Left Panel
menu
HomeHome / Total War: WARHAMMER / Crooked Moon / Buildings / Major Coastal Settlement Buildings
Crooked Moon Crooked Moon Buildings

Major Coastal Settlement Buildings




Major Coastal Settlement

Ruined Dwarfhold
Ruined Dwarfhold
(wh_main_grn_settlement_ruin_major_coast_skarsnik)
Level 0
Greenskin Hideout
Greenskin Hideout
(wh_main_grn_settlement_major_1_coast_skarsnik)
Level 1
Greenskin Camp
Greenskin Camp
(wh_main_grn_settlement_major_2_coast_skarsnik)
Level 2
Greenskin Encampment
Greenskin Encampment
(wh_main_grn_settlement_major_3_coast_skarsnik)
Level 3
Greenskin Fort
Greenskin Fort
(wh_main_grn_settlement_major_4_coast_skarsnik)
Level 4
Greenskin Stronghold
Greenskin Stronghold
(wh_main_grn_settlement_major_5_coast_skarsnik)
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)
Facebook