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Vampire Coast Faction
Vampire Coast The Awakening Level 4
The Awakening (Pirate Holdout)
Somewhere to lie low, to count loot and plot fresh schemes.The Awakening
Building Name The Awakening (Pirate Holdout) |
Level Name wh2_main_special_settlement_the_awakening_cst_3 |
Building Chain The Awakening |
Building Level 4 |
Create Time 4 |
Create Cost 3200 |
Effects
[HIDDEN] Enables abilities for Heroes in garrisons (local armies)Grants 6 construction slots in the settlement (this_building)
Income generated: 480 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Growth: +30 (region_to_province_own)
Vampiric corruption: +1 (region_to_region_own)
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own)
Improved tower projectiles: Caged Bats (region_to_region_own)
Provides Garrison Army
Mortars
(wh2_dlc11_cst_art_mortar)
Field Artillery
(wh2_dlc11_cst_art_mortar)
Field Artillery
Gunnery Wight
(wh2_dlc11_cst_cha_gunnery_wight_0)
Command
(wh2_dlc11_cst_cha_gunnery_wight_0)
Command
Depth Guard
(wh2_dlc11_cst_inf_depth_guard_0)
Melee Infantry
(wh2_dlc11_cst_inf_depth_guard_0)
Melee Infantry
Depth Guard (Polearms)
(wh2_dlc11_cst_inf_depth_guard_1)
Melee Infantry
(wh2_dlc11_cst_inf_depth_guard_1)
Melee Infantry
Syreens
(wh2_dlc11_cst_inf_syreens)
Melee Infantry
(wh2_dlc11_cst_inf_syreens)
Melee Infantry
Zombie Pirate Gunnery Mob (Handguns)
(wh2_dlc11_cst_inf_zombie_gunnery_mob_1)
Missile Infantry
(wh2_dlc11_cst_inf_zombie_gunnery_mob_1)
Missile Infantry
Zombie Pirate Gunnery Mob (Bombers)
(wh2_dlc11_cst_inf_zombie_gunnery_mob_3)
Missile Infantry
(wh2_dlc11_cst_inf_zombie_gunnery_mob_3)
Missile Infantry
Mournguls
(wh2_dlc11_cst_mon_mournguls_0)
Melee Infantry
(wh2_dlc11_cst_mon_mournguls_0)
Melee Infantry
Rotting Prometheans
(wh2_dlc11_cst_mon_rotting_prometheans_0)
Melee Infantry
(wh2_dlc11_cst_mon_rotting_prometheans_0)
Melee Infantry
Recruitable Units
No Recruitable Units