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Sylvania (Mortal Empires) Sylvania (Mortal Empires) Buildings

Woodlands Buildings




Woodlands

Forester's Shack
Forester's Shack
(wh_main_vmp_resource_timber_1)
Level 0
Ruined Sawmill
Ruined Sawmill
(wh_main_vmp_resource_timber_2)
Level 1
Abandoned Wood Sheds
Abandoned Wood Sheds
(wh_main_vmp_resource_timber_3)
Level 2
Woodlands
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Forester's Shack Woodlands Level 1
Forester's Shack
Foresting in Hunger Wood or the Spider Haunts is surely a fool's job?
2 600 Recruitment cost: -20% for Fell Bat and Vargheist units (province_to_province_own_unseen)
Income generated: 100 (building_to_building_own)
Timber resource production: 16 logs (building_to_building_own)
2 Ruined Sawmill Woodlands Level 2
Ruined Sawmill
Once part of Stirland's burgeoning timber industry, the sawmills have remained in a ruined, yet operational state since the Vampire Wars…
3 1200 Recruitment cost: -25% for Fell Bat and Vargheist units (province_to_province_own_unseen)
Recruit rank: +1 for Fell Bat and Vargheist units (province_to_province_own_unseen)
Income generated: 150 (building_to_building_own)
Timber resource production: 24 logs (building_to_building_own)
3 Abandoned Wood Sheds Woodlands Level 3
Abandoned Wood Sheds
From the ruined sawmills, Zombie bearers transport their cursed loads to large sheds long-thought abandoned by mortals.
4 2200 Recruitment cost: -30% for Fell Bat and Vargheist units (province_to_province_own_unseen)
Recruit rank: +2 for Fell Bat and Vargheist units (province_to_province_own_unseen)
Upkeep: -3% for Fell Bat and Vargheist units (all armies)
Income generated: 200 (building_to_building_own)
Timber resource production: 32 logs (building_to_building_own)