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HomeHome / Total War: WARHAMMER II / Karak Kadrin (Mortal Empires) / Buildings / Hexoatl Buildings
Karak Kadrin (Mortal Empires) Karak Kadrin (Mortal Empires) Buildings

Hexoatl Buildings




Hexoatl

Ruined Hexoatl
Ruined Hexoatl
(wh2_main_special_settlement_hexoatl_dwf_ruin)
Level 0
Occupied Hexoatl Level 1
Occupied Hexoatl Level 1
(wh2_main_special_settlement_hexoatl_dwf_1)
Level 1
Occupied Hexoatl Level 2
Occupied Hexoatl Level 2
(wh2_main_special_settlement_hexoatl_dwf_2)
Level 2
Occupied Hexoatl Level 3
Occupied Hexoatl Level 3
(wh2_main_special_settlement_hexoatl_dwf_3)
Level 3
Occupied Hexoatl Level 4
Occupied Hexoatl Level 4
(wh2_main_special_settlement_hexoatl_dwf_4)
Level 4
Occupied Hexoatl Level 5
Occupied Hexoatl Level 5
(wh2_main_special_settlement_hexoatl_dwf_5)
Level 5
Hexoatl
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Ruined Hexoatl Hexoatl Level 1
Ruined Hexoatl
This city lies in ruins. Nothing remains but destruction, ashes and the sorrowful taste of defeat.
1 0
2 Occupied Hexoatl Level 1 Hexoatl Level 2
Occupied Hexoatl Level 1
Dwarfs do occasionally live above the ground - there are outposts scattered throughout the World's Edge Mountains and beyond.
2 800 Grants 2 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: +5 (region_to_province_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
3 Occupied Hexoatl Level 2 Hexoatl Level 3
Occupied Hexoatl Level 2
More enterprising Dwarfs seek their own fortune and join colonies away from the greater Holds.
3 1600 Grants 4 construction slots in the settlement (this_building)
Income generated: 180 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Growth: +7 (region_to_province_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
4 Occupied Hexoatl Level 3 Hexoatl Level 4
Occupied Hexoatl Level 3
Dwarf Keeps are the bastions of the realm, impregnable forts built upon and within the mountain peaks.
4 3200 Grants 6 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: +10 (region_to_province_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
5 Occupied Hexoatl Level 4 Hexoatl Level 5
Occupied Hexoatl Level 4
The Dwarf fortress-cities - the Karaks - are truly a site to behold. Each an independent kingdom, together they form the "Karaz Ankor".
5 4800 Grants 8 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: +13 (region_to_province_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
6 Occupied Hexoatl Level 5 Hexoatl Level 6
Occupied Hexoatl Level 5
The greatest Dwarfholds are the most legendary; the mightiest strongholds, led by greatest kings of the age.
6 7200 Grants 9 construction slots in the settlement (this_building)
Income generated: 360 (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)