Unofficial fan reference · Total War: Attila game data, Steam build 25370302

Sarmatian buildings

6 building chains of the Sarmatian subculture (Nomadic culture) in the Grand Campaign. Tap one for each level's cost, build time, upkeep, effects, the technology it needs and the units it unlocks.

Horde buildings

Artisans

15 levels · unlocks Onager, Large Onager

  1. Artisans' Yurts

    Ruin · 1,000 gold · 1 turn

    • Wealth: 200 from industry
  2. Carpenter's Yurt (from Artisans' Yurts)

    Level 1 · 1,500 gold · 2 turns

    • Wealth: 300 from industry
    • Integrity: -2
    • Fletching I: +5% ammunition for missile unit recruits
    • Needs technology: Supply 'Acquisition'

    Unlocks

  3. Carpenter's Workplace (from Carpenter's Yurt)

    Level 2 · 2,500 gold · 3 turns

    • Wealth: 350 from industry
    • Integrity: -3
    • Fletching II: +10% ammunition for missile unit recruits
    • Needs technology: Extra Military Provisions
  4. Tinkers' Camp (from Carpenter's Workplace)

    Level 3 · 4,000 gold · 4 turns

    • Wealth: 550 from industry
    • Integrity: -5
    • Fletching III: +15% ammunition for missile unit recruits
    • Needs technology: Foreign Siege Experts

    Unlocks

  5. Metalworker's Yurt (from Artisans' Yurts)

    Level 1 · 1,500 gold · 2 turns

    • Wealth: 300 from industry
    • Integrity: -2
    • Weaponsmithing I: +5% melee damage for all unit recruits
    • Needs technology: Supply 'Acquisition'
  6. Blacksmith's Workplace (from Metalworker's Yurt)

    Level 2 · 2,500 gold · 3 turns

    • Wealth: 350 from industry
    • Integrity: -3
    • Armour smithing I: +5% armour for all unit recruits
    • Weaponsmithing I: +5% melee damage for all unit recruits
    • Needs technology: Extra Military Provisions
  7. Outfitter's Camp (from Blacksmith's Workplace)

    Level 3 · 4,000 gold · 4 turns

    • Wealth: 550 from industry
    • Integrity: -5
    • Armour smithing II: +10% armour for all unit recruits
    • Weaponsmithing II: +10% melee damage for all unit recruits
    • Needs technology: Foreign Siege Experts
  8. Cart Wheeler (from Artisans' Yurts)

    Level 1 · 1,500 gold · 2 turns

    • Wealth: 400 from industry
    • Wealth: +5% from commercial buildings
    • Integrity: -2
  9. Cart Maker (from Cart Wheeler)

    Level 2 · 2,500 gold · 3 turns

    • Wealth: 700 from industry
    • Wealth: +10% from commercial buildings
    • Integrity: -3
    • Needs technology: Permanent Migration Society
  10. Wagon Maker (from Cart Maker)

    Level 3 · 4,000 gold · 4 turns

    • Wealth: 1100 from industry
    • Wealth: +15% from commercial buildings
    • Integrity: -5
    • Needs technology: Tributary Freedom
  11. Spinner's Yurt (from Artisans' Yurts)

    Level 1 · 1,500 gold · 2 turns

    • Wealth: 600 from industry
    • Integrity: -2
  12. Felt Maker (from Spinner's Yurt)

    Level 2 · 2,500 gold · 3 turns

    • Wealth: 1000 from industry
    • Integrity: -3
    • Needs technology: Assimilation of Neighbours
  13. Cloth Maker (from Felt Maker)

    Level 3 · 4,000 gold · 4 turns

    • Wealth: 1650 from industry
    • Integrity: -5
    • Needs technology: Skilled Hostages
  14. Yurt Maker (from Artisans' Yurts)

    Level 1 · 1,500 gold · 2 turns

    • Wealth: 400 from industry
    • Integrity: -2
    • Horde building construction cost: -5%
    • Growth: +2 when encamped
  15. Yurt Builder (from Yurt Maker)

    Level 2 · 2,500 gold · 3 turns

    • Wealth: 700 from industry
    • Integrity: -3
    • Horde building construction cost: -10%
    • Growth: +4 when encamped
    • Needs technology: Permanent Migration Society
  16. Royal Yurt Builder (from Yurt Builder)

