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College of Pyrotechnics 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 Occupied Massif Orcal (Level 1) The Empire is riddled with homesteads, farms and tiny groups of sullen houses filled with sullen folk. |
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2 | 1000 |
Grants 2 construction slots in the settlement (this_building) Income from all buildings: +30% (all regions in this province) Income generated: 100 (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) |
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3 |
Massif Orcal Level 3 Occupied Massif Orcal (Level 2) Villages dot the Empire, usually comprising a marktplaz, a tavern, and a stockade – if their denizens are lucky. |
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3 | 2000 |
Grants 4 construction slots in the settlement (this_building) Income from all buildings: +35% (all regions in this province) Income generated: 150 (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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4 |
Massif Orcal Level 4 Occupied Massif Orcal (Level 3) The towns of the Empire are walled islands of civilisation amidst the unrelenting and hostile wilderness. |
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4 | 4000 |
Grants 6 construction slots in the settlement (this_building) Income from all buildings: +40% (all regions in this province) Income generated: 200 (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) |
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5 |
Massif Orcal Level 5 Occupied Massif Orcal (Level 4) Cities are massive places, crammed with ramshackle buildings – all teeming with the stench of mankind. |
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5 | 6000 |
Grants 8 construction slots in the settlement (this_building) Income from all buildings: +45% (all regions in this province) Income generated: 250 (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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6 |
Massif Orcal Level 6 Occupied Massif Orcal (Level 5) The greatest cities of the Empire are self-governing capitals, more powerful than the provinces they sit within. |
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6 | 9000 |
Grants 9 construction slots in the settlement (this_building) Income from all buildings: +50% (all regions in this province) Income generated: 300 (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) |