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HomeHome / Total War: WARHAMMER II / Crooked Moon Mutinous Gits Waaagh! (Mortal Empires) / Buildings / Minor Coastal Settlement Buildings
Crooked Moon Mutinous Gits Waaagh! (Mortal Empires) Crooked Moon Mutinous Gits Waaagh! (Mortal Empires) Buildings

Minor Coastal Settlement Buildings




Minor Coastal Settlement

Ruined Dwarfhold
Ruined Dwarfhold
(wh_main_grn_settlement_ruin_minor_coast)
Level 0
Greenskin Hideout
Greenskin Hideout
(wh_main_grn_settlement_minor_1_coast)
Level 1
Greenskin Camp
Greenskin Camp
(wh_main_grn_settlement_minor_2_coast)
Level 2
Greenskin Burrows
Greenskin Burrows
(wh_main_grn_settlement_minor_3_coast)
Level 3
Minor Coastal Settlement
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Ruined Dwarfhold Minor Coastal Settlement Level 1
Ruined Dwarfhold
Another ruined Karak now lies dormant, a vestige of some upstart's attempt to dominate Dwarf lands.
1 0
2 Greenskin Hideout Minor Coastal Settlement Level 2
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 1 construction slot in the settlement (this_building)
Income generated: 80 (building_to_building_own)
Growth: +10 (region_to_province_own)
3 Greenskin Camp Minor Coastal Settlement Level 3
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 2 construction slots in the settlement (this_building)
Income generated: 120 (building_to_building_own)
Growth: +20 (region_to_province_own)
4 Greenskin Burrows Minor Coastal Settlement Level 4
Greenskin Burrows
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 3 construction slots in the settlement (this_building)
Income generated: 160 (building_to_building_own)
Growth: +30 (region_to_province_own)
Local recruitment capacity: +1 (province_to_province_own_unseen)