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Vampire Coast Buildings
Provincial Capital Buildings
Provincial Capital
Provincial Capital | ||||||
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No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
Provincial Capital Level 1 Ruins This city lies in ruins. Nothing remains but destruction, ashes and the sorrowful taste of defeat. |
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1 | 0 | |||||
2 |
Provincial Capital Level 2 Slums of the Cursed This hive of villainy houses the Undead crews in between sea-borne raids. |
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2 | 800 |
Grants 1 construction slot 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: +10 (region_to_province_own) Vampiric corruption: +1 (region_to_region_own) [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own) |
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3 |
Provincial Capital Level 3 Haunted Shanty Town A filthy, broken-down place, where evil plans are hatched and dark plots germinate. |
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3 | 1600 |
Grants 2 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: +20 (region_to_province_own) Vampiric corruption: +1 (region_to_region_own) [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own) |
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4 |
Provincial Capital Level 4 Dead Pirates' Holdout Somewhere to lie low, to count loot and plot fresh schemes. |
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4 | 3200 |
[HIDDEN] Enables abilities for Heroes in garrisons (local armies) Grants 3 construction slots in the settlement (this_building) Income generated: 320 (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) Vampiric corruption: +1 (region_to_region_own) [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own) |
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5 |
Provincial Capital Level 5 Dead Pirates' Lair Successful pirates get to enjoy some of their pickings; a lair is also a place in which to hole-up and live the good life for a while. |
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5 | 4800 |
[HIDDEN] Enables abilities for Heroes in garrisons (local armies) Grants 5 construction slots in the settlement (this_building) Income generated: 400 (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) Vampiric corruption: +1 (region_to_region_own) [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own) |
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6 |
Provincial Capital Level 6 Dead Pirates' Stronghold Get hold of enough filthy lucre and things get complicated - much effort must be expended defending it from friends and enemies alike. |
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6 | 7200 |
[HIDDEN] Enables abilities for Heroes in garrisons (local armies) Grants 7 construction slots in the settlement (this_building) Income generated: 480 (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) Vampiric corruption: +1 (region_to_region_own) [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own) |