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HomeHome / Total War: WARHAMMER / Skullsmasherz Tribe Waaagh! (The Season of Revelation) / Buildings / Major Coastal Settlement Buildings
Skullsmasherz Tribe Waaagh! (The Season of Revelation) Skullsmasherz Tribe Waaagh! (The Season of Revelation) Buildings

Major Coastal Settlement Buildings




Major Coastal Settlement

Ruined Dwarfhold
Ruined Dwarfhold
(wh_main_grn_settlement_ruin_major_coast)
Level 0
Greenskin Hideout
Greenskin Hideout
(wh_main_grn_settlement_major_1_coast)
Level 1
Greenskin Camp
Greenskin Camp
(wh_main_grn_settlement_major_2_coast)
Level 2
Greenskin Encampment
Greenskin Encampment
(wh_main_grn_settlement_major_3_coast)
Level 3
Greenskin Fort
Greenskin Fort
(wh_main_grn_settlement_major_4_coast)
Level 4
Greenskin Stronghold
Greenskin Stronghold
(wh_main_grn_settlement_major_5_coast)
Level 5
Major Coastal Settlement
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Ruined Dwarfhold Major Coastal Settlement Level 1
Ruined Dwarfhold
Another ruined Karak now lies dormant, a vestige of some upstart's attempt to dominate Dwarf lands.
1 0
2 Greenskin Hideout Major Coastal Settlement Level 2
Greenskin Hideout
Smaller Greenskin tribes and gatherings rarely stay put, although they will seek out caves when they wish to keep "outta da way".
2 800 Grants 1 construction slot in the settlement (this_building)
Income generated: 80 (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 Greenskin Camp Major Coastal Settlement Level 3
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.
3 1600 Grants 2 construction slots in the settlement (this_building)
Income generated: 120 (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 Greenskin Encampment Major Coastal Settlement Level 4
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".
4 3200 Grants 3 construction slots 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: +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)
5 Greenskin Fort Major Coastal Settlement Level 5
Greenskin Fort
Orcs like a good fort, it makes them feel important when they can shout and fling crap from the walls.
5 4800 Grants 4 construction slots in the settlement (this_building)
Income generated: 200 (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)
6 Greenskin Stronghold Major Coastal Settlement Level 6
Greenskin Stronghold
The biggest and bestest Warbosses rule from formidable strongholds - the shattered Karaks of the Dwarfs.
6 7200 Grants 5 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: +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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