Major Settlement

ID: wh_main_SAVAGEORC_settlement_major

Building Chain

Major Settlement

Building Levels

Level 1 - Ransacked Campsite

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

Level 2 - Savage Orc Gathering

Savage Orcs are nomadic, but there are certain areas, deep in the Badlands, where they gather.

Savage Orcs are even more nomadic than their more sophisticated kin. However, there are crude migratory routes that all tribes follow, navigated by way-points such as strange standing stones, familiar hillocks or weather-beaten idols.

Grants 1 construction slot in the settlement
Income generated: 200
(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 - Savage Orc Camp

A Savage Orc camp is an even more disorganised rabble of tents than a traditional Orc settlement.

Savage Orc camps happen when the bestial primitives decide to settle for a while. Their camps consist of large fires - around which Savage Orc Shamans ponce in skull hats and cloaks of matted fur - and a few shelters made from animal hides with bone supports. Orcs from rival tribes enter at their own risk, as they may soon find themselves in the cookin’ pot!

Grants 2 construction slots in the settlement
Income generated: 300
(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 - Savage Orc Host

Savage Orcs can Waaagh! just like any Greenskin, giving thanks to Gork or Mork before charging off.

Great Gatherin’s happen by chance and circumstance rather than any kind of organisation. Having said that, Savage Orc Shamans always seem to know when and where the host is happening - guided there by Gork or so they claim. Gathering here as a large host, perhaps around a well-known landmark, before heading off into the fray.

Grants 3 construction slots in the settlement
Income generated: 400
(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