This page lists all Greenskins buildings.
Added in The Total Waaagh! Update : Squig Nest only buildable where Exotic Animals are found.
Settlements [ ]
Chain
Tier
Building
Effect
Cost
Requirements
Minor Settlement
I
Greenskin Hideout
Income generated: 80 Growth: +10 Grants 1 construction slot in the settlement
Provides garrison:
3 Goblins
2 Orc Boyz
800 2 turns
Minor Settlement
II
Greenskin Camp
Income generated: 120 Growth: +20 Grants 2 construction slots in the settlement
Provides garrison:
2 Goblins
2 Orc Boyz
2 Goblin Archers
1600 3 turns
Minor Settlement , 1 Population Surplus
III
Greenskin Burrows
Income generated: 160 Growth: +30 Local recruitment capacity: +1 Grants 3 construction slots in the settlement
Provides garrison:
2 Orc Big 'Uns
2 Orc Boyz
2 Goblin Archers
3200 4 turns
Minor Settlement , 2 Population Surplus
Major Settlement
I
Greenskin Hideout
Income generated: 80 Growth: +10 Grants 1 construction slot in the settlement
Provides garrison:
4 Goblins
4 Orc Boyz
800 2 turns
Major Settlement , not the faction capital (Black Crag )
II
Greenskin Camp
Income generated: 120 Growth: +20 Grants 2 construction slots in the settlement
Provides garrison:
3 Goblins
2 Orc Boyz
1 Goblin Archers
2 Orc Arrer Boyz
1600 3 turns
Major Settlement , 1 Population Surplus , not the faction capital (Black Crag )
III
Greenskin Encampment
Income generated: 160 Growth: +30 Local recruitment capacity: +1 Grants 3 construction slots in the settlement
Provides garrison:
2 Orc Big 'Uns
3 Orc Boyz
3 Goblin Archers
3200 4 turns
Major Settlement , 2 Population Surplus , not the faction capital (Black Crag )
IV
Greenskin Fort
Income generated: 200 Growth: +40 Local recruitment capacity: +1 Grants 4 construction slots in the settlement
Provides garrison:
2 Night Goblins
3 Orc Big 'Uns
3 Night Goblin Archers
4800 5 turns
Major Settlement , 4 Population Surplus , not the faction capital (Black Crag )
V
Greenskin Stronghold
Income generated: 240 Growth: +50 Local recruitment capacity: +1 Grants 5 construction slots in the settlement
Provides garrison:
2 Night Goblins (Fanatics)
2 Orc Big 'Uns
1 Trolls (Greenskins)
3 Night Goblin Archers
7200 6 turns
Major Settlement , 5 Population Surplus , not the faction capital (Black Crag )
Black Crag
I
Black Crag (Greenskin Hideout)
Income generated: 150 Growth: +10 Income from all buildings: +30% (all regions in this province) Income from all buildings: +15% (all regions in adjaent provinces) Grants 1 construction slot in the settlement
Provides garrison:
2 Black Orcs
6 Orc Boyz
4 Orc Arrer Boyz
800 2 turns
Can only be built in Black Crag
II
Black Crag (Greenskin Camp)
Income generated: 225 Growth: +20 Income from all buildings: +35% (all regions in this province) Income from all buildings: +18% (all regions in adjaent provinces) Grants 2 construction slots in the settlement
Provides garrison:
1 Goblin Rock Lobber
2 Black Orcs
2 Orc Big 'Uns
3 Orc Boyz
6 Orc Arrer Boyz
1600 3 turns
Can only be built in Black Crag , 1 Population Surplus
III
Black Crag (Greenskin Encampment)
Income generated: 300 Growth: +30 Income from all buildings: +40% (all regions in this province) Income from all buildings: +20% (all regions in adjaent provinces) Local recruitment capacity: +1 Grants 3 construction slots in the settlement
