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Woodlands Buildings




Woodlands

Woodman's Hut
Woodman's Hut
(wh2_main_def_resource_wood_1)
Level 0
Timber Mill
Timber Mill
(wh2_main_def_resource_wood_2)
Level 1
Lumberyard
Lumberyard
(wh2_main_def_resource_wood_3)
Level 2
Woodlands
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Woodman's Hut Woodlands Level 1
Woodman's Hut
Wood is blessed before it is felled, for that is the Elven way.
2 800 Recruitment cost: -20% for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (province_to_province_own_unseen)
Income generated: 100 (building_to_building_own)
Timber resource production: 20 logs (building_to_building_own)
2 Timber Mill Woodlands Level 2
Timber Mill
Wood in its natural form is hard to work with, so the timber mills turn it into lumber ready for sale.
3 1600 Recruitment cost: -25% for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (province_to_province_own_unseen)
Recruit rank: +1 for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (province_to_province_own_unseen)
Income generated: 150 (building_to_building_own)
Timber resource production: 30 logs (building_to_building_own)
3 Lumberyard Woodlands Level 3
Lumberyard
Lumber yards are wholesale markets where wood is stored in great quantities before being shipped to its final customer.
4 3200 Recruitment cost: -30% for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (province_to_province_own_unseen)
Recruit rank: +2 for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (province_to_province_own_unseen)
Upkeep: -3% for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (all armies)
Income generated: 200 (building_to_building_own)
Timber resource production: 45 logs (building_to_building_own)