Occupied The Awakening Level 2
Race
Bretonnia ,
Dark Elves ,
Dwarfs ,
Greenskins ,
High Elves ,
Lizardmen ,
Norsca ,
Rogue Armies ,
The Empire ,
Tomb Kings ,
Vampire Counts
Category
Special settlement
Costs: Dark Elves (ex. Hag Graef & The Blessed Dread), High Elves (ex. Order of the Loremasters) & Tomb Kings (except Court of Lybaras): 2600 Court of Lybaras, Hag Graef & The Blessed Dread: 2000 Ironbrow's Expedition, Lizardmen, The Bloody Handz, The Huntsmarshal's Expedition & Vampire Counts (ex. The Barrow Legion): 1600 Dwarfs (ex. Ironbrow's Expedition): 2400 Bretonnia, Greenskins (ex. The Bloody Handz), The Barrow Legion & The Empire (ex. The Huntmarshal's Expedition): 2080 Norsca: 1000 Build time: Tomb Kings (except Court of Lybaras): 4 Court of Lybaras, Hag Graef, Ironbrow's Expedition, Lizardmen, The Blessed Dread, The Bloody Handz, The Huntsmarshal's Expedition & Vampire Counts (ex. The Barrow Legion): 3 Dwarfs (ex. Ironbrow's Expedition): 6 Bretonnia, Dark Elves (ex. Hag Graef & The Blessed Dread), Greenskins (ex. The Bloody Handz), High Elves (ex. Order of the Loremasters), The Barrow Legion & The Empire (ex. The Huntmarshal's Expedition): 5 Norsca: 1
Effects
Depends on faction
Garrison
Depends on faction
Occupied The Awakening Level 2 is a settlement building in Total War: Warhammer II only available to Bretonnia , Dark Elves , Dwarfs , Greenskins , High Elves , Lizardmen , Norsca , The Empire , Tomb Kings and Vampire Counts .
Effects [ | ]
Bretonnia [ | ]
"Slightly larger than Bretonnian hamlets, village buildings look much the same, though may include an inn and smithy too."
Control: +2
Growth: +40
Grants 4 construction slots in the settlement
Provides Garrison:
Dark Elves [ | ]
"Where the Druchii dwell, so too does brutality and disharmony make its home."
Income generated: 150
Scrolls of Hekarti generated: 1 (Eye of the Vortex only)
Growth: +20
Income from all buildings: +35% (all regions in this province)
Grants 4 construction slots in the settlement
Provides Garrison:
Dwarfs [ | ]
"More enterprising Dwarfs seek their own fortune and join colonies away from the greater Holds."
Income generated: 180
Growth: +7
Grants 4 construction slots in the settlement
Provides garrison:
Greenskins [ | ]
"Orc and Goblin tribes are, in the main, nomadic, but will set up a large camp when the Boss wants to stop for a bit."
Income generated: 120
Growth: +20
Grants 4 construction slots in the settlement
Provides garrison:
High Elves [ | ]
"Though the Sundering left its scars on the world, the High Elves endeavour to rebuild and endure."
Income generated: 150
Public Order: +4
Growth: +20
Income from all buildings: +35% (all regions in this province)
Income from all buildings: +18% (all regions in adjacent provinces)
Grants 4 construction slots in the settlement
Provides garrison:
Lizardmen [ | ]
"A minor node on a smaller tributary of the Geomantic Web, comprising a lone ziggurat, often ruled by a later generation Mage-Priest."
Income generated: 120
Public order: +2
Growth: +20
Grants 4 construction slots in the settlement
Provides garrison:
Norsca [ | ]
"Once a great city, now overrun by the mutants, monsters, and madmen of the north. "
Income generated: 375
Public order: +2
Growth: +20
Chaos corruption: +2
Global recruitment capacity: +1
Grants 2 construction slots in the settlement
provides garrison:
Rogue Armies [ | ]
"A treacherous path, to be sure, but safety lies beyond to those who can navigate it."
Income generated: 150
Growth: +20
Income from all buildings: +35% (all regions in this province)
The Empire [ | ]
"Villages dot the Empire, usually comprising a marketplaz, a tavern, and a stockade - if the denizens are lucky."
Income generated: 90
Public order: +2
Growth: +20
Grants 4 construction slots in the settlement
Provides garrison:
Tomb Kings [ | ]
"Mastaba or ‘houses of eternity’ are, typically, flat-roofed tombs. Like all crypts in Nehekhara, once built, settlements soon rose up around them."
Income generated: 120
Growth: +20
Grants 4 construction slots in the settlement
Research rate: +10%
Provides garrison:
Vampire Counts [ | ]
"The peasantry live in small communities of inter-related families, and never venture far from their hovels."
Income generated: 360
Growth: +20
Vampiric corruption: +1
Grants 4 construction slots in the settlement
Provides garrison:
Building Chain [ | ]
Dwarfs buildings
Regular buildings
Settlement
Settlement in minor cities
Port
The Deeps
Military recruitment
Military support
Defence
Infrastructure
The Deeps buildings
The Deeps
Infrastructure
Strategy
Blockers
Resource buildings
Gold
Pastures
Pottery
Iron
Furs
Wine
Timber
Exotic Animals
Gemstones
Dyes
Salt
Marble
Spices
Medicinal Plants
Carved Obsidian
Tusks
Special and Landmark buildings
Allied outposts
Unique Dwarfs only landmark buildings
Unique settlement chains in The Old World
Unique settlement chains in Ulthuan
Unique settlement chains in the Far East
Other unique settlement chains
Total War: Warhammer II only buildings
Military recruitment
Defence
Infrastructure
Unique Settlement Chains in The Old World
Unique settlement chains in Naggaroth
Unique settlement chains in Lustria
Unique settlement chains in Ulthuan
Unique settlement chains in The Southlands
Other unique settlement chains
Total War: warhammer only buildings