Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)

Bretonnia buildings

41 building chains Bretonnia can build, patch 9.0.4. Tap one for each level's cost, build time, effects and units.

Recruitment

Barracks

4 levels · unlocks Spearmen-at-Arms, Men-at-Arms, Spearmen-at-Arms (Shields), Men-at-Arms (Shields), Men-at-Arms (Polearms), Foot Squires

  1. Training Field

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Rally Field

    Level 2 · 1,500 gold · 2 turns

    Unlocks

  3. Barracks

    Level 3 · 2,500 gold · 3 turns

    Unlocks

  4. Royal Barracks

    Level 4 · 4,000 gold · 4 turns

    Unlocks

Carpentry

2 levels · unlocks Field Trebuchets, Blessed Field Trebuchets

  1. Carpenter's Workshop

    Level 1 · 2,000 gold · 3 turns

    • Reload time reduction: +10% when under siege (armies in region)
    • Construction cost: -5% for all buildings (local province)

    Unlocks

  2. Siege Workshop

    Level 2 · 10,000 gold · 6 turns

    • Reload time reduction: +20% when under siege (armies in region)
    • Construction cost: -10% for all buildings (local province)

    Unlocks

Stables

5 levels · unlocks Mounted Yeomen, Mounted Yeomen Archers, Knights Errant, Knights of the Realm, Questing Knights, Pegasus Knights, Grail Knights, Royal Pegasus Knights, Royal Hippogryph Knights

  1. Stables

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Livery

    Level 2 · 1,500 gold · 2 turns

    • Unlocks Hero recruitment: Paladin

    Unlocks

  3. Royal Stables

    Level 3 · 2,500 gold · 3 turns

    • Hero capacity: +1 for Paladins
    • Unlocks Hero recruitment: Paladin

    Unlocks

  4. Pegasus Aerie

    Level 4 · 4,000 gold · 4 turns

    • Hero capacity: +1 for Paladins
    • Unlocks Hero recruitment: Paladin

    Unlocks

  5. Royal Menagerie

    Level 5 · 8,000 gold · 5 turns

    • Hero capacity: +1 for Paladins
    • Unlocks Hero recruitment: Paladin

    Unlocks

Worship

3 levels · unlocks Battle Pilgrims, Grail Reliquae, Grail Guardians

  1. Grail Shrine

    Level 1 · 2,000 gold · 3 turns

    • Corruption in adjacent provinces: -1
    • Corruption: -2
    • Praying: +10% chance of removing negative character traits of any Lord garrisoned within this settlement each turn
  2. Grail Chapel

    Level 2 · 3,000 gold · 4 turns

    • Corruption in adjacent provinces: -2
    • Corruption: -3
    • Praying: +20% chance of removing negative character traits of any Lord garrisoned within this settlement each turn
    • Hero capacity: +1 for Damsels
    • Unlocks Hero recruitment: Damsel

    Unlocks

  3. Cathedral of the Lady

    Level 3 · 10,000 gold · 6 turns

    • Corruption in adjacent provinces: -3
    • Corruption: -4
    • Chivalry: +20 per turn
    • Praying: +30% chance of removing negative character traits of any Lord garrisoned within this settlement each turn
    • Hero capacity: +1 for Damsels
    • Unlocks Hero recruitment: Damsel
    • Lord recruit rank: +1 (factionwide)

    Unlocks

Flame of Ulric

1 level

  1. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

    • Melee attack: +5 when fighting against Empire (all armies)
    • Leadership: +5 when fighting against Empire (all armies)
    • Hero recruit rank: +3 (factionwide)
    • Income generated: 500
    • Income from post-battle loot: +10% (factionwide)
    • Local recruitment capacity: +2

Garrison

1 level

  1. Outpost Garrison

    Level 1 · 2,000 gold · 2 turns

Garrison

2 levels

  1. Guard House

    Level 1 · 2,000 gold · 4 turns

    • Defensive supplies: +50 per turn when under siege
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Enemy Hero action success chance: -10%
  2. City Watch

    Level 2 · 4,000 gold · 5 turns

    • Defensive supplies: +100 per turn when under siege
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Enemy Hero action success chance: -15%

Outpost

3 levels

  1. Bretonnian Outpost

    Level 1 · 2,000 gold · 3 turns

    • Provides allied recruitment of a selection of units from the faction's local recruitment
    • Allied recruitment is expensive outside of friendly territory
    • In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
    • Casualty replenishment rate: +2% (own and enemy armies in region)
  2. Bretonnian District

    Level 2 · 4,000 gold · 4 turns

    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Allied recruitment is expensive outside of friendly territory
    • In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
    • Casualty replenishment rate: +3% (armies in region)
  3. Bretonnian Colony

    Level 3 · 6,000 gold · 5 turns

    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Allied recruitment cost outside friendly territory: -50%
    • In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
    • Casualty replenishment rate: +4% (armies in region)

Smithy

2 levels

  1. Smithy

    Level 1 · 2,000 gold · 3 turns

    • Construction cost: -5% for all buildings (local province)
    • Armour: +5 when defending (armies in region)
    • Local recruitment capacity: +1
    • Melee defence: +5 when defending (armies in region)
  2. Armoury

    Level 2 · 5,000 gold · 5 turns

    • Construction cost: -5% for all buildings (local province)
    • Global recruitment capacity: +1
    • Armour: +2 (all armies)
    • Armour: +10 when defending (armies in region)
    • Local recruitment capacity: +1
    • Melee defence: +10 when defending (armies in region)

