Massif Orcal

ID: wh2_dlc15_special_settlement_massif_orcal_grn

Building Chain

Massif Orcal

Building Levels

Level 1 - Ruined Massif Orcal

This city lies in ruins. Nothing remains but destruction, ashes and the sorrowful taste of defeat.

Level 2 - Massif Orcal (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: 80
(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 3 - Massif Orcal (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: 120
(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)

Level 4 - Massif Orcal (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: 160
(Hidden Effect) Adds 2 turns of siege holdout time to province capitals
Growth: +60
(Hidden Effect) Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
Local recruitment capacity: +1

Level 5 - Massif Orcal (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: 200
(Hidden Effect) Adds 2 turns of siege holdout time to province capitals
Growth: +80
(Hidden Effect) Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
Local recruitment capacity: +1

Level 6 - Massif Orcal (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: 240
(Hidden Effect) Adds 2 turns of siege holdout time to province capitals
Growth: +100
(Hidden Effect) Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
Local recruitment capacity: +1