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Broken Nose Faction
Broken Nose Major Settlement Level 4
Karak Eight Peaks (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".Encampments are formed when one or more camps merge with each other. Tents become dung-covered huts, kennulz, Squig penz, boar sties and even grog-drenched drinking holes as more and more Greenskins are drawn to a settlement. Staked defences or roughly hewn moats will often surround the encampment to fend off foes who want to take the goodies within for themselves.
Major Settlement
Building Name Karak Eight Peaks (Greenskin Encampment) |
Level Name wh_main_special_settlement_eight_peaks_3_grn |
Building Chain Major Settlement |
Building Level 4 |
Create Time 4 |
Create Cost 3200 |
Require Resource |
Effects
Grants 3 construction slots in the settlement (this_building)Income from all buildings: +15% (all regions in this province)
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)
{{tr:public_order}}: +2 in your adjacent provinces (province_to_province_adjacent_unseen)
[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)
Provides Garrison Army
Goblins
(wh_main_grn_inf_goblin_spearmen)
Spear Infantry
(wh_main_grn_inf_goblin_spearmen)
Spear Infantry
Night Goblin Archers
(wh_main_grn_inf_night_goblin_archers)
Missile Infantry
(wh_main_grn_inf_night_goblin_archers)
Missile Infantry
Night Goblins
(wh_main_grn_inf_night_goblins)
Melee Infantry
(wh_main_grn_inf_night_goblins)
Melee Infantry
Orc Big 'Uns
(wh_main_grn_inf_orc_big_uns)
Melee Infantry
(wh_main_grn_inf_orc_big_uns)
Melee Infantry
Orc Boyz
(wh_main_grn_inf_orc_boyz)
Melee Infantry
(wh_main_grn_inf_orc_boyz)
Melee Infantry
Recruitable Units
No Recruitable Units
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