Walls

3 levels

  1. Basic Walls

    Level 1 · 2,000 gold · 4 turns

    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Enemy Hero action success chance: -10%
    • Attrition: -10% when under siege (armies in region)
    • Leadership: +2 when under siege (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Arrows
  2. Tall Walls

    Level 2 · 4,000 gold · 5 turns

    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Enemy Hero action success chance: -15%
    • Attrition: -15% when under siege (armies in region)
    • Leadership: +4 when under siege (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Blessed Stones
  3. Reinforced Walls

    Level 3 · 6,000 gold · 6 turns

    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
    • Enemy Hero action success chance: -20%
    • Attrition: -20% when under siege (armies in region)
    • Leadership: +6 when under siege (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Carcasses

Economy

Farming

3 levels · unlocks Peasant Mob, Peasant Bowmen, Peasant Bowmen (Fire Arrows), Peasant Bowmen (Pox Arrows)

  1. Fields

    Level 1 · 500 gold · 1 turn · pays back in 1.7 turns

    • Affected by Peasant Economy
    • Income generated: 300

    Unlocks

  2. Farm

    Level 2 · 1,000 gold · 2 turns · pays back in 2.2 turns

    • Affected by Peasant Economy
    • Income from Industry: -50% (local region)
    • Income generated: 450

    Unlocks

  3. Landed Estate

    Level 3 · 1,500 gold · 3 turns · pays back in 2.5 turns

    • Affected by Peasant Economy
    • Income from Industry: -100% (local region)
    • Income generated: 600

Anti-Vermintide

4 levels

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

    • Prevents the Vermintide Under-Empire from spreading to this region (while this building is present)
    • Income from all buildings: -5% (local province)
    • Control: -2
  2. Well-Placed Explosives

    Level 2 · 500 gold · 1 turn

    • Any Under-Cities present within this province will be destroyed
    • Prevents the Vermintide Under-Empire from spreading to any region in this province for 20 turns
    • This settlement will be razed and then cannot be occupied again for 20 turns
  3. Raid the Under-City

    Level 2 · 500 gold · 1 turn

    • Any Under-Cities present within this province will be destroyed
    • Prevents the Vermintide Under-Empire from spreading to any region in this province for 13 turns
    • Building will be removed upon completion
    • A Vermintide army will assault this settlement
  4. Sewer Patrols

    Level 2 · 500 gold · 2 turns · upkeep 500

    • Prevents the Vermintide Under-Empire from spreading to any region in this province (while this building is present)
    • Income from all buildings: -10% (local province)
    • Control: -5

Dye Production

3 levels

  1. Cinnabar Mining Pit

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Income generated: 100
    • Dyes resource production: 20 ounces
  2. Cinnabar Mine

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Income generated: 150
    • Dyes resource production: 30 ounces
  3. Dyemaker

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 200
    • Dyes resource production: 45 ounces

Exotic Animals

3 levels

  1. Exotic Animal Tamer

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Recruitment cost: -20% for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units (local province)
    • Income generated: 100
    • Exotic Animals resource production: 20 cages
  2. Exotic Animal Pen

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Recruitment cost: -25% for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units (local province)
    • Recruit rank: +1 for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units (local province)
    • Income generated: 150
    • Exotic Animals resource production: 30 cages
  3. Exotic Animal Market

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Recruitment cost: -30% for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units (local province)
    • Upkeep: -3% for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units (all armies)
    • Recruit rank: +2 for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units (local province)
    • Income generated: 200
    • Exotic Animals resource production: 45 cages

Fay Tower

1 level

  1. Tower of the Enchantress

    Level 1 · 6,000 gold · 5 turns

    • Corruption: -2 (all provinces)
    • Winds of Magic power reserve capacity: +10 (all armies)
    • Chivalry: +50 per turn
    • Hero recruit rank: +2 for Damsels (all provinces)

Gem Mining

3 levels

  1. Gem Mineshaft

    Level 1 · 500 gold · 2 turns · pays back in 2.5 turns

    • Income generated: 200
    • Gemstones resource production: 16 sacks
  2. Gem Mine

    Level 2 · 1,000 gold · 3 turns · pays back in 2.5 turns

    • Income generated: 400
    • Gemstones resource production: 24 sacks
  3. Gemcutter's Workshop

    Level 3 · 2,000 gold · 4 turns · pays back in 3.3 turns

    • Income generated: 600
    • Gemstones resource production: 32 sacks

Gold Mining

3 levels

  1. Gold Mining Pit

    Level 1 · 500 gold · 2 turns · pays back in 2.5 turns

    • Income generated: 200
  2. Gold Mine

    Level 2 · 1,000 gold · 3 turns · pays back in 2.5 turns

    • Income generated: 400
  3. Gold Smelter

    Level 3 · 2,000 gold · 4 turns · pays back in 3.3 turns

    • Income generated: 600

Grail Abbey

1 level

  1. Abbey of the Grail Companions

    Level 1 · 10,000 gold · 6 turns

    • Chivalry: +50 per turn
    • Melee defence: +5 for Grail Vow units (all armies)
    • Hero recruit rank: +2 for Paladins (all provinces)
    • Charge bonus: +10% for Cavalry units (all armies)
    • Vigour loss reduction: -10% for Cavalry units (all armies)

