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HomeHome / Total War: WARHAMMER II / Broken Nose (Mortal Empires) / Buildings / Karak Eight Peaks (Greenskin Encampment)
Karak Eight Peaks (Greenskin Encampment) Broken Nose (Mortal Empires)Broken Nose (Mortal Empires) Major Settlement Level 4

Karak Eight Peaks (Greenskin Encampment)

When the crap-pile gets too big and the horde of shiny stuff too large to shovel on a cart, it’s "time ta stop moving".

Encampments are formed when one or more camps merge with each other. Tents become dung-covered huts, kennulz, Squig penz, boar sties and even grog-drenched drinking holes as more and more Greenskins are drawn to a settlement. Staked defences or roughly hewn moats will often surround the encampment to fend off foes who want to take the goodies within for themselves.

Major Settlement

Ruined Karak Eight Peaks
Ruined Karak Eight Peaks
(wh_main_special_settlement_eight_peaks_grn_ruin)
Major Settlement Level 0
Karak Eight Peaks (Greenskin Hideout)
Karak Eight Peaks (Greenskin Hideout)
(wh_main_special_settlement_eight_peaks_1_grn)
Major Settlement Level 1
Karak Eight Peaks (Greenskin Camp)
Karak Eight Peaks (Greenskin Camp)
(wh_main_special_settlement_eight_peaks_2_grn)
Major Settlement Level 2
Karak Eight Peaks (Greenskin Encampment)
Karak Eight Peaks (Greenskin Encampment)
(wh_main_special_settlement_eight_peaks_3_grn)
Major Settlement Level 3
Karak Eight Peaks (Greenskin Fort)
Karak Eight Peaks (Greenskin Fort)
(wh_main_special_settlement_eight_peaks_4_grn)
Major Settlement Level 4
Karak Eight Peaks (Greenskin Stronghold)
Karak Eight Peaks (Greenskin Stronghold)
(wh_main_special_settlement_eight_peaks_5_grn)
Major Settlement Level 5
Karak Eight Peaks (Greenskin Encampment)

Building Name

Karak Eight Peaks (Greenskin Encampment)

Level Name

wh_main_special_settlement_eight_peaks_3_grn

Building Chain

Major Settlement

Building Level

4

Create Time

4

Create Cost

3200

Effects

Grants 3 construction slots in the settlement (this_building)
Income from all buildings: +15% (all regions in this province)
Income generated: 160 (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 in your adjacent provinces (province_to_province_adjacent_unseen)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
Local recruitment capacity: +1 (province_to_province_own_unseen)

Provides Garrison Army

1 Goblin Big Boss
Goblin Big Boss
(wh_main_grn_cha_goblin_big_boss_0)
Command
160 Goblins
160 Goblins
160 Goblins
160 Goblins
Goblins
(wh_main_grn_inf_goblin_spearmen)
Melee Infantry
120 Night Goblin Archers
120 Night Goblin Archers
Night Goblin Archers
(wh_main_grn_inf_night_goblin_archers)
Missile Infantry
160 Night Goblins
160 Night Goblins
Night Goblins
(wh_main_grn_inf_night_goblins)
Melee Infantry
100 Orc Big 'Uns
100 Orc Big 'Uns
Orc Big 'Uns
(wh_main_grn_inf_orc_big_uns)
Melee Infantry
120 Orc Boyz
Orc Boyz
(wh_main_grn_inf_orc_boyz)
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 Goblin Archers
Missile Infantry / Missile Infantry / (wh_main_grn_inf_goblin_archers)
Goblin Archers
Goblin Archers can pepper the enemy from afar, with varying success.
120 375 375 11 115 8.3 24 10 24 5 15 25 51 40
2
160 Goblins
Melee Infantry / Melee Infantry / (wh_main_grn_inf_goblin_spearmen)
Goblins
The spear is a solid weapon; piercing and defensive. Goblins, however…
160 300 300 20 25 8 26 80 56 50