Karaz-a-Karak

ID: wh_main_special_settlement_karaz_a_karak_greenskins

Building Chain

Karaz-a-Karak

Building Levels

Level 1 - Karaz-a-Karak Ruins

Another ruined Karak now lies dormant, a vestige of some upstart's attempt to dominate Dwarf lands.

Level 2 - Occupied Karaz-a-Karak (Greenskin Hideout)

Smaller Greenskin tribes and gatherings rarely stay put, although they will seek out caves when they wish to keep "outta da way".

Grants 2 construction slots in the settlement
Income generated: 150
(Hidden Effect) Adds 2 turns of siege holdout time to province capitals
Growth: +10
(Hidden Effect) Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)

Level 3 - Occupied Karaz-a-Karak (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.

Grants 4 construction slots in the settlement
Income generated: 225
(Hidden Effect) Adds 2 turns of siege holdout time to province capitals
Growth: +20
(Hidden Effect) Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)

Level 4 - Occupied Karaz-a-Karak (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".

Grants 6 construction slots in the settlement
Income generated: 300
(Hidden Effect) Adds 2 turns of siege holdout time to province capitals
Growth: +30
(Hidden Effect) Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
Local recruitment capacity: +1

Level 5 - Occupied Karaz-a-Karak (Greenskin Fort)

Greenskins like a good fort, it makes them feel important when they can shout and fling excrement from the walls.

Grants 8 construction slots in the settlement
Income generated: 375
(Hidden Effect) Adds 2 turns of siege holdout time to province capitals
Growth: +40
(Hidden Effect) Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
Local recruitment capacity: +1

Level 6 - Occupied Karaz-a-Karak (Greenskin Stronghold)

The biggest and bestest Warbosses rule from formidable strongholds - the shattered Karaks of the Dwarfs.

Grants 9 construction slots in the settlement
Income generated: 450
(Hidden Effect) Adds 2 turns of siege holdout time to province capitals
Growth: +50
(Hidden Effect) Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
Local recruitment capacity: +1