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The Awakened The Awakened Buildings

Provincial Capital Buildings




Provincial Capital

Ruins
Ruins
(wh2_dlc11_vampirecoast_settlement_major_ruin)
Level 0
Slums of the Cursed
Slums of the Cursed
(wh2_dlc11_vampirecoast_settlement_major_1)
Level 1
Haunted Shanty Town
Haunted Shanty Town
(wh2_dlc11_vampirecoast_settlement_major_2)
Level 2
Dead Pirates' Holdout
Dead Pirates' Holdout
(wh2_dlc11_vampirecoast_settlement_major_3)
Level 3
Dead Pirates' Lair
Dead Pirates' Lair
(wh2_dlc11_vampirecoast_settlement_major_4)
Level 4
Dead Pirates' Stronghold
Dead Pirates' Stronghold
(wh2_dlc11_vampirecoast_settlement_major_5)
Level 5
Provincial Capital
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Ruins Provincial Capital Level 1
Ruins
This city lies in ruins. Nothing remains but destruction, ashes and the sorrowful taste of defeat.
1 0
2 Slums of the Cursed Provincial Capital Level 2
Slums of the Cursed
This hive of villainy houses the Undead crews in between sea-borne raids.
2 800 Grants 1 construction slot in the settlement (this_building)
Income generated: 160 (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 Haunted Shanty Town Provincial Capital Level 3
Haunted Shanty Town
A filthy, broken-down place, where evil plans are hatched and dark plots germinate.
3 1600 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: +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)
4 Dead Pirates' Holdout Provincial Capital Level 4
Dead Pirates' Holdout
Somewhere to lie low, to count loot and plot fresh schemes.
4 3200 [HIDDEN] Enables abilities for Heroes in garrisons (local armies)
Grants 3 construction slots in the settlement (this_building)
Income generated: 320 (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)
5 Dead Pirates' Lair Provincial Capital Level 5
Dead Pirates' 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 5 construction slots in the settlement (this_building)
Income generated: 400 (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)
6 Dead Pirates' Stronghold Provincial Capital Level 6
Dead Pirates' 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 7 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: +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)