Unofficial fan reference · game data patch 9.0 (Sep 24, 2026)
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Bretonnia buildings

41 building chains Bretonnia can build, patch 9.0: each level's cost, build time, effects and the units it unlocks, in the game's own words (tables building_levels, building_effects_junction, building_units_allowed). Unique landmark buildings are listed at the end.

Recruitment

Barracks

  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

  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

  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

  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. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

    • Melee attack: +5 when fighting against Empire (all armies)
    • Empower 5 Sigils within the Black Pyramid
    • Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1
    • Vampiric corruption: +6
    • 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. Outpost Garrison

    Level 1 · 2,000 gold · 2 turns

Garrison

  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

  1. Bretonnian Outpost

    Level 1 · 2,000 gold · 3 turns

    • Provides allied recruitment of a selection of units from the faction's local recruitment
    • Enables the recruitment of Allied units
    • Allied recruitment is expensive outside of friendly territory
    • 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
    • Enables the recruitment of Allied units
    • Allied recruitment is expensive outside of friendly territory
    • 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
    • Enables the recruitment of Allied units
    • Allied recruitment cost outside friendly territory: -50%
    • Casualty replenishment rate: +4% (armies in region)

Smithy

  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

  1. Basic Walls

    Level 1 · 2,000 gold · 4 turns

    • 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)
    • Improved tower projectiles: Arrows
  2. Tall Walls

    Level 2 · 4,000 gold · 5 turns

    • 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)
    • Improved tower projectiles: Blessed Stones
  3. Reinforced Walls

    Level 3 · 6,000 gold · 6 turns

    • 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)
    • Improved tower projectiles: Carcasses

Economy

Farming

  1. Fields

    Level 1 · 500 gold · 1 turn

    • Affected by Peasant Economy
    • Income generated: 300

    Unlocks

  2. Farm

    Level 2 · 1,000 gold · 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

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

Anti-Vermintide

  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

  1. Cinnabar Mining Pit

    Level 1 · 500 gold · 1 turn

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

    Level 2 · 1,000 gold · 2 turns

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

    Level 3 · 2,000 gold · 3 turns

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

Exotic Animals

  1. Exotic Animal Tamer

    Level 1 · 500 gold · 1 turn

    • 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

    • 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

    • 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. 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

  1. Gem Mineshaft

    Level 1 · 500 gold · 2 turns

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

    Level 2 · 1,000 gold · 3 turns

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

    Level 3 · 2,000 gold · 4 turns

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

Gold Mining

  1. Gold Mining Pit

    Level 1 · 500 gold · 2 turns

    • Income generated: 200
  2. Gold Mine

    Level 2 · 1,000 gold · 3 turns

    • Income generated: 400
  3. Gold Smelter

    Level 3 · 2,000 gold · 4 turns

    • Income generated: 600

Grail Abbey

  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

  1. Weaving House

    Level 1 · 500 gold · 2 turns

    • Income generated: 200
  2. Clothier

    Level 2 · 1,000 gold · 3 turns

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

    Level 3 · 1,500 gold · 4 turns

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

Iron Mining

  1. Iron Mining Pit

    Level 1 · 500 gold · 2 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

    • 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

    • 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

  1. Stone Cutter

    Level 1 · 500 gold · 1 turn

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

    Level 2 · 1,000 gold · 2 turns

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

    Level 3 · 2,000 gold · 3 turns

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

Medicine Production

  1. Herb Gatherer's Camp

    Level 1 · 500 gold · 1 turn

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

    Level 2 · 1,000 gold · 2 turns

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

    Level 3 · 2,000 gold · 3 turns

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

Milling

  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

  1. Ruined Village

    Level 1 · 1 turn

    • Corruption: -1
  2. Hamlet

    Level 2 · 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 3 · 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 4 · 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. Oak of Ages (Ruined)

    Level 1 · 1 turn

  2. Oak of Ages (Pacified)

    Level 2 · 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)
    • Income from all buildings: +5% (factionwide)
    • Growth: +5 (all provinces)
    • Timber resource production: 100 logs

