Occupied Karaz-a-Karak (Greenskin Fort)

ID: wh_main_special_settlement_karaz_a_karak_4_grn

Building

Occupied Karaz-a-Karak (Greenskin Fort)
Level 5
Karaz-a-Karak
5 4800

Building Upgrade

Occupied Karaz-a-Karak (Greenskin Stronghold)
Level 6
6 7500

Building Downgrade

Occupied Karaz-a-Karak (Greenskin Fort)
Level 5
5 4800

About

Building Description

Greenskins like a good fort, it makes them feel important when they can shout and fling excrement from the walls.

Effects

Grants 8 construction slots in the settlement

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

Income generated: 375

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: +40

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

Local recruitment capacity: +1

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

Detailed Stats

Building Level Stats
Level 4
Capital Level
Turns to Create 5
Cost to Create 4800
Upkeep Cost
Development Cost 4
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