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HomeHome / Total War: WARHAMMER II / Reikland (Mortal Empires) / Buildings / Occupied Pyramid of Nagash (Town)
Occupied Pyramid of Nagash (Town) Reikland (Mortal Empires)Reikland (Mortal Empires) The Pyramid of Nagash Level 4

Occupied Pyramid of Nagash (Town)

The towns of the Empire are walled islands of civilisation amidst the unrelenting and hostile wilderness.

Towns are larger settlements which offer greater mercantile opportunities, often with an organised watch to hopefully man the walls should Beastmen emerge from the forest. The Empire’s penchant for eccentric buildings and non-existent urban planning sees the towns sprawl beyond the original walls and into squalid foulburgs, where the poorest dwell.

The Pyramid of Nagash

Ruins
Ruins
(wh2_dlc09_special_settlement_pyramid_of_nagash_emp_ruin)
The Pyramid of Nagash Level 0
Occupied Pyramid of Nagash (Hamlet)
Occupied Pyramid of Nagash (Hamlet)
(wh2_dlc09_special_settlement_pyramid_of_nagash_emp_1)
The Pyramid of Nagash Level 1
Occupied Pyramid of Nagash (Village)
Occupied Pyramid of Nagash (Village)
(wh2_dlc09_special_settlement_pyramid_of_nagash_emp_2)
The Pyramid of Nagash Level 2
Occupied Pyramid of Nagash (Town)
Occupied Pyramid of Nagash (Town)
(wh2_dlc09_special_settlement_pyramid_of_nagash_emp_3)
The Pyramid of Nagash Level 3
Occupied Pyramid of Nagash (City)
Occupied Pyramid of Nagash (City)
(wh2_dlc09_special_settlement_pyramid_of_nagash_emp_4)
The Pyramid of Nagash Level 4
Occupied Pyramid of Nagash (City-State)
Occupied Pyramid of Nagash (City-State)
(wh2_dlc09_special_settlement_pyramid_of_nagash_emp_5)
The Pyramid of Nagash Level 5
Occupied Pyramid of Nagash (Town)

Building Name

Occupied Pyramid of Nagash (Town)

Level Name

wh2_dlc09_special_settlement_pyramid_of_nagash_emp_3

Building Chain

The Pyramid of Nagash

Building Level

4

Create Time

4

Create Cost

3200

Effects

Grants 3 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: +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)

Provides Garrison Army

90 Crossbowmen
90 Crossbowmen
Crossbowmen
(wh_main_emp_inf_crossbowmen)
Missile Infantry
120 Halberdiers
120 Halberdiers
120 Halberdiers
Halberdiers
(wh_main_emp_inf_halberdiers)
Melee Infantry
120 Swordsmen
120 Swordsmen
120 Swordsmen
Swordsmen
(wh_main_emp_inf_swordsmen)
Melee Infantry

Recruitable Units

Recruitable Units Lv. 0
No. Unit Sol. Costom Cost Recru. Cost Unkeep Cost Ship HP. Ship Spd. Msl. Dmg. Rng. Sht. /min Amo. Mle. Atk. Mle. Dmg. Chg. Mle. Def. Arm. HP. Mor.
1
120 Spearmen
Melee Infantry / Melee Infantry / (wh_main_emp_inf_spearmen_0)
Spearmen
Spearmen provide the backbone of the Empire's battle line, a defensive row of spears against the enemy charge.
120 325 325 20 25 4 34 30 69 60
2
90 Archers
Missile Infantry / Missile Infantry / (wh2_dlc13_emp_inf_archers_0)
Archers
The ability to shoot several arrows per minute means that Archers are still far more efficient than more technically-advanced skirmish troops.
90 350 350 19 120 6.7 20 14 24 4 17 20 69 50