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The Awakening Buildings




The Awakening

The Awakening Ruins
The Awakening Ruins
(wh2_main_special_settlement_the_awakening_cst_ruin)
Level 0
The Awakening (Pirate Slums)
The Awakening (Pirate Slums)
(wh2_main_special_settlement_the_awakening_cst_1)
Level 1
The Awakening (Pirate Shanty Town)
The Awakening (Pirate Shanty Town)
(wh2_main_special_settlement_the_awakening_cst_2)
Level 2
The Awakening (Pirate Holdout)
The Awakening (Pirate Holdout)
(wh2_main_special_settlement_the_awakening_cst_3)
Level 3
The Awakening (Pirate Lair)
The Awakening (Pirate Lair)
(wh2_main_special_settlement_the_awakening_cst_4)
Level 4
The Awakening (Pirate Stronghold)
The Awakening (Pirate Stronghold)
(wh2_main_special_settlement_the_awakening_cst_5)
Level 5
The Awakening
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 The Awakening Ruins The Awakening Level 1
The Awakening Ruins
This city lies in ruins. Nothing remains but destruction, ashes and the sorrowful taste of defeat.
1 0
2 The Awakening (Pirate Slums) The Awakening Level 2
The Awakening (Pirate Slums)
This hive of villainy houses the Undead crews in between sea-borne raids.
2 800 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)
3 The Awakening (Pirate Shanty Town) The Awakening Level 3
The Awakening (Pirate Shanty Town)
A filthy, broken-down place, where evil plans are hatched and dark plots germinate.
3 1600 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)
Improved tower projectiles: Bones (region_to_region_own)
4 The Awakening (Pirate Holdout) The Awakening Level 4
The Awakening (Pirate Holdout)
Somewhere to lie low, to count loot and plot fresh schemes.
4 3200 [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)
Improved tower projectiles: Caged Bats (region_to_region_own)
5 The Awakening (Pirate Lair) The Awakening Level 5
The Awakening (Pirate Lair)
Successful pirates get to enjoy some of their pickings; a lair is also a place in which to hole-up and live the good life for a while.
5 4800 [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)
Improved tower projectiles: Corpse Ball (region_to_region_own)
6 The Awakening (Pirate Stronghold) The Awakening Level 6
The Awakening (Pirate Stronghold)
Get hold of enough filthy lucre and things get complicated - much effort must be expended defending it from friends and enemies alike.
6 7200 [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)
Improved tower projectiles: Corpse Ball (region_to_region_own)