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HomeHome / Total War: WARHAMMER II / Broken Nose (Mortal Empires) / Buildings / Occupied Karaz-a-Karak (Greenskin Camp)
Occupied Karaz-a-Karak (Greenskin Camp) Broken Nose (Mortal Empires)Broken Nose (Mortal Empires) Karaz-a-Karak Level 3

Occupied Karaz-a-Karak (Greenskin Camp)

Orc and Goblin tribes are, in the main, nomadic, but will set up a large camp when the Boss wants to stop for a bit.

Greenskin camps are often temporary, consisting of crudely-fashioned tents and the inevitable dung piles. However, these camps can become almost permanent, as the Boss gets lazy and "can’t be bovvered" to move on. In camp, the Greenskins dig fighting pits, erect totems and generally forget their previous wandering instincts.

Karaz-a-Karak

Karaz-a-Karak Ruins
Karaz-a-Karak Ruins
(wh_main_special_settlement_karaz_a_karak_ruin_grn)
Karaz-a-Karak Level 0
Occupied Karaz-a-Karak (Greenskin Hideout)
Occupied Karaz-a-Karak (Greenskin Hideout)
(wh_main_special_settlement_karaz_a_karak_1_grn)
Karaz-a-Karak Level 1
Occupied Karaz-a-Karak (Greenskin Camp)
Occupied Karaz-a-Karak (Greenskin Camp)
(wh_main_special_settlement_karaz_a_karak_2_grn)
Karaz-a-Karak Level 2
Occupied Karaz-a-Karak (Greenskin Encampment)
Occupied Karaz-a-Karak (Greenskin Encampment)
(wh_main_special_settlement_karaz_a_karak_3_grn)
Karaz-a-Karak Level 3
Occupied Karaz-a-Karak (Greenskin Fort)
Occupied Karaz-a-Karak (Greenskin Fort)
(wh_main_special_settlement_karaz_a_karak_4_grn)
Karaz-a-Karak Level 4
Occupied Karaz-a-Karak (Greenskin Stronghold)
Occupied Karaz-a-Karak (Greenskin Stronghold)
(wh_main_special_settlement_karaz_a_karak_5_grn)
Karaz-a-Karak Level 5
Occupied Karaz-a-Karak (Greenskin Camp)

Building Name

Occupied Karaz-a-Karak (Greenskin Camp)

Level Name

wh_main_special_settlement_karaz_a_karak_2_grn

Building Chain

Karaz-a-Karak

Building Level

3

Create Time

3

Create Cost

1600

Effects

Grants 4 construction slots in the settlement (this_building)
Income generated: 225 (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)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)

Provides Garrison Army

120 Goblin Archers
Goblin Archers
(wh_main_grn_inf_goblin_archers)
Missile Infantry
160 Goblins
160 Goblins
160 Goblins
Goblins
(wh_main_grn_inf_goblin_spearmen)
Melee Infantry
90 Orc Arrer Boyz
90 Orc Arrer Boyz
Orc Arrer Boyz
(wh_main_grn_inf_orc_arrer_boyz)
Missile Infantry
120 Orc Boyz
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