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HomeHome / Total War: WARHAMMER II / Grimgor's 'Ardboyz (Mortal Empires) / Buildings / Karaz-a-Karak Buildings
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Karaz-a-Karak Buildings




Karaz-a-Karak

Karaz-a-Karak Ruins
Karaz-a-Karak Ruins
(wh_main_special_settlement_karaz_a_karak_ruin_grn)
Level 0
Occupied Karaz-a-Karak (Greenskin Hideout)
Occupied Karaz-a-Karak (Greenskin Hideout)
(wh_main_special_settlement_karaz_a_karak_1_grn)
Level 1
Occupied Karaz-a-Karak (Greenskin Camp)
Occupied Karaz-a-Karak (Greenskin Camp)
(wh_main_special_settlement_karaz_a_karak_2_grn)
Level 2
Occupied Karaz-a-Karak (Greenskin Encampment)
Occupied Karaz-a-Karak (Greenskin Encampment)
(wh_main_special_settlement_karaz_a_karak_3_grn)
Level 3
Occupied Karaz-a-Karak (Greenskin Fort)
Occupied Karaz-a-Karak (Greenskin Fort)
(wh_main_special_settlement_karaz_a_karak_4_grn)
Level 4
Occupied Karaz-a-Karak (Greenskin Stronghold)
Occupied Karaz-a-Karak (Greenskin Stronghold)
(wh_main_special_settlement_karaz_a_karak_5_grn)
Level 5
Karaz-a-Karak
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Karaz-a-Karak Ruins Karaz-a-Karak Level 1
Karaz-a-Karak Ruins
Another ruined Karak now lies dormant, a vestige of some upstart's attempt to dominate Dwarf lands.
1 0
2 Occupied Karaz-a-Karak (Greenskin Hideout) Karaz-a-Karak Level 2
Occupied Karaz-a-Karak (Greenskin Hideout)
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: 150 (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 Karaz-a-Karak (Greenskin Camp) 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.
3 1600 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)
4 Occupied Karaz-a-Karak (Greenskin Encampment) Karaz-a-Karak Level 4
Occupied Karaz-a-Karak (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".
4 3200 Grants 6 construction slots in the settlement (this_building)
Income generated: 300 (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 Occupied Karaz-a-Karak (Greenskin Fort) Karaz-a-Karak Level 5
Occupied Karaz-a-Karak (Greenskin Fort)
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: 375 (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 Occupied Karaz-a-Karak (Greenskin Stronghold) Karaz-a-Karak Level 6
Occupied Karaz-a-Karak (Greenskin Stronghold)
The biggest and bestest Warbosses rule from formidable strongholds - the shattered Karaks of the Dwarfs.
6 7500 Grants 9 construction slots in the settlement (this_building)
Income generated: 450 (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)