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Home / Total War: WARHAMMER II / Pirates of Sartosa / Buildings / The Awakening (Pirate Shanty Town)
Pirates of Sartosa The Awakening Level 3
The Awakening (Pirate Shanty Town)
A filthy, broken-down place, where evil plans are hatched and dark plots germinate.The Awakening
Building Name The Awakening (Pirate Shanty Town) |
Level Name wh2_main_special_settlement_the_awakening_cst_2 |
Building Chain The Awakening |
Building Level 3 |
Create Time 3 |
Create Cost 1600 |
Effects
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)
Provides Garrison Army
Mortars
(wh2_dlc11_cst_art_mortar)
Field Artillery
(wh2_dlc11_cst_art_mortar)
Field Artillery
Depth Guard
(wh2_dlc11_cst_inf_depth_guard_0)
Melee Infantry
(wh2_dlc11_cst_inf_depth_guard_0)
Melee Infantry
Syreens
(wh2_dlc11_cst_inf_syreens)
Melee Infantry
(wh2_dlc11_cst_inf_syreens)
Melee Infantry
Zombie Pirate Deckhands Mob (Polearms)
(wh2_dlc11_cst_inf_zombie_deckhands_mob_1)
Melee Infantry
(wh2_dlc11_cst_inf_zombie_deckhands_mob_1)
Melee Infantry
Zombie Pirate Gunnery Mob (Handguns)
(wh2_dlc11_cst_inf_zombie_gunnery_mob_1)
Missile Infantry
(wh2_dlc11_cst_inf_zombie_gunnery_mob_1)
Missile Infantry
Zombie Pirate Gunnery Mob (Bombers)
(wh2_dlc11_cst_inf_zombie_gunnery_mob_3)
Missile Infantry
(wh2_dlc11_cst_inf_zombie_gunnery_mob_3)
Missile Infantry
Rotting Prometheans
(wh2_dlc11_cst_mon_rotting_prometheans_0)
Melee Infantry
(wh2_dlc11_cst_mon_rotting_prometheans_0)
Melee Infantry
Recruitable Units
No Recruitable Units