Provides garrison:
1 Goblin Rock Lobber
2 Orc Boar Boyz
3 Black Orcs
2 Orc Big 'Uns
2 Trolls (Greenskins)
6 Orc Arrer Boyz
3200 4 turns
Can only be built in Black Crag , 2 Population Surplus
IV
Black Crag (Greenskin Fort)
Income generated: 375 Growth: +40 Income from all buildings: +45% (all regions in this province) Income from all buildings: +23% (all regions in adjaent provinces) Local recruitment capacity: +2 Grants 4 construction slots in the settlement
Provides garrison:
2 Goblin Rock Lobber
3 Orc Boar Boyz
5 Black Orcs
2 Trolls (Greenskins)
6 Orc Arrer Boyz
4800 5 turns
Can only be built in Black Crag , 4 Population Surplus
V
Black Crag (Greenskin Stronghold)
Income generated: 450 Growth: +50 Income from all buildings: +50% (all regions in this province) Income from all buildings: +25% (all regions in adjaent provinces) Local recruitment capacity: +2 Grants 5 construction slots in the settlement
Provides garrison:
2 Doom Diver Catapult
3 Orc Boar Boyz
5 Black Orcs
2 Giant
2 Trolls (Greenskins)
6 Orc Arrer Boyz
7200 6 turns
Can only be built in Black Crag , 5 Population Surplus
Port [ ]
Military Recruitment [ ]
Military Support [ ]
Chain
Tier
Building
Effect
Cost
Requirements
Monsters
III
Troll Cave
Unlocks recruitment of:
Trolls (Greenskins)
4000 3 turns
V
Stompin' Groundz
Unlocks recruitment of:
Giant
12000 5 turns
Major Settlement
Tinkerer
III
Goblin Tinkerer Bench
Unlocks technologies
Unlocks recruitment of:
Goblin Rock Lobber
3200 3 turns
IV
Goblin Workshop
Unlocks technologies
Unlocks recruitment of:
Doom Diver Catapult (requires research )
4800 4 turns
Major Settlement
Shaman
IV
Shaman's Hut
Reduction in Vampiric and Chaos corruption: +5 Shaman Hero capacity: +1
Unlocks recruitment of:
Night Goblin Shaman (Hero )
Orc Shaman (Hero )
6300 4 turns
Major Settlement
V
Shaman's Hovel
Hero recruit rank: +4 for Shamans Reduction in Vampiric and Chaos corruption: +8 Global recruitment capacity: +1 Local recruitment capacity: +1 Shaman Hero capacity: +1
Unlocks recruitment of:
Night Goblin Shaman (Hero )
Orc Shaman (Hero )
9450 5 turns
Major Settlement
Beast Upgrades
III
Beast Lairz
Unit experience : +3 for Squig, Boar, Wolf, and Spider Rider unit recruits Recruitment cost: -20% for Squig, Boar, Wolf, and Spider Rider unit recruits
4000 3 turns
Furs or Pastures
Metal Upgrades
III
Black Orc Forge
Unit experience: +3 for Big 'Uns and Black Orcs recruits Recruitment cost: -20% for Big 'Uns and Black Orcs recruits
4000 3 turns
Iron
Carpentry Upgrades
III
Goblin Sawmillz
Unit experience: +3 for Greenskin spear infantry, archer infantry, and chariot unit recruits Recruitment cost: -20% for Greenskin spear infantry, archer infantry, and chariot unit recruits
4000 3 turns
Timber
Defensive [ ]
Infrastructure [ ]
Horde [ ]
Chain
Tier
Building
Effect
Cost
Requirements
Horde Settlement
I
Greenskin Hideout
Grants 1 construction slots in the settlement Income generated: 80 Growth: +10
800 2 turns
II
Greenskin Camp
Grants 2 construction slots in the settlement Income generated: 120 Growth: +20
1600 3 turns
III
Greenskin Burrows
Grants 3 construction slots in the settlement Income generated: 160 Growth: +30 Local recruitment capacity: +1
3200 4 turns
Vandalizations [ ]
These buildings are the result of greenskin raids.
Faction-specific [ ]