Industry

3 levels

  1. Weaving House

    Level 1 · 500 gold · 2 turns · pays back in 2.5 turns

    • Income generated: 200
  2. Clothier

    Level 2 · 1,000 gold · 3 turns · pays back in 3.3 turns

    • Income from Farms: -50% (local region)
    • Income generated: 300
  3. Tailors

    Level 3 · 1,500 gold · 4 turns · pays back in 3.8 turns

    • Income from Farms: -100% (local region)
    • Income generated: 400

Iron Mining

3 levels

  1. Iron Mining Pit

    Level 1 · 500 gold · 2 turns · pays back in 5 turns

    • Recruitment cost: -20% for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units (local province)
    • Income generated: 100
    • Iron resource production: 20 ingots
  2. Iron Mine

    Level 2 · 1,000 gold · 3 turns · pays back in 6.7 turns

    • Recruitment cost: -25% for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units (local province)
    • Recruit rank: +1 for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units (local province)
    • Income generated: 150
    • Iron resource production: 30 ingots
  3. Iron Smelter

    Level 3 · 2,000 gold · 4 turns · pays back in 10 turns

    • Recruitment cost: -30% for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units (local province)
    • Upkeep: -3% for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units (all armies)
    • Recruit rank: +2 for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units (local province)
    • Income generated: 200
    • Iron resource production: 45 ingots

Marble Quarry

3 levels

  1. Stone Cutter

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Income generated: 100
    • Marble resource production: 20 slabs
  2. Marble Quarry

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Income generated: 150
    • Marble resource production: 30 slabs
  3. Mason

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 200
    • Marble resource production: 45 slabs

Medicine Production

3 levels

  1. Herb Gatherer's Camp

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Income generated: 100
    • Medicinal Plants resource production: 20 bundles
  2. Exotic Hothouse

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Income generated: 150
    • Medicinal Plants resource production: 30 bundles
  3. Alchemy Workshop

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 200
    • Medicinal Plants resource production: 45 bundles

Milling

2 levels

  1. Windmill

    Level 1 · 1,500 gold · 2 turns

    • Income from Farms: +25% (local region)
    • Growth: +2 (all adjacent provinces)
    • Growth: +5
    • Local recruitment capacity: +1
  2. Water Wheel

    Level 2 · 2,000 gold · 3 turns

    • Income from Farms: +50% (local region)
    • Growth: +5 (all adjacent provinces)
    • Growth: +10
    • Local recruitment capacity: +2

Minor Settlement

3 levels

  1. Ruined Village

    Ruin

    • Corruption: -1
  2. Hamlet

    Level 1 · 1,000 gold · 3 turns

    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 1 construction slot in the settlement
    • Income generated: 40
    • Growth: +20
  3. Village

    Level 2 · 2,000 gold · 4 turns

    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 2 construction slots in the settlement
    • Income generated: 60
    • Growth: +40
    • Control: +1
  4. Town

    Level 3 · 4,000 gold · 5 turns

    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 3 construction slots in the settlement
    • Income generated: 80
    • Growth: +60
    • Control: +1

Oak of Ages

1 level

  1. Oak of Ages (Ruined)

    Ruin

  2. Oak of Ages (Pacified)

    Level 1 · 1,200 gold · 1 turn

    • Immune to Athel Loren attrition (all armies)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Income from all buildings: +5% (factionwide)
    • Outside regions owned by Chaos Dwarfs: Growth: +5 (all provinces)
    • Timber resource production: 100 logs

Obsidian Quarry

3 levels

  1. Obsidian Quarry

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Income generated: 100
    • Carved Obsidian resource production: 20 chests
  2. Obsidian Trinket Maker

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Income generated: 150
    • Carved Obsidian resource production: 30 chests
  3. Obsidian Amulet Carver

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 200
    • Carved Obsidian resource production: 45 chests

Orchards

3 levels

  1. Orchards

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Income generated: 100
    • Control: +3
    • Wine resource production: 20 barrels
  2. Vineyard

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Income generated: 150
    • Control: +4
    • Wine resource production: 30 barrels
  3. Vintner

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 200
    • Control: +5
    • Wine resource production: 45 barrels

Pastures

3 levels

  1. Grazing Pastures

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Recruitment cost: -20% for Knights Errant, Knights of the Realm, Grail Knights, Questing Knights and Grail Guardian units (local province)
    • Income generated: 100
    • Casualty replenishment rate: +4% (armies in province)
    • Growth: +30
  2. Livestock Pens

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Recruitment cost: -25% for Knights Errant, Knights of the Realm, Grail Knights, Questing Knights and Grail Guardian units (local province)
    • Recruit rank: +1 for Knights Errant, Knights of the Realm, Grail Knights, Questing Knights and Grail Guardian units (local province)
    • Income generated: 150
    • Casualty replenishment rate: +6% (armies in province)
    • Growth: +40
  3. Cattle Ranch

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Recruitment cost: -30% for Knights Errant, Knights of the Realm, Grail Knights, Questing Knights and Grail Guardian units (local province)
    • Upkeep: -3% for Knights Errant, Knights of the Realm, Grail Knights, Questing Knights and Grail Guardian units (all armies)
    • Recruit rank: +2 for Knights Errant, Knights of the Realm, Grail Knights, Questing Knights and Grail Guardian units (local province)
    • Income generated: 200
    • Casualty replenishment rate: +8% (armies in province)
    • Growth: +50

