Greenskin Camp

ID: wh_main_grn_settlement_major_2

Building

Greenskin Camp
Level 3
Major Settlement
3 1600

Building Upgrade

Greenskin Encampment
Level 4
4 3200

Building Downgrade

Greenskin Camp
Level 3
3 1600

About

Building Description

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

Historical Description

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.

Effects

Grants 2 construction slots in the settlement

Scope Source Target Ownership Location Territory
This Building Building Building Yours Factionwide Any

Income generated: 120

Scope Source Target Ownership Location Territory
Building To Building Own Faction Building Yours Buildingwide Any

(Hidden Effect) Adds 2 turns of siege holdout time to province capitals

Scope Source Target Ownership Location Territory
Region To Region Own Region Region Yours Regionwide Any

Growth: +20

Scope Source Target Ownership Location Territory
Region To Province Own Region Province Yours Provincewide Any

(Hidden Effect) Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)

Scope Source Target Ownership Location Territory
Region To Region Own Region Region Yours Regionwide Any

Detailed Stats

Building Level Stats
Level 2
Capital Level
Turns to Create 3
Cost to Create 1600
Upkeep Cost
Development Cost 1
Food Cost
Slave Cap
Can Convert
Can Be Damaged
Building Chain Stats
Building Chain Major Settlement
Building Category Money
Building Set Province Capital
Culture
Subculture Greenskins
Faction
Campaign Mortal Empires, The Eye of the Vortex