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HomeHome / Total War: WARHAMMER II / Teef Snatchaz (Mortal Empires) / Buildings / Massif Orcal Buildings
Teef Snatchaz (Mortal Empires) Teef Snatchaz (Mortal Empires) Buildings

Massif Orcal Buildings




Massif Orcal

Ruined Massif Orcal
Ruined Massif Orcal
(wh2_dlc15_special_settlement_massif_orcal_grn_ruin)
Level 0
Massif Orcal (Greenskin Hideout)
Massif Orcal (Greenskin Hideout)
(wh2_dlc15_special_settlement_massif_orcal_grn_1)
Level 1
Massif Orcal (Greenskin Camp)
Massif Orcal (Greenskin Camp)
(wh2_dlc15_special_settlement_massif_orcal_grn_2)
Level 2
Massif Orcal (Greenskin Encampment)
Massif Orcal (Greenskin Encampment)
(wh2_dlc15_special_settlement_massif_orcal_grn_3)
Level 3
Massif Orcal (Greenskin Fort)
Massif Orcal (Greenskin Fort)
(wh2_dlc15_special_settlement_massif_orcal_grn_4)
Level 4
Massif Orcal (Greenskin Stronghold)
Massif Orcal (Greenskin Stronghold)
(wh2_dlc15_special_settlement_massif_orcal_grn_5)
Level 5
Massif Orcal
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Ruined Massif Orcal Massif Orcal Level 1
Ruined Massif Orcal
This city lies in ruins. Nothing remains but destruction, ashes and the sorrowful taste of defeat.
1 0
2 Massif Orcal (Greenskin Hideout) Massif Orcal Level 2
Massif Orcal (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: 80 (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)
3 Massif Orcal (Greenskin Camp) Massif Orcal Level 3
Massif Orcal (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: 120 (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)
4 Massif Orcal (Greenskin Encampment) Massif Orcal Level 4
Massif Orcal (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: 160 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Growth: +60 (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 Massif Orcal (Greenskin Fort) Massif Orcal Level 5
Massif Orcal (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: 200 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Growth: +80 (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 Massif Orcal (Greenskin Stronghold) Massif Orcal Level 6
Massif Orcal (Greenskin Stronghold)
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: +100 (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)