Obsidian Quarry

  1. Obsidian Quarry

    Level 1 · 500 gold · 1 turn

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

    Level 2 · 1,000 gold · 2 turns

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

    Level 3 · 2,000 gold · 3 turns

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

Orchards

  1. Orchards

    Level 1 · 500 gold · 1 turn

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

    Level 2 · 1,000 gold · 2 turns

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

    Level 3 · 2,000 gold · 3 turns

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

Pastures

  1. Grazing Pastures

    Level 1 · 500 gold · 1 turn

    • 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

    • 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

    • 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

  1. Ruined Docks

    Level 1 · 1 turn

  2. Bretonnian Fishery

    Level 2 · 1,500 gold · 2 turns

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

    Level 3 · 3,000 gold · 4 turns

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

    Level 4 · 6,000 gold · 6 turns

    • Income generated: 500
    • Growth: +30

Pottery Production

  1. Clay Pit

    Level 1 · 500 gold · 1 turn

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

    Level 2 · 1,000 gold · 2 turns

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

    Level 3 · 2,000 gold · 3 turns

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

Protection

  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
    • 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)
    • 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)
    • Corruption in adjacent provinces: -2
    • Corruption: -5
    • Control: +3

Provincial Capital

  1. Ruined City

    Level 1 · 1 turn

    • Corruption: -2
  2. Hamlet

    Level 2 · 1,000 gold · 3 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 1 construction slot in the settlement
    • Income generated: 40
    • Growth: +20
    • Adds walls to the settlement
  3. Village

    Level 3 · 2,000 gold · 4 turns

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

    Level 4 · 4,000 gold · 5 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 3 construction slots in the settlement
    • Income generated: 80
    • Growth: +60
    • Control: +1
    • Adds walls to the settlement
  5. City

    Level 5 · 8,000 gold · 6 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 5 construction slots in the settlement
    • Income generated: 100
    • Growth: +80
    • Control: +2
    • Adds walls to the settlement
  6. Duchy Capital

    Level 6 · 16,000 gold · 7 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 7 construction slots in the settlement
    • Income generated: 120
    • Growth: +100
    • Control: +2
    • Adds walls to the settlement

Saltmaking

  1. Brine Mining Pit

    Level 1 · 500 gold · 1 turn

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

    Level 2 · 1,000 gold · 2 turns

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

    Level 3 · 2,000 gold · 3 turns

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

Special Port

  1. Ruined Bordeleaux Docks

    Level 1

  2. Bordeleaux Port

    Level 2 · 1,500 gold · 2 turns

    • Income generated: 200
    • Tradable resources produced: +5% (factionwide)
    • Income from trade tariffs: +10%
    • Growth: +10
  3. Bordeleaux Harbour

    Level 3 · 3,000 gold · 4 turns

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

    Level 4 · 6,000 gold · 6 turns

    • Chivalry: +50 per turn
    • Income generated: 800
    • Tradable resources produced: +20% (factionwide)
    • Income from trade tariffs: +30%
    • Growth: +30

Spice Trading

  1. Spice Market

    Level 1 · 500 gold · 1 turn

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

    Level 2 · 1,000 gold · 2 turns

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

    Level 3 · 2,000 gold · 3 turns

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

Storage

  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

  1. Animal Store

    Level 1 · 500 gold · 1 turn

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

    Level 2 · 1,000 gold · 2 turns

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

    Level 3 · 2,000 gold · 3 turns

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

Wild Game

  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

  1. Woodman's Hut

    Level 1 · 500 gold · 1 turn

    • 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

    • 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

    • 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

  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

  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

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

Landmarks

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

Ancient Foundries

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

Local Recruitment duration: -1 turn for all units (minimum 1) · Vampiric corruption: +1 · Income generated: 300 · Recruitment cost: -10% (armies in region)

Unlocks: Tiranoc Chariots

Landmark

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

Empower 3 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · 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

Empower 6 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +10 (factionwide) · Unit capacity: +1 Bone Giant · 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

Empower 9 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +20 (factionwide) · Unit capacity: +2 Bone Giant · Income from all buildings: +10% (local province) · Control: +9

Lothern Port

Ruined Harbour of Lothern Level 1

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

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20

Unlocks: Bloated Corpse, Animated Hulks

Harbour of Lothern Level 3 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40

Gates of Lothern Level 4 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40

Natural Landmark Port

The Sea Dragon's Teeth (Ruined) Level 1

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

Infections: 10 per turn · Income generated: 200 · Income generated: 75 · Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks

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

Infections: 20 per turn · Income generated: 400 · Income generated: 150 · Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks

Unlocks: Bloated Corpse, Animated Hulks

The Sea Dragon's Teeth (Great Landing) Level 4 · 6,000 gold · 5 turns

Infections: 30 per turn · Income generated: 800 · Income generated: 300 · 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 Level 1 · 1 turn