Port

3 levels

  1. Ruined Docks

    Ruin

  2. Bretonnian Fishery

    Level 1 · 1,500 gold · 2 turns · pays back in 15 turns

    • Income generated: 100
    • Growth: +10
  3. Bretonnian Fishing Harbour

    Level 2 · 3,000 gold · 4 turns · pays back in 10 turns

    • Income generated: 300
    • Growth: +20
  4. Bretonnian Fishing Port

    Level 3 · 6,000 gold · 6 turns · pays back in 12 turns

    • Income generated: 500
    • Growth: +30

Pottery Production

3 levels

  1. Clay Pit

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Income generated: 100
    • Pottery resource production: 20 kilnful
  2. Pottery Maker

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Income generated: 150
    • Pottery resource production: 30 kilnful
  3. Kilns

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 200
    • Pottery resource production: 45 kilnful

Protection

3 levels

  1. Night Watch

    Level 1 · 1,500 gold · 2 turns

    • Chance of a plague spreading: -50%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 1 turns
    • Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
    • Corruption: -3
    • Control: +3
  2. Watch House

    Level 2 · 2,000 gold · 4 turns

    • Chance of a plague spreading: -50%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 2 turns
    • Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
    • Corruption: -4
    • Control: +3
  3. Watchers' Guild

    Level 3 · 3,000 gold · 5 turns

    • Chance of a plague spreading: -50%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 3 turns
    • Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
    • Corruption in adjacent provinces: -2
    • Corruption: -5
    • Control: +3

Provincial Capital

5 levels

  1. Ruined City

    Ruin

    • Corruption: -2
  2. Hamlet

    Level 1 · 1,000 gold · 3 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 1 construction slot in the settlement
    • Income generated: 40
    • Growth: +20
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  3. Village

    Level 2 · 2,000 gold · 4 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 2 construction slots in the settlement
    • Income generated: 60
    • Growth: +40
    • Control: +1
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  4. Town

    Level 3 · 4,000 gold · 5 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 3 construction slots in the settlement
    • Income generated: 80
    • Growth: +60
    • Control: +1
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  5. City

    Level 4 · 8,000 gold · 6 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 5 construction slots in the settlement
    • Income generated: 100
    • Growth: +80
    • Control: +2
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  6. Duchy Capital

    Level 5 · 16,000 gold · 7 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 7 construction slots in the settlement
    • Income generated: 120
    • Growth: +100
    • Control: +2
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Saltmaking

3 levels

  1. Brine Mining Pit

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Income generated: 100
    • Salt resource production: 20 barrels
  2. Brine Mine

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Income generated: 150
    • Salt resource production: 30 barrels
  3. Saltworks

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 200
    • Salt resource production: 45 barrels

Special Port

3 levels

  1. Ruined Bordeleaux Docks

    Ruin

  2. Bordeleaux Port

    Level 1 · 1,500 gold · 2 turns

    • Income generated: 200
    • Tradable resources produced: +5% (factionwide)
    • Income from trade tariffs: +10%
    • Outside regions owned by Chaos Dwarfs: Growth: +10
  3. Bordeleaux Harbour

    Level 2 · 3,000 gold · 4 turns

    • Income generated: 400
    • Tradable resources produced: +10% (factionwide)
    • Income from trade tariffs: +20%
    • Outside regions owned by Chaos Dwarfs: Growth: +20
  4. Manann’s Dry Docks

    Level 3 · 6,000 gold · 6 turns

    • Chivalry: +50 per turn
    • Income generated: 800
    • Tradable resources produced: +20% (factionwide)
    • Income from trade tariffs: +30%
    • Outside regions owned by Chaos Dwarfs: Growth: +30

Spice Trading

3 levels

  1. Spice Market

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Income generated: 100
    • Spices resource production: 20 sacks
  2. Spice Trading Post

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Income generated: 150
    • Spices resource production: 30 sacks
  3. Eastern Bazaar

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 200
    • Spices resource production: 45 sacks

Storage

2 levels

  1. Cellar

    Level 1 · 1,500 gold · 3 turns

    • Campaign movement range: +10% for own armies starting their turn in this region
    • Ammunition: +20% when under siege (armies in region)
    • Income from Industry: +25% (local region)
    • Attrition: -5% when under siege (armies in region)
    • Local recruitment capacity: +1
  2. Storehouse

    Level 2 · 2,000 gold · 4 turns

    • Campaign movement range: +15% for own armies starting their turn in this region
    • Ammunition: +50% when under siege (armies in region)
    • Income from Industry: +50% (local region)
    • Attrition: -10% when under siege (armies in region)
    • Local recruitment capacity: +2

Tusks

3 levels

  1. Animal Store

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Ivory resource production: 20 tusks
    • Income generated: 100
  2. Tusk Market

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Ivory resource production: 30 tusks
    • Income generated: 150
  3. Tusk Compound

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Ivory resource production: 45 tusks
    • Income generated: 200

Wild Game

3 levels

  1. Hunting Camp

    Level 1 · 500 gold · 1 turn

    • Growth: +5
    • Furs resource production: 20 bundles
  2. Hunting Lodge

    Level 2 · 1,000 gold · 2 turns

    • Growth: +8
    • Furs resource production: 30 bundles
  3. Tannery

    Level 3 · 2,000 gold · 3 turns

    • Growth: +10
    • Furs resource production: 45 bundles

Woodlands

3 levels

  1. Woodman's Hut

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • Recruitment cost: -20% for Bowmen, Mounted Yeomen, Spearmen-at-Arms, Men-at-Arms (Polearms) and Trebuchet units (local province)
    • Income generated: 100
    • Timber resource production: 20 logs
  2. Timber Mill

