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Athel Loren Buildings




Athel Loren

Ruins
Ruins
(wh2_main_special_settlement_athel_loren_norsca_ruin)
Level 0
Forest Outpost (Norse Encampment)
Forest Outpost (Norse Encampment)
(wh2_main_special_settlement_athel_loren_norsca_1)
Level 1
Forest Outpost (Norse Moot)
Forest Outpost (Norse Moot)
(wh2_main_special_settlement_athel_loren_norsca_2)
Level 2
Forest Outpost (Norse Village)
Forest Outpost (Norse Village)
(wh2_main_special_settlement_athel_loren_norsca_3)
Level 3
Athel Loren
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Ruins Athel Loren Level 1
Ruins
This city lies in ruins. Nothing remains but destruction, ashes and the sorrowful taste of defeat.
1 0
2 Forest Outpost (Norse Encampment) Athel Loren Level 2
Forest Outpost (Norse Encampment)
The Norse tribes are mainly nomadic, making their camps where they may and moving on when the dark energies wane.
1 500 Grants 1 construction slot 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: +10 (region_to_province_own)
3 Forest Outpost (Norse Moot) Athel Loren Level 3
Forest Outpost (Norse Moot)
During a gathering of tribes or 'moot', many sacrifices are thrown into a large fire pit as the Chieftains parley.
1 1000 Grants 2 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: +20 (region_to_province_own)
4 Forest Outpost (Norse Village) Athel Loren Level 4
Forest Outpost (Norse Village)
The most permanent Norse settlement is a shanty village, close to a wharf, with a crude meeting hall at its centre.
1 2000 Grants 3 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: +30 (region_to_province_own)
Local recruitment capacity: +1 (province_to_province_own_unseen)