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Dark Elf Slavers Faction
Dark Elf Slavers Buildings
Hexoatl Buildings
Hexoatl
Hexoatl | ||||||
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No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
Hexoatl Level 1 Ruined Hexoatl This city lies in ruins. Nothing remains but destruction, ashes and the sorrowful taste of defeat. |
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1 | 0 | |||||
2 |
Hexoatl Level 2 Occupied Hexoatl (Level 1) A small gathering of cohorts, usually a settlement along the Geomantic Web in thrall to a more prominent temple-city. |
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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 |
Hexoatl Level 3 Occupied Hexoatl (Level 2) A minor node on a smaller tributary of the Geomantic Web, comprising a lone ziggurat, often ruled by a later generation Mage-Priest. |
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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 |
Hexoatl Level 4 Occupied Hexoatl (Level 3) Located on a lesser tributary of the Geomantic Web, comprising a ziggurat and surrounding barrios, and often ruled by a later generation Mage-Priest. |
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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 |
Hexoatl Level 5 Occupied Hexoatl (Level 4) The temple-cities are where the Lizardmen spawn and live. They scatter the Southlands and Lustria, comprising of great pyramids, barrios and plazas. |
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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 |
Hexoatl Level 6 Occupied Hexoatl (Level 5) All temple-cities are nodes in the Geomantic Web, but some are true nexus points - massive cities and major tributaries in power. |
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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) |