Major Settlement

ID: wh_main_GREENSKIN_settlement_major

Building Chain

Major Settlement

Building Levels

Level 1 - Ruined Dwarfhold

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

Level 2 - Greenskin Hideout

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

The greatest enemy of the Greenskins has always been their own kind. Out in the Badlands, the tribes prey upon each other in endless competition for dominance. Smaller tribes locate natural hideouts or lone encampments, allowing them time to establish themselves until they can go on the hunt themselves.

Grants 1 construction slot in the settlement
Income generated: 80
(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 - Greenskin Camp

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

Greenskin camps are often temporary, consisting of crudely-fashioned tents and the inevitable dung piles. However, these camps can become almost permanent, as the Boss gets lazy and "can’t be bovvered" to move on. In camp, the Greenskins dig fighting pits, erect totems and generally forget their previous wandering instincts.

Grants 2 construction slots in the settlement
Income generated: 120
(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 - Greenskin Encampment

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.

Encampments are formed when one or more camps merge with each other. Tents become dung-covered huts, kennulz, Squig penz, boar sties and even grog-drenched drinking holes as more and more Greenskins are drawn to a settlement. Staked defences or roughly hewn moats will often surround the encampment to fend off foes who want to take the goodies within for themselves.

Grants 3 construction slots in the settlement
Income generated: 160
(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 - Greenskin Fort

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

Greenskin forts are mostly made from the ruins of Dwarf keeps, their founders long-since vanquished. The Orcs know this really winds up the stunties, so they revel in it. ‘Improvements’ to the Dwarfen structures are always made in the form extra platforms, spiky bitz and carved faces of the Orc Gods. Not all forts use Dwarf foundations, there are some notable ramshackle structures in the Badlands with walls made entirely of bones and wood, but these are in the minority for obvious reasons of build quality.

Grants 5 construction slots in the settlement
Income generated: 200
(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 - Greenskin Stronghold

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

The Greenskins have thrived these past millennia arguably because they have been able to take the Dwarfholds from the stunties, as the bearded gits retreated in the aftermath of their disastrous decline. Orcs have ever been opportunists, taking the Dwarfholds and the riches in their deep vaults without pause. Since they were established as the new landlords, the Greenskins have been almost impossible to shift, allowing their dominance of the surrounding regions to grow.

Grants 7 construction slots in the settlement
Income generated: 240
(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