This page lists all Ogre Kingdoms buildings. All Ogre Kingdoms settlements can only build to Tier III. There are Major and Minor settlements where Major settlement buildings provide additional effects. Ogres can also deploy camps which can build up to Tier V.
Game version: 1.3
Settlements[ | ]
Settlement Building[ | ]
Chain | Tier | Name | Effect | Cost | Requirements |
---|---|---|---|---|---|
Major Settlement | I | Stew Kitch'n | Income generated: 50 Defensive supplies: +1000 Enables Recuitment: Gnoblars |
1000 2 turns |
Province Capital |
Major Settlement | II | Maw Cave | Income generated: 100 Defensive supplies: +1000
Enables Recuitment: Gnoblar Trappers |
2000 3 turns |
Province Capital |
Major Settlement | III | Cauldron Town | Income generated: 150 Defensive supplies: +1000 |
3000 4 turns |
Province Capital |
Defence[ | ]
Chain | Tier | Name | Effect | Cost |
---|---|---|---|---|
Defence | I | Muck Trench | Defensive supplies: +25 per turn when under siege |
1000 2 turns |
Defence | II | Crap Moat | Defensive supplies: +50 per turn when under siege |
2000 3 turns |
Defence | III | Giant Stones | Defensive supplies: +75 per turn when under siege |
3000 4 turns |
Garisson | I | Guard Tent | Defensive supplies: +25 per turn when under siege Growth: +10
|
500 1 turn |
Garisson | II | Guard Hut | Defensive supplies: +50 per turn when under siege |
1000 2 turns |
Garisson | III | Guard House | Defensive supplies: +75 per turn when under siege |
1500 3 turns |
Special[ | ]
Ressource[ | ]
Chain | Tier | Name | Effect | Cost | Requirements |
---|---|---|---|---|---|
Dye Production | I | Cinnabar Mining Pit | Income generated: 100 Dyes resource production: 20 ounces |
tbd | Dyes |
Dye Production | II | Cinnabar Mine | Income generated: 150 Dyes resource production: 30 ounces |
tbd | Dyes |
Dye Production | III | Dyemaker | Income generated: 200 Dyes resource production: 45 ounces |
tbd | Dyes |
Port[ | ]
Chain | Tier | Name | Effect | Cost | Requirements |
---|---|---|---|---|---|
Port | I | Raft Jetty | Income generated: 200 [[[File:growth.png]]Growth: +10 |
tbd | Port |
Port | III | Big Wharf | Income generated: 400 [[[File:growth.png]]Growth: +20 |
tbd | Port |
Landmarks[ | ]
For a full list of special Buildings for the Ogre Kingdoms see Immortal Empires special buildings/Ogre Kingdoms
These can only be build in specific settlements
Building | Effect | Cost | Settlement | Region |
---|---|---|---|---|
Goldtooth's Toll Gate | Income Generated: 600 Diplomatic Relations: -10 with Ogre Kingdoms |
tbd | Great Hall of Greasus | Ivory Road |
The Fire Mouth | Unlocks Hero recruitment: Firebelly Control: +1 (factionwide) |
tbd | Fire Mouth | Mountains of Morn |
Karak Azorn Great Hall | Dwarf Beer resource production: +45 kegs Public order: +10 |
tbd | Karak Azorn | Mountains of Morn |
Gorger Haunt | Recruitment cost: -25% for Gorgers units (factionwide) Recruit rank: +4 for Gorgers units (factionwide) |
tbd | Southern Grey Mountains | Southern Grey Mountains |
Military[ | ]
Barracks[ | ]
- Level 1: Bull Pen
- Ogres oft-known as 'bulls' lurk here, playing crude games of chance and waiting for their guts to grumble, for hunger is a sign of food or fight, and probably both!
- Unlocks recruitment of: Ogre Bulls
- Level 2: Weapons Pile
- Spoils from raids are gathered and taken to camp, while weapons are stacked in a separate pile and packed through by the tougher Ogres.
- 1000 gold, 2 turns
- Unlocks recruitment of: Ogre Bulls (Dual Weapons), Ogre Bulls (Ironfists)
Infrastructure[ | ]
Meat[ | ]
- Level 1: Feast Table
- A massive table, gashed and cut from previous meals. No plates are used here - slabs of meat are just dumped on the table.
- Meat generated: +5 (armies in circle of influence)
- Level 2: Feast Yurt
- Eating is a holy activity to Ogres. This is a modest tent where they can give sacrament to the Maw - farts and belches are acts of prayer!
- Meat generated: +7 (armies in circle of influence)
- Level 3: Feast Tent
- 2000 gold, 3 turns
- A larger feasting tent, where more important Ogres and honoured tribal 'guests' can give thanks to the Great Maw.
- Meat generated: +9 (armies in circle of influence)
- Level 4:
- Level 5:
Meat[ | ]
- Level 1: Larder
- 1000 gold, 1 turn
- Meat generated: +10 (local armies)
- Income from all buildings: -50% (local region)
- Level 2:
- Level 3:
Defence[ | ]
Support[ | ]
- Level 1: Camp Pot
- Every camp, no matter how small, will have a pot where meat of variable age and quality will be 'thrown into da stew'.
- Casualty replenishment rate: +2% (armies in circle of influence)
- Army ability: "Gluttony" (armies in circle of influence)
- Level 2: Camp Bowl
- Larger than pots, these bowls will take carcasses about the size of cats and dogs to bolster the ever-growing 'lads'.
- 2000 gold, 2 turns
- Casualty replenishment rate: +4% (armies in circle of influence)
- Army ability: "Gluttony" (armies in circle of influence)
- Level 3: Camp Basin
- A massive pot that will see whole cows and grazing beasts flung in to make the Camp's stew - hungry drooling Ogres surround it.
- 3000 gold, 3 turns
- Casualty replenishment rate: +6% (armies in circle of influence)
- Army ability: "Gluttony" (armies in circle of influence)
- Level 4: Camp Boiler
- The camp boilers are for BIG joints, like whole manticores, or large cages of humies or gobbos - waste not, want not!
- 4000 gold, 4 turns
- Casualty replenishment rate: +8% (armies in circle of influence)
- Army ability: "Gluttony" (armies in circle of influence)
- Level 5: Huge Cauldron
- The largest cauldrons, ruled over by Slaughtermasters, can cope with whole mammoths - including the trunks and tusks!
- 5000 gold, 5 turns
- Casualty replenishment rate: +12% (armies in circle of influence)
- Army ability: "Gluttony" (armies in circle of influence)