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Recruitment cost: -25% for Bowmen, Mounted Yeomen, Spearmen-at-Arms, Men-at-Arms (Polearms) and Trebuchet units (local province)
    • Recruit rank: +1 for Bowmen, Mounted Yeomen, Spearmen-at-Arms, Men-at-Arms (Polearms) and Trebuchet units (local province)
    • Income generated: 150
    • Timber resource production: 30 logs
  3. Lumberyard

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

    • Recruitment cost: -30% for Bowmen, Mounted Yeomen, Spearmen-at-Arms, Men-at-Arms (Polearms) and Trebuchet units (local province)
    • Upkeep: -3% for Bowmen, Mounted Yeomen, Spearmen-at-Arms, Men-at-Arms (Polearms) and Trebuchet units (all armies)
    • Recruit rank: +2 for Bowmen, Mounted Yeomen, Spearmen-at-Arms, Men-at-Arms (Polearms) and Trebuchet units (local province)
    • Income generated: 200
    • Timber resource production: 45 logs

Public order

Healing

3 levels

  1. Pox Shelter

    Level 1 · 1,000 gold · 1 turn

    • Casualty replenishment rate: +2% (armies in province)
    • Growth: +10
  2. Sanctuary

    Level 2 · 1,500 gold · 2 turns

    • Casualty replenishment rate: +3% (armies in province)
    • Growth: +20
  3. Apothecary

    Level 3 · 2,000 gold · 3 turns

    • Casualty replenishment rate: +4% (armies in province)
    • Growth: +30

Hostelry

4 levels

  1. Tap Room

    Level 1 · 1,500 gold · 2 turns

    • Control: +2
    • Control: +1 in adjacent provinces
  2. Tavern

    Level 2 · 2,000 gold · 3 turns

    • Control: +3
    • Control: +2 in adjacent provinces
  3. Coaching Inn

    Level 3 · 3,000 gold · 4 turns

    • Control: +4
    • Control: +3 in adjacent provinces
  4. Brothel

    Level 4 · 4,000 gold · 5 turns · pays back in 80 turns

    • Income generated: 50
    • Control: +5
    • Control: +4 in adjacent provinces

Landmarks

Where each landmark stands — every Immortal Empires landmark by settlement, with each race's version

Show 54 landmark buildings (unique buildings in particular settlements) ▾

Ancient Foundries

City of Bronze Level 1 · 4,000 gold · 4 turns

Unless the region's owner favours Vampiric corruption: Local Recruitment duration: -1 turn for all units (minimum 1) · Income generated: 300 · Unless the region's owner favours Vampiric corruption: Recruitment cost: -10% (armies in region)

Unlocks: Tiranoc Chariots

Landmark

Ruined Ogham Stones Level 1 · 2,000 gold · 3 turns

Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1

Ogham Stones Level 2 · 6,000 gold · 4 turns

Winds of Magic power reserve capacity: +10 (factionwide) · Income from all buildings: +5% (local province) · Control: +2

Unlocks: Fimir Warriors, Giant, Norscan Giant, Bone Giant, Fimir Warriors (Great Weapons)

Empowered Ogham Stones Level 3 · 10,000 gold · 5 turns

Winds of Magic power reserve capacity: +20 (factionwide) · Income from all buildings: +10% (local province) · Control: +9

Lothern Port

Ruined Harbour of Lothern Ruin

Straits of Lothern Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Bloated Corpse, Animated Hulks

Harbour of Lothern Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40

Gates of Lothern Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40

Natural Landmark Port

The Sea Dragon's Teeth (Ruined) Ruin

The Sea Dragon's Teeth Level 1 · 2,000 gold · 1 turn

Outside regions owned by Tomb Kings: Income generated: 200 · In a region owned by Tomb Kings: Income generated: 75 · Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks

The Sea Dragon's Teeth (Wharf) Level 2 · 4,000 gold · 3 turns

Outside regions owned by Tomb Kings: Income generated: 400 · In a region owned by Tomb Kings: Income generated: 150 · Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks

Unlocks: Bloated Corpse, Animated Hulks

The Sea Dragon's Teeth (Great Landing) Level 3 · 6,000 gold · 5 turns

Outside regions owned by Tomb Kings: Income generated: 800 · In a region owned by Tomb Kings: Income generated: 300 · Outside regions owned by Chaos Dwarfs: Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks

Shrine of Manann

Shrine of Manann Level 1 · 6,000 gold · 4 turns

Corruption in adjacent provinces: -3 · Corruption: -4

Unlocks: Foot Squires

Special Port

Ruined Copher Harbour Ruin

Copher Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Growth: +10

Unlocks: Knights Errant

Copher Harbour Level 2 · 6,000 gold · 3 turns

Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Growth: +20

Special Port

Ruined Great Dragon Fleet Docks Ruin

Great Dragon Fleet Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Great Dragon Fleet Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40

Great Dragon Fleet Port Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40

Special Port

Ruined Erengrad Harbour Ruin

Erengrad Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +10

Unlocks: Bloated Corpse, Animated Hulks

Erengrad Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +20

Erengrad Port Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +30

Special Port

Ruined Marienburg Harbour Ruin

Marienburg Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Marienburg Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40

Marienburg Port Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40

Altdorf Landmark

Occupied Imperial Palace Level 1 · 10,000 gold · 6 turns

Hero recruit rank: +2 for Paladins (factionwide) · Income from all buildings: +5% (local province) · Control: +10 · Control: +2 (factionwide) · Diplomatic relations: +15 with Empire