    Level 3 · 4,000 gold · 4 turns

    • Wealth: 1100 from industry
    • Integrity: -5
    • Horde building construction cost: -15%
    • Growth: +6 when encamped
    • Needs technology: Skilled Hostages

Community

8 levels · unlocks Noble Acatziri Raiders, Indian Elephants, Shamans of the Eternal Sky

  1. Elders' Yurts

    Ruin · 2,500 gold · 2 turns

    • Wealth: 150 from culture
    • Food consumption: -10
    • Integrity: +3
  2. Noblemen's Camp (from Elders' Yurts)

    Level 1 · 4,000 gold · 4 turns

    • Wealth: 300 from culture
    • Food consumption: -20
    • Integrity: +5

    Unlocks

  3. Treasurer (from Noblemen's Camp)

    Level 2 · 7,000 gold · 6 turns

    • Wealth: 550 from culture
    • Food consumption: -40
    • Integrity: +10
    • Sacking income: +10%
    • Needs technology: Involuntary Obedience
  4. Master of Spoils (from Treasurer)

    Level 3 · 11,500 gold · 8 turns

    • Wealth: 850 from culture
    • Food consumption: -80
    • Integrity: +13
    • Sacking income: +15%
    • Needs technology: Suppression of Dissidents
  5. Warlord's Yurt (from Noblemen's Camp)

    Level 2 · 7,000 gold · 6 turns

    • Enables agent recruitment: Champions
    • Wealth: 700 from culture
    • Food consumption: -40
    • Integrity: +13
    • Needs technology: Culling of the Meek
  6. Royal Yurt (from Warlord's Yurt)

    Level 3 · 11,500 gold · 8 turns

    • Enables agent recruitment: Champions
    • Wealth: 1100 from culture
    • Food consumption: -80
    • Integrity: +17
    • Needs technology: Forceful Integration

    Unlocks

  7. Storyteller's Yurt (from Elders' Yurts)

    Level 1 · 4,000 gold · 4 turns

    • Enables agent recruitment: Priests
    • Wealth: 300 from culture
    • Food consumption: -20
    • Integrity: +5
    • Research rate: +5% (factionwide)

    Unlocks

  8. Shaman's Yurt (from Storyteller's Yurt)

    Level 2 · 7,000 gold · 6 turns

    • Enables agent recruitment: Priests
    • Wealth: 825 from culture
    • Food consumption: -40
    • Integrity: +7
    • Research rate: +10% (factionwide)
    • Needs technology: Involuntary Obedience
  9. Elder Shaman's Yurt (from Shaman's Yurt)

    Level 3 · 11,500 gold · 8 turns

    • Enables agent recruitment: Priests
    • Wealth: 850 from culture
    • Food consumption: -80
    • Integrity: +9
    • Research rate: +15% (factionwide)
    • Needs technology: Network of Informants

Military Recruitment

7 levels · unlocks Steppe Tribespeople, Steppe Bows, Steppe Mounted Brigands, Steppe Mounted Tribespeople, Hunnic Dismounted Warband, Spet Xyon Archers, Sogdian Warriors, Steppe Shield Archers, Uar Archers, Noble Horse Archers, Avar Horde, Hunnic Devil Archers, Steppe Lancers, Hunnic Lancers, Hunnic Devil Cavalry, Noble Steppe Cataphracts, Bosphoran Warriors, Hunnic Ambushers, Yanda Spearmasters, Scirii Warriors, Uar Warriors, Guardians of the Hindu Kush

  1. Warriors' Yurts

    Ruin · 2,000 gold · 2 turns

    • Army recruitment capacity: +1
    • Needs technology: Flexibility of the Horde

    Unlocks

  2. Warriors' Camp (from Warriors' Yurts)

    Level 1 · 3,000 gold · 3 turns

    • Food consumption: -20
    • Army recruitment capacity: +1
    • Needs technology: Numerical Superiority

    Unlocks

  3. Archery Range (from Warriors' Camp)

    Level 2 · 5,000 gold · 4 turns

    • Food consumption: -40
    • Army recruitment capacity: +2
    • Needs technology: Massing of Power

    Unlocks

  4. Archers' Encampment (from Archery Range)

    Level 3 · 8,000 gold · 5 turns

    • Food consumption: -80
    • Army recruitment capacity: +2
    • Needs technology: Traditions of Mobility

    Unlocks

  5. Lancers' Training Ground (from Warriors' Camp)

    Level 2 · 5,000 gold · 4 turns

    • Food consumption: -40
    • Army recruitment capacity: +2
    • Needs technology: Horse Husbandry

