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

Training Field
Level 1 · 750 gold · 1 turn
Unlocks

Rally Field
Level 2 · 1,500 gold · 2 turns
Unlocks

Barracks
Level 3 · 2,500 gold · 3 turns
Unlocks

Royal Barracks
Level 4 · 4,000 gold · 4 turns
Unlocks

Carpentry
2 levels · unlocks Field Trebuchets, Blessed Field Trebuchets
Carpentry
2 levels · unlocks Field Trebuchets, Blessed Field Trebuchets

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

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
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

Stables
Level 1 · 750 gold · 1 turn
Unlocks

Livery
Level 2 · 1,500 gold · 2 turns
Unlocks Hero recruitment: Paladin
Unlocks

Royal Stables
Level 3 · 2,500 gold · 3 turns
Hero capacity: +1 for Paladins
Unlocks Hero recruitment: Paladin
Unlocks

Pegasus Aerie
Level 4 · 4,000 gold · 4 turns
Hero capacity: +1 for Paladins
Unlocks Hero recruitment: Paladin
Unlocks

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

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

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

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
Flame of Ulric
1 level

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
Garrison
1 level

Outpost Garrison
Level 1 · 2,000 gold · 2 turns

Garrison
2 levels
Garrison
2 levels

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%

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
Outpost
3 levels

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)

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)

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
Smithy
2 levels

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)

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
Walls
3 levels

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

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

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

Fields
Level 1 · 500 gold · 1 turn · pays back in 1.7 turns
Affected by Peasant Economy
Income generated: 300
Unlocks

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

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
Anti-Vermintide
4 levels

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

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

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

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
Dye Production
3 levels

Cinnabar Mining Pit
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Income generated: 100
Dyes resource production: 20 ounces

Cinnabar Mine
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Income generated: 150
Dyes resource production: 30 ounces

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
Exotic Animals
3 levels

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

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

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
Fay Tower
1 level

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
Gem Mining
3 levels

Gem Mineshaft
Level 1 · 500 gold · 2 turns · pays back in 2.5 turns
Income generated: 200
Gemstones resource production: 16 sacks

Gem Mine
Level 2 · 1,000 gold · 3 turns · pays back in 2.5 turns
Income generated: 400
Gemstones resource production: 24 sacks

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
Gold Mining
3 levels

Gold Mining Pit
Level 1 · 500 gold · 2 turns · pays back in 2.5 turns
Income generated: 200

Gold Mine
Level 2 · 1,000 gold · 3 turns · pays back in 2.5 turns
Income generated: 400

Gold Smelter
Level 3 · 2,000 gold · 4 turns · pays back in 3.3 turns
Income generated: 600

Grail Abbey
1 level
Grail Abbey
1 level

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
Industry
3 levels

Weaving House
Level 1 · 500 gold · 2 turns · pays back in 2.5 turns
Income generated: 200

Clothier
Level 2 · 1,000 gold · 3 turns · pays back in 3.3 turns
Income from Farms: -50% (local region)
Income generated: 300

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
Iron Mining
3 levels

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

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

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
Marble Quarry
3 levels

Stone Cutter
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Income generated: 100
Marble resource production: 20 slabs

Marble Quarry
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Income generated: 150
Marble resource production: 30 slabs

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
Medicine Production
3 levels

Herb Gatherer's Camp
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Income generated: 100
Medicinal Plants resource production: 20 bundles

Exotic Hothouse
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Income generated: 150
Medicinal Plants resource production: 30 bundles

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
Milling
2 levels

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

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
Minor Settlement
3 levels

Ruined Village
Ruin
Corruption: -1

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

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

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
Oak of Ages
1 level

Oak of Ages (Ruined)
Ruin

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
Obsidian Quarry
3 levels

Obsidian Quarry
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Income generated: 100
Carved Obsidian resource production: 20 chests

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

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
Orchards
3 levels

Orchards
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Income generated: 100
Control: +3
Wine resource production: 20 barrels

Vineyard
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Income generated: 150
Control: +4
Wine resource production: 30 barrels

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
Pastures
3 levels

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

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

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
Port
3 levels

Ruined Docks
Ruin

Bretonnian Fishery
Level 1 · 1,500 gold · 2 turns · pays back in 15 turns
Income generated: 100
Growth: +10

Bretonnian Fishing Harbour
Level 2 · 3,000 gold · 4 turns · pays back in 10 turns
Income generated: 300
Growth: +20

Bretonnian Fishing Port
Level 3 · 6,000 gold · 6 turns · pays back in 12 turns
Income generated: 500
Growth: +30

Pottery Production
3 levels
Pottery Production
3 levels

Clay Pit
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Income generated: 100
Pottery resource production: 20 kilnful

Pottery Maker
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Income generated: 150
Pottery resource production: 30 kilnful

Kilns
Level 3 · 2,000 gold · 3 turns · pays back in 10 turns
Income generated: 200
Pottery resource production: 45 kilnful

Protection
3 levels
Protection
3 levels

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

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

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
Provincial Capital
5 levels

