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Reikland (Mortal Empires) Reikland (Mortal Empires) Buildings

Couronne Buildings




Couronne

Couronne Ruins
Couronne Ruins
(wh_main_special_settlement_couronne_ruin_emp)
Level 0
Occupied Couronne (Hamlet)
Occupied Couronne (Hamlet)
(wh_main_special_settlement_couronne_1_emp)
Level 1
Occupied Couronne (Village)
Occupied Couronne (Village)
(wh_main_special_settlement_couronne_2_emp)
Level 2
Occupied Couronne (Town)
Occupied Couronne (Town)
(wh_main_special_settlement_couronne_3_emp)
Level 3
Occupied Couronne (City)
Occupied Couronne (City)
(wh_main_special_settlement_couronne_4_emp)
Level 4
Occupied Couronne (City-State)
Occupied Couronne (City-State)
(wh_main_special_settlement_couronne_5_emp)
Level 5
Couronne
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Couronne Ruins Couronne Level 1
Couronne Ruins
This city lies in ruins. Nothing remains but destruction, ashes and the sorrowful taste of defeat.
1 0
2 Occupied Couronne (Hamlet) Couronne Level 2
Occupied Couronne (Hamlet)
The Empire is riddled with homesteads, farms and tiny groups of sullen houses filled with sullen folk.
2 800 Grants 2 construction slots in the settlement (this_building)
Income generated: 40 (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)
3 Occupied Couronne (Village) Couronne Level 3
Occupied Couronne (Village)
Villages dot the Empire, usually comprising a marktplaz, a tavern, and a stockade – if their denizens are lucky.
3 1600 Grants 4 construction slots in the settlement (this_building)
Income generated: 60 (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}}: +1 (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 Couronne (Town) Couronne Level 4
Occupied Couronne (Town)
The towns of the Empire are walled islands of civilisation amidst the unrelenting and hostile wilderness.
4 3200 Grants 6 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: +30 (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)
5 Occupied Couronne (City) Couronne Level 5
Occupied Couronne (City)
Cities are massive places, crammed with ramshackle buildings – all teeming with the stench of mankind.
5 4800 Grants 8 construction slots in the settlement (this_building)
Income generated: 100 (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}}: +3 (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 Couronne (City-State) Couronne Level 6
Occupied Couronne (City-State)
The greatest cities of the Empire are self-governing capitals, more powerful than the provinces they sit within.
6 7200 Grants 9 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: +50 (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)