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Miragliano Buildings




Miragliano

Miragliano Ruins
Miragliano Ruins
(wh_main_special_settlement_miragliano_ruin_vmp)
Level 0
Occupied Miragliano (Crumbling Hamlet)
Occupied Miragliano (Crumbling Hamlet)
(wh_main_special_settlement_miragliano_1_vmp)
Level 1
Occupied Miragliano (Corrupted Village)
Occupied Miragliano (Corrupted Village)
(wh_main_special_settlement_miragliano_2_vmp)
Level 2
Occupied Miragliano (Shady Township)
Occupied Miragliano (Shady Township)
(wh_main_special_settlement_miragliano_3_vmp)
Level 3
Occupied Miragliano (Accursed City)
Occupied Miragliano (Accursed City)
(wh_main_special_settlement_miragliano_4_vmp)
Level 4
Occupied Miragliano (Dark Castle)
Occupied Miragliano (Dark Castle)
(wh_main_special_settlement_miragliano_5_vmp)
Level 5
Miragliano
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Miragliano Ruins Miragliano Level 1
Miragliano Ruins
This city lies in ruins. Nothing remains but destruction, ashes and the sorrowful taste of defeat.
1 0
2 Occupied Miragliano (Crumbling Hamlet) Miragliano Level 2
Occupied Miragliano (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: 250 (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 Occupied Miragliano (Corrupted Village) Miragliano Level 3
Occupied Miragliano (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: 375 (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 Occupied Miragliano (Shady Township) Miragliano Level 4
Occupied Miragliano (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: 500 (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 Occupied Miragliano (Accursed City) Miragliano Level 5
Occupied Miragliano (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: 625 (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 Occupied Miragliano (Dark Castle) Miragliano Level 6
Occupied Miragliano (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: 750 (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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