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Massif Orcal Buildings




Massif Orcal

Ruined Massif Orcal
Ruined Massif Orcal
(wh2_dlc15_special_settlement_massif_orcal_lzd_ruin)
Level 0
Occupied Massif Orcal (Level 1)
Occupied Massif Orcal (Level 1)
(wh2_dlc15_special_settlement_massif_orcal_lzd_1)
Level 1
Occupied Massif Orcal (Level 2)
Occupied Massif Orcal (Level 2)
(wh2_dlc15_special_settlement_massif_orcal_lzd_2)
Level 2
Occupied Massif Orcal (Level 3)
Occupied Massif Orcal (Level 3)
(wh2_dlc15_special_settlement_massif_orcal_lzd_3)
Level 3
Occupied Massif Orcal (Level 4)
Occupied Massif Orcal (Level 4)
(wh2_dlc15_special_settlement_massif_orcal_lzd_4)
Level 4
Occupied Massif Orcal (Level 5)
Occupied Massif Orcal (Level 5)
(wh2_dlc15_special_settlement_massif_orcal_lzd_5)
Level 5
Massif Orcal
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Ruined Massif Orcal Massif Orcal Level 1
Ruined Massif Orcal
This city lies in ruins. Nothing remains but destruction, ashes and the sorrowful taste of defeat.
1 0
2 Occupied Massif Orcal (Level 1) Massif Orcal Level 2
Occupied Massif Orcal (Level 1)
A small gathering of cohorts, usually a settlement along the Geomantic Web in thrall to a more prominent temple-city.
2 800 {{tr:ritual_currency}} generated: 1 (region_to_region_own)
Grants 2 construction slots in the settlement (this_building)
Income generated: 80 (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)
{{tr:public_order_effect}}: +1 (province_to_province_own_unseen)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
3 Occupied Massif Orcal (Level 2) Massif Orcal Level 3
Occupied Massif Orcal (Level 2)
A minor node on a smaller tributary of the Geomantic Web, comprising a lone ziggurat, often ruled by a later generation Mage-Priest.
3 1600 {{tr:ritual_currency}} generated: 1 (region_to_region_own)
Grants 4 construction slots in the settlement (this_building)
Income generated: 120 (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)
{{tr:public_order_effect}}: +2 (province_to_province_own_unseen)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
4 Occupied Massif Orcal (Level 3) Massif Orcal Level 4
Occupied Massif Orcal (Level 3)
Located on a lesser tributary of the Geomantic Web, comprising a ziggurat and surrounding barrios, and often ruled by a later generation Mage-Priest.
4 3200 {{tr:ritual_currency}} generated: 1 (region_to_region_own)
Grants 6 construction slots 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: +30 (region_to_province_own)
{{tr:public_order_effect}}: +3 (province_to_province_own_unseen)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
5 Occupied Massif Orcal (Level 4) Massif Orcal Level 5
Occupied Massif Orcal (Level 4)
The temple-cities are where the Lizardmen spawn and live. They scatter the Southlands and Lustria, comprising of great pyramids, barrios and plazas.
5 4800 {{tr:ritual_currency}} generated: 1 (region_to_region_own)
Grants 8 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: +40 (region_to_province_own)
{{tr:public_order_effect}}: +4 (province_to_province_own_unseen)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
6 Occupied Massif Orcal (Level 5) Massif Orcal Level 6
Occupied Massif Orcal (Level 5)
All temple-cities are nodes in the Geomantic Web, but some are true nexus points - massive cities and major tributaries in power.
6 7200 {{tr:ritual_currency}} generated: 1 (region_to_region_own)
Grants 9 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: +50 (region_to_province_own)
{{tr:public_order_effect}}: +5 (province_to_province_own_unseen)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)