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Home / Total War: WARHAMMER II / Teef Snatchaz Waaagh! (Mortal Empires) / Buildings / Massif Orcal Buildings
Teef Snatchaz Waaagh! (Mortal Empires) Buildings
Massif Orcal Buildings
Massif Orcal
Massif Orcal | ||||||
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No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
Massif Orcal Level 1 Ruined Massif Orcal This city lies in ruins. Nothing remains but destruction, ashes and the sorrowful taste of defeat. |
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1 | 0 | |||||
2 |
Massif Orcal Level 2 Massif Orcal (Greenskin Hideout) Smaller Greenskin tribes and gatherings rarely stay put, although they will seek out caves when they wish to keep "outta da way". |
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2 | 800 |
Grants 2 construction slots 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: +20 (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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3 |
Massif Orcal Level 3 Massif Orcal (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. |
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3 | 1600 |
Grants 4 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: +40 (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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4 |
Massif Orcal Level 4 Massif Orcal (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". |
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4 | 3200 |
Grants 6 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: +60 (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_unseen) |
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5 |
Massif Orcal Level 5 Massif Orcal (Greenskin Fort) Greenskins like a good fort, it makes them feel important when they can shout and fling excrement from the walls. |
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5 | 4800 |
Grants 8 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: +80 (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_unseen) |
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6 |
Massif Orcal Level 6 Massif Orcal (Greenskin Stronghold) The biggest and bestest Warbosses rule from formidable strongholds - the shattered Karaks of the Dwarfs. |
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6 | 7200 |
Grants 9 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: +100 (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_unseen) |
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