Asuryan Worship

Flame of Asuryan Level 1 · 2,000 gold · 3 turns

Control: +5 · Lord recruit rank: +1 (factionwide)

Bastion

Ruined Bastion Ruin

Occupied Bastion Gatehouse Level 1 · 1,000 gold · 3 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

Occupied Bastion Tower Level 2 · 2,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50

Occupied Bastion Citadel Level 3 · 4,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60

Occupied Bastion Stronghold Level 4 · 8,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70

Occupied Bastion Fortress Level 5 · 16,000 gold · 7 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80

Bordeleaux Winemaking

Morceaux Valley Orchards Level 1 · 2,000 gold · 2 turns

Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3 · Wine resource production: 42 barrels

Morceaux Valley Vineyards Level 2 · 4,000 gold · 3 turns

Outside regions owned by Chaos Dwarfs: Growth: +30 · Control: +4 · Wine resource production: 64 barrels

Morceaux Valley Vintners Level 3 · 6,000 gold · 4 turns

Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +5 · Wine resource production: 96 barrels

Bordeleaux Wine Market Level 4 · 8,000 gold · 5 turns

Outside regions owned by Chaos Dwarfs: Growth: +50 · Control: +8 · Wine resource production: 144 barrels

Bretonnian Culture

Couronne Tournament Grounds Level 1 · 8,000 gold · 6 turns

Chivalry: +20 per turn · Income generated: 800 · Recruit rank: +2 for Cavalry units (all characters) · Control: +10

Clar Karond Landmark

Lairs of Clar Karond Level 1 · 6,000 gold · 3 turns

Hero recruit rank: +2 (factionwide) · Exotic Animals resource production: 100 cages · Lord recruit rank: +2 (factionwide)

Couronne

Couronne Ruins Ruin

Corruption: -2

Couronne (Hamlet) Level 1 · 1,000 gold · 2 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 40 · Growth: +20 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Couronne (Village) Level 2 · 2,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 60 · Growth: +40 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Arrows

Couronne (Town) Level 3 · 4,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 80 · Growth: +60 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Blessed Stones

Couronne (City) Level 4 · 8,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 100 · Growth: +80 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Carcasses

Couronne (Duchy Capital) Level 5 · 16,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 120 · Growth: +100 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Carcasses

Cult of Myrmidia

Archecclesiatium of Myrmidia Level 1 · 10,000 gold · 6 turns

Recruitment cost: -20% for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units · Upkeep: -5% for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units (all armies) · Recruit rank: +1 for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units (factionwide) · Corruption: -8 · Hero recruit rank: +1 for Paladins (factionwide) · Control: +8 · Control: +1 (factionwide)

Cursed Ruins

Tower of the Bloodytooth Level 1 · 6,000 gold · 4 turns

Vampiric corruption: +1 · Construction cost: -15% for all buildings (local province) · Income generated: 300

Drakenhof

Drakenhof Ruins Ruin

Corruption: -2

Occupied Drakenhof (Hamlet) Level 1 · 1,000 gold · 2 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Growth: +20 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Occupied Drakenhof (Village) Level 2 · 2,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Growth: +40 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Arrows

Occupied Drakenhof (Town) Level 3 · 4,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Growth: +60 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Blessed Stones

Occupied Drakenhof (City) Level 4 · 8,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Growth: +80 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Carcasses

Occupied Drakenhof (Duchy Capital) Level 5 · 16,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Growth: +100 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Carcasses

Eataine Landmark

Glittering Tower Lighthouse Level 1 · 6,000 gold · 3 turns

Income from Ports: +5% (factionwide) · Income from trade tariffs: +5%

Elven Enclave

Laurelorn Forest Level 1 · 6,000 gold · 4 turns

Converts the Climate of the region to Temperate (only while this building is present) · Corruption: -4 · Diplomatic relations: +15 with Wood Elves · Medicinal Plants resource production: 20 bundles · Elven Trinkets resource production: 10 chests

Forbidden Halls

Great Halls of Nagashizzar Level 1 · 10,000 gold · 10 turns

Leadership: +10 when fighting against Undead factions (all armies) · Double experience gain for units when fighting against Undead factions (all armies) · Immune to Vampiric attrition (all armies) · Vampiric corruption: +50 (local region) · Income generated: 200

Fort

Ruined Fort Ruin

Occupied Fortress (Small Fort) Level 1 · 1,000 gold · 2 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

Occupied Fortress (Fort) Level 2 · 2,000 gold · 3 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50

Occupied Fortress (Grand Fort) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60

Occupied Fortress (Imposing Fort) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70

Occupied Fortress (Impregnable Fort) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80

Ghrond Landmark

Ransacked Tower of Prophecy Level 1 · 8,000 gold · 4 turns

Winds of Magic power reserve capacity: +3 (all armies) · Income from all buildings: +3% (factionwide) · Research rate: +6

Ransacked Convent of Sorcery Level 2 · 10,000 gold · 6 turns

Winds of Magic power reserve capacity: +6 (all armies) · Income from all buildings: +6% (factionwide) · Research rate: +12

Hexoatl Landmark

Stellar Pyramids of the Southern Skies Level 1 · 10,000 gold · 6 turns

Winds of Magic power reserve capacity: +10 (all armies) · Research rate: +10 · Lord recruit rank: +1 (factionwide)

