Left Panel
menu
HomeHome / Total War: WARHAMMER II / Crooked Moon (Mortal Empires) / Buildings / Ravaged Hexoatl Buildings
Crooked Moon (Mortal Empires) Crooked Moon (Mortal Empires) Buildings

Ravaged Hexoatl Buildings




Ravaged Hexoatl

Ruined Hexoatl
Ruined Hexoatl
(wh2_main_special_settlement_hexoatl_grn_ruin)
Level 0
Sacked Hexoatl Level 1
Sacked Hexoatl Level 1
(wh2_main_special_settlement_hexoatl_grn_1)
Level 1
Sacked Hexoatl Level 2
Sacked Hexoatl Level 2
(wh2_main_special_settlement_hexoatl_grn_2)
Level 2
Sacked Hexoatl Level 3
Sacked Hexoatl Level 3
(wh2_main_special_settlement_hexoatl_grn_3)
Level 3
Sacked Hexoatl Level 4
Sacked Hexoatl Level 4
(wh2_main_special_settlement_hexoatl_grn_4)
Level 4
Sacked Hexoatl Level 5
Sacked Hexoatl Level 5
(wh2_main_special_settlement_hexoatl_grn_5)
Level 5
Ravaged Hexoatl
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Ruined Hexoatl Ravaged Hexoatl Level 1
Ruined Hexoatl
This city lies in ruins. Nothing remains but destruction, ashes and the sorrowful taste of defeat.
1 0
2 Sacked Hexoatl Level 1 Ravaged Hexoatl Level 2
Sacked Hexoatl Level 1
Smaller Greenskin tribes and gatherings rarely stay put, although they will seek out caves when they wish to keep "outta da way".
2 800 Grants 2 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: +10 (region_to_province_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
3 Sacked Hexoatl Level 2 Ravaged Hexoatl Level 3
Sacked Hexoatl Level 2
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.
3 1600 Grants 4 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: +20 (region_to_province_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
4 Sacked Hexoatl Level 3 Ravaged Hexoatl Level 4
Sacked Hexoatl Level 3
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".
4 3200 Grants 6 construction slots in the settlement (this_building)
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)
[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)
5 Sacked Hexoatl Level 4 Ravaged Hexoatl Level 5
Sacked Hexoatl Level 4
Greenskins like a good fort, it makes them feel important when they can shout and fling excrement from the walls.
5 4800 Grants 8 construction slots in the settlement (this_building)
Income generated: 200 (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)
[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)
6 Sacked Hexoatl Level 5 Ravaged Hexoatl Level 6
Sacked Hexoatl Level 5
The biggest and bestest Warbosses rule from formidable strongholds - the shattered Karaks of the Dwarfs.
6 7200 Grants 9 construction slots in the settlement (this_building)
Income generated: 240 (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)
[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)