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HomeHome / Total War: WARHAMMER II / Von Carstein (Mortal Empires) / Buildings / Occupied Massif Orcal (Level 2)
Occupied Massif Orcal (Level 2) Von Carstein (Mortal Empires)Von Carstein (Mortal Empires) Corrupted Massif Orcal Level 3

Occupied Massif Orcal (Level 2)

The peasantry live in small communities of inter-related families, and never venture far from their hovels.

Sylvanian villages are in a constant state of disrepair, for good stone and wood is hard to come by. Crude fetishes and the charms hang on every lintel and frame. Villagers daub symbols of protection on their doors with pig's blood and roofs are laid with mantraps, spikes and far worse to ward off anything that might coming prowling in the night.

Corrupted Massif Orcal

Ruined Massif Orcal
Ruined Massif Orcal
(wh2_dlc15_special_settlement_massif_orcal_vmp_ruin)
Corrupted Massif Orcal Level 0
Occupied Massif Orcal (Level 1)
Occupied Massif Orcal (Level 1)
(wh2_dlc15_special_settlement_massif_orcal_vmp_1)
Corrupted Massif Orcal Level 1
Occupied Massif Orcal (Level 2)
Occupied Massif Orcal (Level 2)
(wh2_dlc15_special_settlement_massif_orcal_vmp_2)
Corrupted Massif Orcal Level 2
Occupied Massif Orcal (Level 3)
Occupied Massif Orcal (Level 3)
(wh2_dlc15_special_settlement_massif_orcal_vmp_3)
Corrupted Massif Orcal Level 3
Occupied Massif Orcal (Level 4)
Occupied Massif Orcal (Level 4)
(wh2_dlc15_special_settlement_massif_orcal_vmp_4)
Corrupted Massif Orcal Level 4
Occupied Massif Orcal (Level 5)
Occupied Massif Orcal (Level 5)
(wh2_dlc15_special_settlement_massif_orcal_vmp_5)
Corrupted Massif Orcal Level 5
Occupied Massif Orcal (Level 2)

Building Name

Occupied Massif Orcal (Level 2)

Level Name

wh2_dlc15_special_settlement_massif_orcal_vmp_2

Building Chain

Corrupted Massif Orcal

Building Level

3

Create Time

3

Create Cost

1600

Effects

Grants 4 construction slots in the settlement (this_building)
Income generated: 360 (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)
Vampiric corruption: +1 (region_to_region_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)

Provides Garrison Army

160 Skeleton Spearmen
160 Skeleton Spearmen
160 Skeleton Spearmen
160 Skeleton Spearmen
160 Skeleton Spearmen
160 Skeleton Spearmen
160 Skeleton Spearmen
160 Skeleton Spearmen
160 Skeleton Spearmen
160 Skeleton Spearmen
160 Skeleton Spearmen
160 Skeleton Spearmen
Skeleton Spearmen
(wh_main_vmp_inf_skeleton_warriors_1)
Melee Infantry
160 Zombies
160 Zombies
160 Zombies
160 Zombies
160 Zombies
160 Zombies
Zombies
(wh_main_vmp_inf_zombie)
Melee Infantry
60 Fell Bats
60 Fell Bats
60 Fell Bats
60 Fell Bats
60 Fell Bats
60 Fell Bats
Fell Bats
(wh_main_vmp_mon_fell_bats)
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
160 Skeleton Warriors
Melee Infantry / Melee Infantry / (wh_main_vmp_inf_skeleton_warriors_0)
Skeleton Warriors
Little more than shuffling bones with swords and spears, Skeletons perform a dutiful, if not exemplary, job in the battle lines.
160 300 300 18 26 6 22 55 61 30
2
160 Zombies
Melee Infantry / Melee Infantry / (wh_main_vmp_inf_zombie)
Zombies
Driven not by skill, but by a desire to feast on flesh, Zombies are good, terrifying fodder in melee.
160 100 100 5 18 3 6 0 63 30