    Unlocks

  6. Lancers' Encampment (from Lancers' Training Ground)

    Level 3 · 8,000 gold · 5 turns

    • Food consumption: -80
    • Army recruitment capacity: +2
    • Needs technology: Traditions of Mobility

    Unlocks

  7. Footmen's Camp (from Warriors' Camp)

    Level 2 · 5,000 gold · 4 turns

    • Food consumption: -30
    • Army recruitment capacity: +2
    • Needs technology: Massing of Power

    Unlocks

  8. Infantry Encampment (from Footmen's Camp)

    Level 3 · 8,000 gold · 5 turns

    • Food consumption: -60
    • Army recruitment capacity: +2
    • Needs technology: Wagon Rafts & Pontoons

    Unlocks

Nomadic Settlement

3 levels · unlocks Steppe Levy, Hunnic Mounted Bows, Hunnic Spears, Xionite Spears, Khingilas Khandas, Hephthalite Chargers, Unnigarde, Sogdian Camel Raiders

  1. Nomadic Camp

    Ruin · 3,000 gold · 2 turns

    • Tax rate: -5% (all hordes)
    • Integrity: -1 (all hordes)
    • Horde growth: +1

    Unlocks

  2. Nomadic Host (from Nomadic Camp)

    Level 1 · 6,000 gold · 3 turns

    • Wealth: 475 from subsistence
    • Tax rate: -5% (all hordes)
    • Food consumption: -40
    • Integrity: -1 (all hordes)
    • Horde growth: +3
    • Needs technology: Blood Brotherhood

    Unlocks

  3. Royal Host (from Nomadic Host)

    Level 2 · 9,000 gold · 5 turns

    • Wealth: 750 from subsistence
    • Tax rate: -5% (all hordes)
    • Food consumption: -80
    • Integrity: -1 (all hordes)
    • Horde growth: +5
    • Army recruitment capacity: +1
    • Needs technology: Systematic Ransacking

    Unlocks

  4. Royal Encampment (from Royal Host)

    Level 3 · 12,000 gold · 7 turns

    • Wealth: 1000 from subsistence
    • Tax rate: -5% (all hordes)
    • Food consumption: -130
    • Integrity: -1 (all hordes)
    • Horde growth: +7
    • Army recruitment capacity: +1
    • Needs technology: Methodical Oppression

    Unlocks

Community

9 levels

  1. Communal Grounds

    Ruin · 2,000 gold · 2 turns

    • Wealth: 200 from commerce
  2. Campfires (from Communal Grounds)

    Level 1 · 3,000 gold · 3 turns

    • Wealth: +5% from animal husbandry buildings
    • Food: +30 from reserves
    • Growth: +4 when encamped
  3. Meat Curer (from Campfires)

    Level 2 · 5,000 gold · 4 turns

    • Wealth: +10% from animal husbandry buildings
    • Food: +40 from reserves
    • Growth: +7 when encamped
    • Needs technology: Scourging Raids
  4. Preserved Food Wagons (from Meat Curer)

    Level 3 · 8,000 gold · 5 turns

    • Wealth: +15% from animal husbandry buildings
    • Food: +50 from reserves
    • Growth: +10 when encamped
    • Needs technology: Willful Subjugation
  5. Bartering Grounds (from Communal Grounds)

    Level 1 · 3,000 gold · 3 turns

    • Enables agent recruitment: Spies
    • Wealth: +5% from industrial buildings
    • Wealth: 400 from commerce
    • Integrity: -1
  6. Nomadic Trade Depot (from Bartering Grounds)

    Level 2 · 5,000 gold · 4 turns

    • Enables agent recruitment: Spies
    • Wealth: +10% from industrial buildings
    • Wealth: 700 from commerce
    • Integrity: -2
    • Needs technology: Willful Subjugation
  7. Nomadic Fairgrounds (from Nomadic Trade Depot)

    Level 3 · 8,000 gold · 5 turns

    • Enables agent recruitment: Spies
    • Wealth: +15% from industrial buildings
    • Wealth: 1100 from commerce
    • Integrity: -4
    • Needs technology: Tribute in Kind
  8. Wine Trader (from Communal Grounds)

    Level 1 · 3,000 gold · 3 turns

    • Wealth: 275 from commerce
    • Integrity: +2
    • Morale training: +5 for all recruits
    • Needs technology: Systematic Ransacking
  9. Wine Storage Carts (from Wine Trader)

