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Home / Total War: WARHAMMER II / Karak Hirn (Mortal Empires) / Buildings / Medicine Production Buildings
Karak Hirn (Mortal Empires) Buildings
Medicine Production Buildings
Medicine Production
Medicine Production | ||||||
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No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
Medicine Production Level 1 Herb Gatherer's Camp There are always those without any formal medical training, who know older ways and which herbs will cure which ills. |
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1 | 750 |
Income generated: 100 (building_to_building_own) Medicinal Plants resource production: 16 bundles (building_to_building_own) |
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2 |
Medicine Production Level 2 Exotic Hothouse For herbs that prove difficult to acquire, growing them artificially is the answer. |
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2 | 1500 |
Income generated: 150 (building_to_building_own) Medicinal Plants resource production: 24 bundles (building_to_building_own) |
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3 |
Medicine Production Level 3 Alchemist's Workshop Alchemists study not just what herbs interact with what substance, but why, and then record the lore in tomes for antiquity. |
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3 | 2500 |
Income generated: 200 (building_to_building_own) Medicinal Plants resource production: 36 bundles (building_to_building_own) |
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4 |
Medicine Production Level 4 Alchemists' Guildhall The Guild of Alchemists guard their knowledge jealously, for that is what give theme their power. |
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4 | 3500 |
Income generated: 300 (building_to_building_own) Medicinal Plants resource production: 54 bundles (building_to_building_own) |