Ruined City
Ruin
Corruption: -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

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

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

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

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
Saltmaking
3 levels

Brine Mining Pit
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Income generated: 100
Salt resource production: 20 barrels

Brine Mine
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Income generated: 150
Salt resource production: 30 barrels

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
Special Port
3 levels

Ruined Bordeleaux Docks
Ruin

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

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

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
Spice Trading
3 levels

Spice Market
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Income generated: 100
Spices resource production: 20 sacks

Spice Trading Post
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Income generated: 150
Spices resource production: 30 sacks

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
Storage
2 levels

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

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
Tusks
3 levels

Animal Store
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Ivory resource production: 20 tusks
Income generated: 100

Tusk Market
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Ivory resource production: 30 tusks
Income generated: 150

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
Wild Game
3 levels

Hunting Camp
Level 1 · 500 gold · 1 turn
Growth: +5
Furs resource production: 20 bundles

Hunting Lodge
Level 2 · 1,000 gold · 2 turns
Growth: +8
Furs resource production: 30 bundles

Tannery
Level 3 · 2,000 gold · 3 turns
Growth: +10
Furs resource production: 45 bundles

Woodlands
3 levels
Woodlands
3 levels

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

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

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
Healing
3 levels

Pox Shelter
Level 1 · 1,000 gold · 1 turn
Casualty replenishment rate: +2% (armies in province)
Growth: +10

Sanctuary
Level 2 · 1,500 gold · 2 turns
Casualty replenishment rate: +3% (armies in province)
Growth: +20

Apothecary
Level 3 · 2,000 gold · 3 turns
Casualty replenishment rate: +4% (armies in province)
Growth: +30

Hostelry
4 levels
Hostelry
4 levels

Tap Room
Level 1 · 1,500 gold · 2 turns
Control: +2
Control: +1 in adjacent provinces

Tavern
Level 2 · 2,000 gold · 3 turns
Control: +3
Control: +2 in adjacent provinces

Coaching Inn
Level 3 · 3,000 gold · 4 turns
Control: +4
Control: +3 in adjacent provinces

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.
| # | |||||||
|---|---|---|---|---|---|---|---|
| 1 | Peasant Bowmen | Fields | 500 | 1 | 1 | — | — |
| 2 | Peasant Mob | Fields | 500 | 1 | 1 | — | — |
| 3 | Men-at-Arms | Training Field | 750 | 1 | 1 | — | — |
| 4 | Mounted Yeomen | Stables | 750 | 1 | 1 | — | — |
| 5 | Mounted Yeomen Archers | Stables | 750 | 1 | 1 | — | — |
| 6 | Spearmen-at-Arms | Training Field | 750 | 1 | 1 | — | — |
| 7 | Peasant Bowmen (Fire Arrows) | Farm | 1,500 | 3 | 2 | 2,000 | 1 |
| 8 | Peasant Bowmen (Pox Arrows) | Farm | 1,500 | 3 | 2 | 2,000 | 1 |
| 9 | Field Trebuchets | Carpenter's Workshop | 2,000 | 3 | 2 | 2,000 | 1 |
| 10 | Knights Errant | Livery | 2,250 | 3 | 2 | 2,000 | 1 |
| 11 | Men-at-Arms (Shields) | Rally Field | 2,250 | 3 | 2 | 2,000 | 1 |
| 12 | Spearmen-at-Arms (Shields) | Rally Field | 2,250 | 3 | 2 | 2,000 | 1 |
| 13 | Knights of the Realm | Royal Stables | 4,750 | 6 | 3 | 6,000 | 3 |
| 14 | Men-at-Arms (Polearms) | Barracks | 4,750 | 6 | 3 | 6,000 | 3 |
| 15 | Questing Knights | Royal Stables | 4,750 | 6 | 3 | 6,000 | 3 |
| 16 | Battle Pilgrims | Grail Chapel | 5,000 | 7 | 3 | 6,000 | 3 |
| 17 | Grail Reliquae | Grail Chapel | 5,000 | 7 | 3 | 6,000 | 3 |
| 18 | Foot Squires | Royal Barracks (capital) | 8,750 | 10 | 4 | 14,000 | 7 |
| 19 | Grail Knights | Pegasus Aerie (capital) | 8,750 | 10 | 4 | 14,000 | 7 |
| 20 | Pegasus Knights | Pegasus Aerie (capital) | 8,750 | 10 | 4 | 14,000 | 7 |
| 21 | Blessed Field Trebuchets | Siege Workshop (capital) | 12,000 | 9 | 5 | 30,000 | 12 |
| 22 | Grail Guardians | Cathedral of the Lady (capital) | 15,000 | 13 | 5 | 30,000 | 12 |
| 23 | Royal Hippogryph Knights | Royal Menagerie (capital) | 16,750 | 15 | 5 | 30,000 | 12 |
| 24 | Royal Pegasus Knights | Royal Menagerie (capital) | 16,750 | 15 | 5 | 30,000 | 12 |