Occupied Karaz-a-Karak (Greenskin Hideout)

ID: wh_main_special_settlement_karaz_a_karak_1_grn

Building

Occupied Karaz-a-Karak (Greenskin Hideout)
Level 2
Karaz-a-Karak
2 800

Building Upgrade

Occupied Karaz-a-Karak (Greenskin Camp)
Level 3
3 1600

Building Downgrade

Occupied Karaz-a-Karak (Greenskin Hideout)
Level 2
2 800

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".

Effects

Grants 2 construction slots in the settlement

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

Income generated: 150

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: +10

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 1
Capital Level
Turns to Create 2
Cost to Create 800
Upkeep Cost
Development Cost
Food Cost
Slave Cap
Can Convert
Can Be Damaged
Building Chain Stats
Building Chain Karaz-a-Karak
Building Category Money
Building Set Province Capital
Culture
Subculture Greenskins
Faction
Campaign Mortal Empires, The Eye of the Vortex