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Templehof (Mortal Empires) Buildings
Occupied Lahmia Buildings
Occupied Lahmia
Occupied Lahmia | ||||||
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No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
Occupied Lahmia Level 1 Ruined Lahmia This city lies in ruins. Nothing remains but destruction, ashes and the sorrowful taste of defeat. |
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1 | 0 | |||||
2 |
Occupied Lahmia Level 2 Occupied Lahmia (Crumbling Hamlet) The scattered hamlets of Sylvania are even more isolated, parochial and pathetic than those of the Empire. |
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2 | 1000 |
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: +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 |
Occupied Lahmia Level 3 Occupied Lahmia (Corrupted Village) The peasantry live in small communities of inter-related families, and never venture far from their hovels. |
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3 | 2000 |
Grants 4 construction slots in the settlement (this_building) Income generated: 360 (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 |
Occupied Lahmia Level 4 Occupied Lahmia (Shady Township) Townships are little more than larger villages, usually within sight of a grand castle - its shadow looming over the terrified denizens. |
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4 | 4000 |
[HIDDEN] Enables abilities for Heroes in garrisons (local armies) Grants 6 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: +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 |
Occupied Lahmia Level 5 Occupied Lahmia (Accursed City) When a Vampire marches forth, the cities of other realms fear - for should the Night Lord invade they become accursed places. |
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5 | 6000 |
[HIDDEN] Enables abilities for Heroes in garrisons (local armies) Grants 8 construction slots in the settlement (this_building) Income generated: 600 (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 |
Occupied Lahmia Level 6 Occupied Lahmia (Dark Castle) Dread, gothic citadels are scattered throughout Sylvania. They grow more ominous as their chief resident grows in power. |
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6 | 9000 |
[HIDDEN] Enables abilities for Heroes in garrisons (local armies) Grants 9 construction slots in the settlement (this_building) Income generated: 720 (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) |
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