    Level 2 · 5,000 gold · 4 turns

    • Wealth: 400 from commerce
    • Integrity: +4
    • Morale training: +10 for all recruits
    • Needs technology: Organised Extortion
  10. Wine Distributor (from Wine Storage Carts)

    Level 3 · 8,000 gold · 5 turns

    • Wealth: 650 from commerce
    • Integrity: +6
    • Morale training: +15 for all recruits
    • Needs technology: Suzerainty of Nations

Herders

9 levels

  1. Herders' Yurts

    Ruin · 1,000 gold · 1 turn

    • Wealth: 100 from animal husbandry
    • Food: +40 from animal husbandry
  2. Cattle Herders (from Herders' Yurts)

    Level 1 · 1,500 gold · 2 turns

    • Wealth: 120 from animal husbandry
    • Additional wealth: +36 from animal husbandry per local fertility level
    • Food: +20 from animal husbandry
    • Additional food: +9 per local fertility level
    • Integrity: -1
    • Horse breeding I: +5% battle speed for cavalry unit recruits
  3. Cattle Herd (from Cattle Herders)

    Level 2 · 2,500 gold · 3 turns

    • Wealth: 214 from animal husbandry
    • Additional wealth: +64 from animal husbandry per local fertility level
    • Food: +30 from animal husbandry
    • Additional food: +11 per local fertility level
    • Integrity: -2
    • Horse breeding II: +10% battle speed for cavalry unit recruits
    • Needs technology: Invasive Pastoralism
  4. Cattle Pens (from Cattle Herd)

    Level 3 · 4,000 gold · 4 turns

    • Wealth: 350 from animal husbandry
    • Additional wealth: +100 from animal husbandry per local fertility level
    • Food: +40 from animal husbandry
    • Additional food: +14 per local fertility level
    • Integrity: -3
    • Horse breeding III: +15% battle speed for cavalry unit recruits
    • Needs technology: Advanced Agriculture
  5. Goat Herders (from Herders' Yurts)

    Level 1 · 1,500 gold · 2 turns

    • Wealth: 120 from animal husbandry
    • Additional wealth: +18 from animal husbandry per local fertility level
    • Food: +55 from animal husbandry
    • Additional food: +5 per local fertility level
    • Integrity: -1
  6. Goat Herd (from Goat Herders)

    Level 2 · 2,500 gold · 3 turns

    • Wealth: 200 from animal husbandry
    • Additional wealth: +30 from animal husbandry per local fertility level
    • Food: +75 from animal husbandry
    • Additional food: +7 per local fertility level
    • Integrity: -2
    • Needs technology: Livestock Rustling
  7. Goat Pens (from Goat Herd)

    Level 3 · 4,000 gold · 4 turns

    • Wealth: 300 from animal husbandry
    • Additional wealth: +50 from animal husbandry per local fertility level
    • Food: +100 from animal husbandry
    • Additional food: +10 per local fertility level
    • Integrity: -3
    • Needs technology: Advanced Agriculture
  8. Shepherds' Camp (from Herders' Yurts)

    Level 1 · 1,500 gold · 2 turns

    • Wealth: 200 from animal husbandry
    • Additional wealth: +40 from animal husbandry per local fertility level
    • Food: +30 from animal husbandry
    • Additional food: +5 per local fertility level
    • Integrity: -1
  9. Sheep Flock (from Shepherds' Camp)

    Level 2 · 2,500 gold · 3 turns

    • Wealth: 350 from animal husbandry
    • Additional wealth: +70 from animal husbandry per local fertility level
    • Food: +40 from animal husbandry
    • Additional food: +6 per local fertility level
    • Integrity: -2
    • Needs technology: Permanent Migration Society
  10. Sheep Pens (from Sheep Flock)

    Level 3 · 4,000 gold · 4 turns

    • Wealth: 550 from animal husbandry
    • Additional wealth: +110 from animal husbandry per local fertility level
    • Food: +50 from animal husbandry
    • Additional food: +7 per local fertility level
    • Integrity: -3
    • Needs technology: Livestock Rustling

In the game's own words, from the tables building_levels, building_culture_variants, building_effects_junction, building_units_allowed, building_upgrades_junction and building_level_required_technology_junctions (Steam build 25370302). Wealth is the game's figure before taxes; costs are before skill, technology and difficulty modifiers.