Major Settlement

ID: wh_dlc06_GREENSKIN_settlement_major_skarsnik

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".

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 Hideout

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 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

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 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.

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.

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