Hidden Oasis

Secluded Oasis Level 1 · 2,000 gold · 2 turns

Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Growth: +30

Buried Caravanserai Level 2 · 6,000 gold · 2 turns

Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Income generated: 200 · Income from trade tariffs: +10% · Growth: +30

Holy Monastery

Holy Monastery of the Divine Origo Level 1 · 6,000 gold · 5 turns

Chivalry: +20 per turn · Praying: +20% chance of removing negative character traits of any Lord garrisoned within this settlement each turn · Hero recruit rank: +4 for Damsels (all provinces) · Income generated: 500

Itza Landmark

The Emerald Pools Level 1 · 8,000 gold · 5 turns

Casualty replenishment rate: +5% (all armies) · Growth: +10 (all provinces) · Medicinal Plants resource production: 100 bundles

Khaine Worship

Abandoned Shrine of Widowmaker Level 1 · 2,000 gold · 2 turns

Corruption: -5 · Income from post-battle loot: +5% (factionwide)

Shrine of Widowmaker Level 2 · 4,000 gold · 10 turns

Corruption: -15 · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (factionwide)

Kislev Palace

Bokha Palace Level 1 · 10,000 gold · 6 turns

Income from all buildings: +50% (local province) · Control: +10 · Lord recruit rank: +2 (factionwide)

Landmark

The Chamber of Visions Level 1 · 6,000 gold · 6 turns

Hero action success chance: +3% (all characters) · Magic item drop chance from battle: +5% (factionwide) · Ambush defence chance: +5% (all armies) · Lord recruit rank: +1 (factionwide)

Landmark

Golden Tower of the Gods Level 1 · 4,000 gold · 3 turns

Income generated: 450 · Control: +5 · Research rate: +8

Landmark

Face of Hag Graef Level 1 · 2,000 gold · 3 turns

Income generated: 100 · Iron resource production: 28 ingots · Marble resource production: 28 slabs

Eye of Hag Graef Level 2 · 4,000 gold · 4 turns

Income generated: 200 · Iron resource production: 42 ingots · Marble resource production: 42 slabs

Mines of Hag Graef Level 3 · 6,000 gold · 5 turns

Income generated: 400 · Iron resource production: 64 ingots · Marble resource production: 64 slabs

The Dark Crag Level 4 · 8,000 gold · 6 turns

Income generated: 600 · Iron resource production: 96 ingots · Marble resource production: 96 slabs

Landmark

Peg Street Pawnshop Level 1 · 4,000 gold · 3 turns

Golden Idols resource production: 3 chests · Exotic Animals resource production: 2 cages · Dwarf beer resource production: 2 kegs · Spices resource production: 2 sacks · Elven Trinkets resource production: 3 chests

Landmark

Catacombs of Quintex Level 1 · 2,000 gold · 3 turns

Income generated: 100 · Income from all buildings: +2% (local province) · Growth: +20 (all provinces)

Vaults of Quintex Level 2 · 6,000 gold · 6 turns

Income generated: 200 · Income from all buildings: +5% (local province) · Growth: +30 (all provinces) · Research rate: +5

Sanctum of Quintex Level 3 · 10,000 gold · 12 turns

Income generated: 400 · Income from all buildings: +10% (local province) · Growth: +40 (all provinces) · Control: +3 · Research rate: +10

Landmark

Smithy's Tavern Level 1 · 8,000 gold · 3 turns

Hero recruit rank: +3 (all provinces) · Income generated: 300 · Casualty replenishment rate: +5% (armies in province) · Control: +10 · Local recruitment capacity: +2

Landmark

Beacon of Dawn Level 1 · 6,000 gold · 6 turns

Corruption: -10 · Unit experience gain per turn: +200 (armies in province) · Recruit rank: +2 for all units

Landmark

Occupied Celestial Palace Level 1 · 10,000 gold · 6 turns

Weapon strength: +10% for Infantry units (factionwide) · Diplomatic relations: -30 with Grand Cathay · Income from all buildings: +5% (factionwide) · Lord recruit rank: +2 (factionwide)

Landmark

Pillar of Bone Level 1 · 7,500 gold · 5 turns

When enemy Lord is present: Winds of Magic power reserve: +10 per turn [PH] (armies in local province) · When enemy Lord is present: Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5

Massif Orcal

Ruined Massif Orcal Ruin

Corruption: -2

Occupied Massif Orcal (Level 1) Level 1 · 1,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Attrition: -10% when under siege (armies in region) · Growth: +20 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Occupied Massif Orcal (Level 2) Level 2 · 2,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 4 construction slots in the settlement · Attrition: -10% when under siege (armies in region) · Growth: +40 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Occupied Massif Orcal (Level 3) Level 3 · 4,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 6 construction slots in the settlement · Attrition: -10% when under siege (armies in region) · Growth: +60 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Occupied Massif Orcal (Level 4) Level 4 · 8,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 8 construction slots in the settlement · Attrition: -10% when under siege (armies in region) · Growth: +80 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Occupied Massif Orcal (Level 5) Level 5 · 16,000 gold · 7 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 9 construction slots in the settlement · Attrition: -10% when under siege (armies in region) · Growth: +100 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Miragliano

Miragliano Ruins Ruin

Corruption: -2

Occupied Miragliano (Hamlet) Level 1 · 1,000 gold · 2 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Growth: +20 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Occupied Miragliano (Village) Level 2 · 2,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Growth: +40 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Arrows

