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Crooked Moon Waaagh! Buildings
Karaz-a-Karak Buildings
Karaz-a-Karak
Karaz-a-Karak | ||||||
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No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
Karaz-a-Karak Level 1 Karaz-a-Karak Ruins Another ruined Karak now lies dormant, a vestige of some upstart's attempt to dominate Dwarf lands. |
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1 | 0 | |||||
2 |
Karaz-a-Karak Level 2 Occupied Karaz-a-Karak (Greenskin Hideout) Smaller Greenskin tribes and gatherings rarely stay put, although they will seek out caves when they wish to keep "outta da way". |
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2 | 800 |
Grants 1 construction slot in the settlement (this_building) Income generated: 150 (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) |
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3 |
Karaz-a-Karak Level 3 Occupied Karaz-a-Karak (Greenskin Camp) Orc and Goblin tribes are, in the main, nomadic, but will set up a large camp when the Boss wants to stop for a bit. |
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3 | 1600 |
Grants 2 construction slots in the settlement (this_building) Income generated: 225 (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) |
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4 |
Karaz-a-Karak Level 4 Occupied Karaz-a-Karak (Greenskin Encampment) When the crap-pile gets too big and the horde of shiny stuff too large to shovel on a cart, it’s "time ta stop moving". |
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4 | 3200 |
Grants 3 construction slots in the settlement (this_building) Income generated: 300 (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) Local recruitment capacity: +1 (province_to_province_own) |
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5 |
Karaz-a-Karak Level 5 Occupied Karaz-a-Karak (Greenskin Fort) Orcs like a good fort, it makes them feel important when they can shout and fling crap from the walls. |
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5 | 4800 |
Grants 4 construction slots in the settlement (this_building) Income generated: 375 (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) Local recruitment capacity: +1 (province_to_province_own) |
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6 |
Karaz-a-Karak Level 6 Occupied Karaz-a-Karak (Greenskin Stronghold) The biggest and bestest Warbosses rule from formidable strongholds - the shattered Karaks of the Dwarfs. |
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6 | 7500 |
Grants 5 construction slots in the settlement (this_building) Income generated: 450 (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) Local recruitment capacity: +1 (province_to_province_own) |
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