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HomeHome / Total War: WARHAMMER II / Reikland (Mortal Empires) / Buildings / Occupied Karak Eight Peaks Level 5
Occupied Karak Eight Peaks Level 5 Reikland (Mortal Empires)Reikland (Mortal Empires) Karak Eight Peaks Level 6

Occupied Karak Eight Peaks Level 5

The greatest cities of the Empire are self-governing capitals, more powerful than the provinces they sit within.

The city-states, of which there are few, are massive conurbations – great urban environments containing the full gamut of the strange and bizarre, from artillery schools, menageries of grotesque beasts to eldritch colleges of learning. Altdorf, Nuln and Middenheim are the most famous of these great cities, as was Marienburg before it infamously seceded from the Empire in 2429.

Karak Eight Peaks

Ruined Karak Eight Peaks
Ruined Karak Eight Peaks
(wh2_main_special_settlement_eight_peaks_emp_ruin)
Karak Eight Peaks Level 0
Occupied Karak Eight Peaks Level 1
Occupied Karak Eight Peaks Level 1
(wh2_main_special_settlement_eight_peaks_emp_1)
Karak Eight Peaks Level 1
Occupied Karak Eight Peaks Level 2
Occupied Karak Eight Peaks Level 2
(wh2_main_special_settlement_eight_peaks_emp_2)
Karak Eight Peaks Level 2
Occupied Karak Eight Peaks Level 3
Occupied Karak Eight Peaks Level 3
(wh2_main_special_settlement_eight_peaks_emp_3)
Karak Eight Peaks Level 3
Occupied Karak Eight Peaks Level 4
Occupied Karak Eight Peaks Level 4
(wh2_main_special_settlement_eight_peaks_emp_4)
Karak Eight Peaks Level 4
Occupied Karak Eight Peaks Level 5
Occupied Karak Eight Peaks Level 5
(wh2_main_special_settlement_eight_peaks_emp_5)
Karak Eight Peaks Level 5
Occupied Karak Eight Peaks Level 5

Building Name

Occupied Karak Eight Peaks Level 5

Level Name

wh2_main_special_settlement_eight_peaks_emp_5

Building Chain

Karak Eight Peaks

Building Level

6

Create Time

6

Create Cost

7200

Effects

Grants 7 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: +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)

Provides Garrison Army

1 Empire Captain
Empire Captain
(wh_main_emp_cha_captain_0)
Command
120 Greatswords
120 Greatswords
120 Greatswords
Greatswords
(wh_main_emp_inf_greatswords)
Melee Infantry
120 Halberdiers
120 Halberdiers
120 Halberdiers
Halberdiers
(wh_main_emp_inf_halberdiers)
Melee Infantry
90 Handgunners
90 Handgunners
Handgunners
(wh_main_emp_inf_handgunners)
Missile 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