000 Grants 4 construction slots in the settlement (this_building)
Income generated: 400 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Growth: +40 (region_to_province_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
6 Dark Castle Provincial Capital Level 6
Dark Castle
Dread, gothic citadels are scattered throughout Sylvania. They grow more ominous as their chief resident grows in power.
6 9000 Grants 5 construction slots in the settlement (this_building)
Income generated: 480 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Growth: +50 (region_to_province_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
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