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HomeHome / Total War: WARHAMMER II / Vampire Counts Rebels (Mortal Empires) / Buildings / Corrupted Massif Orcal Buildings
Vampire Counts Rebels (Mortal Empires) Vampire Counts Rebels (Mortal Empires) Buildings

Corrupted Massif Orcal Buildings




Corrupted Massif Orcal

Ruined Massif Orcal
Ruined Massif Orcal
(wh2_dlc15_special_settlement_massif_orcal_vmp_ruin)
Level 0
Occupied Massif Orcal (Level 1)
Occupied Massif Orcal (Level 1)
(wh2_dlc15_special_settlement_massif_orcal_vmp_1)
Level 1
Occupied Massif Orcal (Level 2)
Occupied Massif Orcal (Level 2)
(wh2_dlc15_special_settlement_massif_orcal_vmp_2)
Level 2
Occupied Massif Orcal (Level 3)
Occupied Massif Orcal (Level 3)
(wh2_dlc15_special_settlement_massif_orcal_vmp_3)
Level 3
Occupied Massif Orcal (Level 4)
Occupied Massif Orcal (Level 4)
(wh2_dlc15_special_settlement_massif_orcal_vmp_4)
Level 4
Occupied Massif Orcal (Level 5)
Occupied Massif Orcal (Level 5)
(wh2_dlc15_special_settlement_massif_orcal_vmp_5)
Level 5
Corrupted Massif Orcal
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Ruined Massif Orcal Corrupted 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 Occupied Massif Orcal (Level 1) Corrupted Massif Orcal Level 2
Occupied Massif Orcal (Level 1)
The scattered hamlets of Sylvania are even more isolated, parochial and pathetic than those of the Empire.
2 800 Grants 2 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: +10 (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)
3 Occupied Massif Orcal (Level 2) 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.
3 1600 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)
4 Occupied Massif Orcal (Level 3) Corrupted Massif Orcal Level 4
Occupied Massif Orcal (Level 3)
Townships are little more than larger villages, usually within sight of a grand castle - its shadow looming over the terrified denizens.
4 3200 [HIDDEN] Enables abilities for Heroes in garrisons (local armies)
Grants 6 construction slots in the settlement (this_building)
Income generated: 480 (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)
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)
5 Occupied Massif Orcal (Level 4) Corrupted Massif Orcal Level 5
Occupied Massif Orcal (Level 4)
When a Vampire marches forth, the cities of other realms fear - for should the Night Lord invade they become accursed places.
5 4800 [HIDDEN] Enables abilities for Heroes in garrisons (local armies)
Grants 8 construction slots in the settlement (this_building)
Income generated: 600 (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)
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)
6 Occupied Massif Orcal (Level 5) Corrupted Massif Orcal Level 6
Occupied Massif Orcal (Level 5)
Dread, gothic citadels are scattered throughout Sylvania. They grow more ominous as their chief resident grows in power.
6 7200 [HIDDEN] Enables abilities for Heroes in garrisons (local armies)
Grants 9 construction slots in the settlement (this_building)
Income generated: 720 (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)
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)