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 |
800 2 turns |
Minor Settlement |
II | Greenskin Camp | Income generated: 120 Growth: +20 Grants 2 construction slots in the settlement
|
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 |
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 |
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
|
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 |
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 |
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 |
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
|
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 |
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 |
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 |
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 |
7200 6 turns |
Can only be built in Black Crag, 5 Population Surplus |
Port[ | ]
Chain | Tier | Building | Effect | Cost | Requirements |
---|---|---|---|---|---|
Port | I | Greenskin Wharf | Income generated: 200 Growth: +10 |
1000 1 turn |
Coastal Settlement |
III | Greenskin Docks | Income generated: 400 Growth: +20 |
4000 3 turns |
Coastal Settlement | |
V | Greenskin Shipyard | Income generated: 800 Growth: +30 |
9000 5 turns |
Coastal Settlement, Major Settlement |
Military Recruitment[ | ]
Chain | Tier | Building | Effect | Cost | Requirements |
---|---|---|---|---|---|
Greenskin Recruitment | I | Musta Fieldz | Unlocks recruitment of: | 1000 1 turn |
|
II | Brawlin' Groundz | Unlocks recruitment of: | 2000 2 turns |
||
III | Fightin' Pit | Unlocks recruitment of: | 4000 3 turns |
||
IV | Black Orc Barracks | Unlocks recruitment of: | 6000 4 turns |
Major Settlement | |
Forest Beasts | II | Wolf Den | Unlocks recruitment of: | 1500 2 turns |
|
III | Gloomy Hollowz | Unlocks recruitment of: | 3000 3 turns |
||
IV | Sacred Spider Groundz | Unlocks recruitment of:
|
4500 4 turns |
Major Settlement | |
Orc Boars | III | Boar Sty | Unlocks recruitment of: | 3000 3 turns |
|
IV | Boar Penz | Unlocks recruitment of: | 4500 4 turns |
Major Settlement | |
Squigs | III | Squig Cages | Unlocks recruitment of:
|
3000 3 turns |
|
Savage Orc Camp | I | Savage Orc Gathering | Unlocks recruitment of: | 1500 2 turns |
Savage Orcs (Resource) |
II | Savage Orc Camp | Unlocks recruitment of: | 3000 3 turns |
Savage Orcs (Resource) | |
III | Savage Orc Host | Unlocks recruitment of: | 6000 4 turns |
Savage Orcs (Resource) |
Military Support[ | ]
Chain | Tier | Building | Effect | Cost | Requirements |
---|---|---|---|---|---|
Monsters | III | Troll Cave | Unlocks recruitment of: | 4000 3 turns |
|
V | Stompin' Groundz | Unlocks recruitment of: | 12000 5 turns |
Major Settlement | |
Tinkerer | III | Goblin Tinkerer Bench | Unlocks technologies | 3200 3 turns |
|
IV | Goblin Workshop | Unlocks technologies
|
4800 4 turns |
Major Settlement | |
Shaman | IV | Shaman's Hut | Reduction in Vampiric and Chaos corruption: +5 Shaman Hero capacity: +1 |
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 |
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[ | ]
Chain | Tier | Building | Effect | Cost | Requirements |
---|---|---|---|---|---|
Garrison | II | Goblin Watch Tower | Enemy Hero action success chance: -10% | 1500 2 turns |
Minor Settlement |
III | Orc Guard House | Adds Walls to the settlement Enemy Hero action success chance: -15% |
3000 3 turns |
Minor Settlement | |
Walls | II | Ditches | Improved tower projectiles: Arrows Leadership: +2 when under siege (local armies) Enemy Hero action success chance: -10% Siege holdout time: +1 |
2500 3 turns |
Major Settlement, not the faction capital (Black Crag) |
III | Stakes | Improved tower projectiles: Giant Dungballs Leadership: +4 when under siege (local armies) Enemy Hero action success chance: -15% Siege holdout time: +2 |
5000 4 turns |
Major Settlement, not the faction capital (Black Crag) | |
IV | Big Walls | Improved tower projectiles: Rock Idols Leadership: +6 when under siege (local armies) Enemy Hero action success chance: -20% Siege holdout time: +3 |
7500 5 turns |
Major Settlement, not the faction capital (Black Crag) |
Infrastructure[ | ]
Chain | Tier | Building | Effect | Cost | Requirements |
---|---|---|---|---|---|
Industry | I | Pile of Shiny Stuff | Income generated: 200 | 650 1 turn |
|
II | Heap of Shiny Stuff | Income generated: 300 | 1300 2 turns |
||
III | Da Hoard | Income generated: 400 | 2200 3 turns |
||
Leadership | II | Boss' Tent | Obedience: +4 Reduction in Vampiric and Chaos corruption: +1 |
1500 2 turns |
|
III | Boss' Shack | Obedience: +6 Reduction in Vampiric and Chaos corruption: +2 |
3000 3 turns |
||
IV | Boss' Camp | Obedience: +8 Reduction in Vampiric and Chaos corruption: +3 Hero recruit rank: +4 for Goblin Big Bosses Goblin Big Boss Hero capacity: +1 |
4500 4 turns |
Major Settlement | |
Territory Marker | I | Idolz | Growth: +20 Casualty replenishment rate: +2% |
500 1 turn |
|
II | Totem Pole | Growth: +30 Casualty replenishment rate: +3% |
1000 2 turns |
||
III | Boss Pole | Growth: +40 Casualty replenishment rate: +4% |
2000 3 turns |
||
Gem Mining | I | Cave of Shinies | Income generated: 600 | 1000 3 turns |
Gemstones |
II | Shiny Pit | Income generated: 900 | 2000 4 turns |
Gemstones | |
III | Stunty Mine | Income generated: 1200 | 4000 5 turns |
Gemstones | |
Gold Mining | I | Cave of Shinies | Income generated: 500 | 1000 3 turns |
Gold |
II | Shiny Pit | Income generated: 750 | 2000 4 turns |
Gold | |
III | Stunty Mine | Income generated: 1000 | 4000 5 turns |
Gold |
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.
Chain | Tier | Building | Effect | Cost | Requirements |
---|---|---|---|---|---|
Da Dropz | I | Da Dropz | Income from all buildings: -20% Obedience: -5 (local province) |
0 1 turn |
|
Giant Dung Heap | I | Giant Dung Heap | Income from all buildings: -30% Obedience: -5 (local province) |
0 1 turn |
|
Enormous Pillar of Poo | I | Enormous Pillar of Poo | Income from all buildings: -40% Obedience: -10 (local province) |
0 1 turn |
|
Smelly Troll Face | I | Smelly Troll Face | Income from all buildings: -50% Obedience: -5 (local province) |
0 1 turn |
|
Smelly Idol of Gork (or Mork) | I | Smelly Idol of Gork (or Mork) | Income from all buildings: -30% Obedience: -10 (local province) |
0 1 turn |