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Eataine Eataine Buildings

Occupied Konquata Buildings




Occupied Konquata

Ruined Konquata
Ruined Konquata
(wh2_main_special_settlement_konquata_hef_ruin)
Level 0
Occupied Konquata (Elven Hamlet)
Occupied Konquata (Elven Hamlet)
(wh2_main_special_settlement_konquata_hef_1)
Level 1
Occupied Konquata (Elven Village)
Occupied Konquata (Elven Village)
(wh2_main_special_settlement_konquata_hef_2)
Level 2
Occupied Konquata (Elven Town)
Occupied Konquata (Elven Town)
(wh2_main_special_settlement_konquata_hef_3)
Level 3
Occupied Konquata (Elven City)
Occupied Konquata (Elven City)
(wh2_main_special_settlement_konquata_hef_4)
Level 4
Occupied Konquata (Spired Citadel)
Occupied Konquata (Spired Citadel)
(wh2_main_special_settlement_konquata_hef_5)
Level 5
Occupied Konquata
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Ruined Konquata Occupied Konquata Level 1
Ruined Konquata
This city lies in ruins. Nothing remains but destruction, ashes and the sorrowful taste of defeat.
1 0
2 Occupied Konquata (Elven Hamlet) Occupied Konquata Level 2
Occupied Konquata (Elven Hamlet)
Even the noble High Elves must have humble beginnings. Well, some of them.
2 800 Income generated: 100 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Growth: +8 (region_to_province_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
3 Occupied Konquata (Elven Village) Occupied Konquata Level 3
Occupied Konquata (Elven Village)
Though the Sundering left its scars on the world, the High Elves endeavour to rebuild and endure.
3 1600 Grants 2 construction slots in the settlement (this_building)
Income generated: 150 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Growth: +15 (region_to_province_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
4 Occupied Konquata (Elven Town) Occupied Konquata Level 4
Occupied Konquata (Elven Town)
The tower strikes defiantly into the sky, and the Elven settlement flourishes in its shade.
4 3200 Untainted: +1 (region_to_region_own)
Grants 3 construction slots in the settlement (this_building)
Income generated: 200 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Growth: +22 (region_to_province_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
5 Occupied Konquata (Elven City) Occupied Konquata Level 5
Occupied Konquata (Elven City)
Look upon an Asur city, and let none think the High Elves any less resplendent or mighty.
5 4800 Untainted: +1 (region_to_region_own)
Grants 5 construction slots in the settlement (this_building)
Income generated: 250 (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)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
6 Occupied Konquata (Spired Citadel) Occupied Konquata Level 6
Occupied Konquata (Spired Citadel)
The great Elven capitals stand proud and vast, so that all may gaze in wonderment.
6 7200 Untainted: +2 (region_to_region_own)
Grants 7 construction slots in the settlement (this_building)
Income generated: 300 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Growth: +38 (region_to_province_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)