Occupied Miragliano (Town) Level 3 · 4,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Growth: +60 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Blessed Stones

Occupied Miragliano (City) Level 4 · 8,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Growth: +80 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Carcasses

Occupied Miragliano (Duchy Capital) Level 5 · 16,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Growth: +100 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Carcasses

Parravon Landmark

Peaks of Parravon Level 1 · 8,000 gold · 5 turns

Recruit rank: +1 for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units (all provinces) · Recruitment cost: -30% for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units · Upkeep: -5% for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units (all armies) · Recruit rank: +2 for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units · Local Recruitment duration: -1 turn for Royal Pegasus Knights and Royal Hippogryph Knights units (local province)

Pigbarter Market

Pigbarter Swamp-Wharf Level 1 · 4,000 gold · 2 turns

Income generated: 200 · Income from trade tariffs: +5% · Diplomatic relations: +50 with Greenskins

Pyramid

Vault of Nagash Level 1 · 6,000 gold · 20 turns

In a region owned by Vampire Coast: Vampiric corruption: +20 (local region) · Outside regions owned by Vampire Coast: Vampiric corruption: +20 (local region) · Winds of Magic power reserve capacity: +15 (all armies) · Hero recruit rank: +3 (all provinces) · Spell resistance: 10% (all armies) · Lord recruit rank: +3 (factionwide)

Saphery Landmark

Sacked Library of Hoeth Level 1 · 8,000 gold · 4 turns

Winds of Magic power reserve capacity: +3 (all armies) · Construction cost: -5% for all buildings (factionwide) · Research rate: +6

Despoiled White Tower of Hoeth Level 2 · 10,000 gold · 6 turns

Winds of Magic power reserve capacity: +6 (all armies) · Construction cost: -10% for all buildings (factionwide) · Research rate: +12

Sartosa

Ruined Sartosa Ruin

Corruption: -2

Occupied Sartosa Level 1 Level 1 · 1,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Growth: +20 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Occupied Sartosa Level 2 Level 2 · 2,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Growth: +40 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Arrows

Occupied Sartosa Level 3 Level 3 · 4,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Growth: +60 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Blessed Stones

Occupied Sartosa Level 4 Level 4 · 8,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Growth: +80 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Carcasses

Occupied Sartosa Level 5 Level 5 · 16,000 gold · 7 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Growth: +100 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Carcasses

Special Port

Ruined Dawn's Harbour Ruin

Dawn's Harbour Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Growth: +20

Dawn's Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 300 · Growth: +30

Dawn's Harbour Level 3 · 10,000 gold · 8 turns

Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40

Standing Stones

The Standing Stones Level 1 · 6,000 gold · 6 turns

Melee attack: +4 when fighting against Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos, Undead and Greenskins (factionwide) · Growth: +20 · Research rate: +10

The Galleon's Graveyard

The Maelstrom (Inert) Ruin

Corruption: -2

The Maelstrom Level 1 · 100 gold · 1 turn

Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Income generated: 100 · Control: +20

The Great Temple of Hashut

The Great Temple of Hashut (Desecrated) Level 1 · 10,000 gold · 8 turns

Diplomatic relations: -50 with Chaos Dwarfs · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10

In the game's own words, from the tables building_levels, building_effects_junction and building_units_allowed (patch 9.0.4). Where the game ties an effect to a condition (context_requirement), the line carries the game's words for it; an effect only some Bretonnia factions get names them, one none of them gets is left out, and “Realm of Chaos campaign only” effects don't apply in Immortal Empires. Settlement and port chains start from a ruin, which has no number, and count their buildings from 1, as main building levels do.

What each unit costs to unlock — 24 units (computed) ▾

Gold and build turns of every level of the recruitment chain up to the one that allows the unit (create_cost, create_time, one after another), and the main building level that level needs (primary_slot_building_building_level_requirement) with what upgrading a province capital from level 1 costs. Before skills, technologies and other cost reductions.

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1Peasant BowmenFields50011——
2Peasant MobFields50011——
3Men-at-ArmsTraining Field75011——
4Mounted YeomenStables75011——
5Mounted Yeomen ArchersStables75011——
6Spearmen-at-ArmsTraining Field75011——
7Peasant Bowmen (Fire Arrows)Farm1,500322,0001
8Peasant Bowmen (Pox Arrows)Farm1,500322,0001
9Field TrebuchetsCarpenter's Workshop2,000322,0001
10Knights ErrantLivery2,250322,0001
11Men-at-Arms (Shields)Rally Field2,250322,0001
12Spearmen-at-Arms (Shields)Rally Field2,250322,0001
13Knights of the RealmRoyal Stables4,750636,0003
14Men-at-Arms (Polearms)Barracks4,750636,0003
15Questing KnightsRoyal Stables4,750636,0003
16Battle PilgrimsGrail Chapel5,000736,0003
17Grail ReliquaeGrail Chapel5,000736,0003
18Foot SquiresRoyal Barracks (capital)8,75010414,0007
19Grail KnightsPegasus Aerie (capital)8,75010414,0007
20Pegasus KnightsPegasus Aerie (capital)8,75010414,0007
21Blessed Field TrebuchetsSiege Workshop (capital)12,0009530,00012
22Grail GuardiansCathedral of the Lady (capital)15,00013530,00012
23Royal Hippogryph KnightsRoyal Menagerie (capital)16,75015530,00012
24Royal Pegasus KnightsRoyal Menagerie (capital)16,75015530,00012