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

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

Unlocks: Knights Errant

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

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

Special Port

Ruined Great Dragon Fleet Docks Level 1

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

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Great Dragon Fleet Harbour Level 3 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40

Great Dragon Fleet Port Level 4 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40

Special Port

Ruined Erengrad Harbour Level 1

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

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +10

Unlocks: Bloated Corpse, Animated Hulks

Erengrad Harbour Level 3 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +20

Erengrad Port Level 4 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +30

Special Port

Ruined Marienburg Harbour Level 1

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

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Marienburg Harbour Level 3 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40

Marienburg Port Level 4 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · 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

Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Control: +5 · Lord recruit rank: +1 (factionwide)

Bastion

Ruined Bastion Level 1 · 1 turn

Occupied Bastion Gatehouse Level 2 · 1,000 gold · 3 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Bastion Tower Level 3 · 2,000 gold · 4 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Bastion Stronghold Level 5 · 8,000 gold · 6 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Bastion Fortress Level 6 · 16,000 gold · 7 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Bordeleaux Winemaking

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

Growth: +20 · Control: +3 · Wine resource production: 42 barrels

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

Growth: +30 · Control: +4 · Wine resource production: 64 barrels

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

Growth: +40 · Control: +5 · Wine resource production: 96 barrels

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

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 Level 1 · 1 turn

Corruption: -2

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 40 · Growth: +20 · Control: +1 · Adds walls to the settlement

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Arrows

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Blessed Stones

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Carcasses

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · 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 Level 1 · 1 turn

Corruption: -2

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 2 construction slots in the settlement · Growth: +20 · Adds walls to the settlement

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Arrows

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Blessed Stones

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Carcasses

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · 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 Level 1 · 1 turn

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric 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

Chaos Undivided corruption: +15 · Khorne corruption: +15 · Nurgle corruption: +15 · Corruption: -15 · Skaven corruption: +15 · Slaanesh corruption: +15 · Tzeentch corruption: +15 · Vampiric 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

Local recruitment capacity for Vampire Coast units: +2 · 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 · Slaanesh 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

Empower 2 Sigils within the Black Pyramid · Winds of Magic power reserve: +10 per turn (armies in local province) · 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 Level 1 · 1 turn

Corruption: -2

Occupied Massif Orcal (Level 1) Level 2 · 1,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 2 construction slots in the settlement · Attrition: -10% when under siege (armies in region) · Growth: +20 · Control: +1 · Adds walls to the settlement

Occupied Massif Orcal (Level 2) Level 3 · 2,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 4 construction slots in the settlement · Attrition: -10% when under siege (armies in region) · Growth: +40 · Control: +2 · Adds walls to the settlement

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 6 construction slots in the settlement · Attrition: -10% when under siege (armies in region) · Growth: +60 · Control: +3 · Adds walls to the settlement

Occupied Massif Orcal (Level 4) Level 5 · 8,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 8 construction slots in the settlement · Attrition: -10% when under siege (armies in region) · Growth: +80 · Control: +4 · Adds walls to the settlement

Occupied Massif Orcal (Level 5) Level 6 · 16,000 gold · 7 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 9 construction slots in the settlement · Attrition: -10% when under siege (armies in region) · Growth: +100 · Control: +5 · Adds walls to the settlement

Miragliano

Miragliano Ruins Level 1 · 1 turn

Corruption: -2

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 2 construction slots in the settlement · Growth: +20 · Adds walls to the settlement

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Arrows

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Blessed Stones

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Carcasses

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · 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

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 Level 1 · 1 turn

Corruption: -2

Occupied Sartosa Level 1 Level 2 · 1,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 2 construction slots in the settlement · Growth: +20 · Control: +1 · Adds walls to the settlement

Occupied Sartosa Level 2 Level 3 · 2,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Arrows

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Blessed Stones

Occupied Sartosa Level 4 Level 5 · 8,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Carcasses

Occupied Sartosa Level 5 Level 6 · 16,000 gold · 7 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Carcasses

Special Port

Ruined Dawn's Harbour Level 1 · 1 turn

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

Income generated: 200 · Growth: +20

Dawn's Harbour Level 3 · 6,000 gold · 4 turns

Income generated: 300 · Growth: +30

Dawn's Harbour Level 4 · 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) Level 1 · 1 turn

Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2

The Maelstrom Level 2 · 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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric 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

Oathgold: 30 per turn · Diplomatic relations: -50 with Chaos Dwarfs · Empower 5 Sigils within the Black Pyramid · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10