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

Chaos Dwarfs buildings

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

Recruitment

Beasts

4 levels · unlocks Bull Centaur Renders, Great Taurus, Bull Centaur Renders (Great Weapons), Lammasu, Bull Centaur Renders (Dual Axes), Bale Taurus, Chaos Siege Giant

  1. Lava Fields

    Level 1 · 3 turns

    • Unlocks Hero recruitment: Bull Centaur Taur'ruk
    • Chaos Undivided corruption: +3

    Unlocks

  2. Monster Pens

    Level 2 · 5 turns

    • Hero capacity: +1 for Bull Centaur Taur'ruk
    • Unlocks Hero recruitment: Bull Centaur Taur'ruk
    • Chaos Undivided corruption in adjacent provinces: +2
    • Chaos Undivided corruption: +4

    Unlocks

  3. Fire Enclave

    Level 3 · 7 turns

    • Hero capacity: +1 for Bull Centaur Taur'ruk
    • Unlocks Hero recruitment: Bull Centaur Taur'ruk
    • Chaos Undivided corruption in adjacent provinces: +3
    • Chaos Undivided corruption: +5

    Unlocks

  4. Experimental Atelier

    Level 4 · 9 turns

    • Hero capacity: +2 for Bull Centaur Taur'ruk
    • Unlocks Hero recruitment: Bull Centaur Taur'ruk
    • Chaos Undivided corruption in adjacent provinces: +4
    • Chaos Undivided corruption: +7

    Unlocks

Chaos Dwarf Infantry

3 levels · unlocks Chaos Dwarf Blunderbusses, Chaos Dwarf Warriors (Great Weapons), Chaos Dwarf Warriors, Infernal Guard, Infernal Guard (Great Weapons), Infernal Guard (Fireglaives), Infernal Ironsworn

  1. Ash Level

    Level 1 · 2,500 gold · 3 turns

    • Unlocks Hero recruitment: Infernal Castellan

    Unlocks

  2. Ore Level

    Level 2 · 5,000 gold · 5 turns

    • Hero capacity: +1 for Infernal Castellan
    • Unlocks Hero recruitment: Infernal Castellan

    Unlocks

  3. Iron Level

    Level 3 · 7,500 gold · 7 turns

    • Hero capacity: +1 for Infernal Castellan
    • Unlocks Hero recruitment: Infernal Castellan

    Unlocks

Hobgoblins

2 levels · unlocks Hobgoblin Cutthroats, Hobgoblin Sneaky Gits, Hobgoblin Archers, Hobgoblin Wolf Raiders (Spears), Hobgoblin Bolt Thrower, Hobgoblin Wolf Raiders (Bows)

  1. Hobgoblin Mustering Camp

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Hobgoblin Bivouacs

    Level 2 · 1,500 gold · 2 turns

    Unlocks

K'daai

3 levels · unlocks K'daai Fireborn, K'daai Destroyer

  1. Daemonsmithy

    Level 1 · 3 turns

    • Unlocks Hero recruitment: Daemonsmith Sorcerer
    • Research rate: +2
  2. Altar of Fire

    Level 2 · 5 turns

    • Hero capacity: +1 for Daemonsmith Sorcerer
    • Unlocks Hero recruitment: Daemonsmith Sorcerer
    • Research rate: +5

    Unlocks

  3. Great Kiln of Hashut

    Level 3 · 9 turns

    • Hero capacity: +1 for Daemonsmith Sorcerer
    • Unlocks Hero recruitment: Daemonsmith Sorcerer
    • Research rate: +10

    Unlocks

War Machines

3 levels · unlocks Magma Cannon, Iron Daemon, Skullcracker, Deathshrieker Rocket Launcher, Hellcannon, Skullcracker – Dreadquake Mortar, Dreadquake Mortar, Iron Daemon – Dreadquake Mortar

  1. Ironworks

    Level 1 · 3 turns

    • Global recruitment duration: -1 turn for all units (armies in region)

    Unlocks

  2. Grand Manufactory

    Level 2 · 5 turns

    • Global recruitment duration: -2 turn for all units (armies in region)

    Unlocks

  3. Manufactory Complex

    Level 3 · 9 turns

    • Global recruitment duration: -3 turn for all units (armies in region)
    • Global recruitment capacity: +1

    Unlocks

Flame of Ulric

1 level

  1. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

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

Garrison

3 levels

  1. Factory Guardhouse

    Level 1 · 1,500 gold · 2 turns

    • Enemy Hero action success chance: -5%
  2. Factory Walls

    Level 2 · 2,500 gold · 4 turns

    • Enemy Hero action success chance: -10%
  3. Factory Compound

    Level 3 · 5,000 gold · 6 turns

    • Enemy Hero action success chance: -15%

Outpost

3 levels

  1. Chaos Dwarf Outpost

    Level 1 · 2,000 gold · 2 turns

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

    Level 2 · 4,000 gold · 3 turns

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

    Level 3 · 6,000 gold · 4 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)

Overseer Hut

3 levels

  1. Garrison Outpost

    Level 1 · 750 gold · 2 turns

    • Enemy Hero action success chance: -5%
  2. Garrison Base

    Level 2 · 1,500 gold · 4 turns

    • Enemy Hero action success chance: -10%
  3. Garrison Headquarters

    Level 3 · 2,500 gold · 6 turns

    • Enemy Hero action success chance: -15%

Temple Guardhouse

5 levels

  1. Fane Guard

    Level 1 · 2,000 gold · 2 turns

  2. Fane Guardhouse

    Level 2 · 3,000 gold · 4 turns

    • Defensive supplies: +20 per turn when under siege
    • Attrition: -10% when under siege
  3. Fane Barracks

    Level 3 · 4,500 gold · 6 turns

    • Defensive supplies: +30 per turn when under siege
    • Attrition: -15% when under siege
  4. Temple Guard

    Level 4 · 6,500 gold · 8 turns

    • Defensive supplies: +40 per turn when under siege
    • Attrition: -20% when under siege
  5. Temple Guardhouse

    Level 5 · 9,000 gold · 10 turns

    • Defensive supplies: +50 per turn when under siege
    • Attrition: -25% when under siege

Tower Ballistics

2 levels

  1. Prototype Megamortar

    Level 1 · 4,000 gold · 4 turns

    • Campaign movement range: -15% for enemy armies starting their turn in this region (enemy armies in region)
    • Army ability: "Dreadquake Battery" (all armies in local and adjacent regions)
    • Army ability number of uses: +1 for "Dreadquake Battery" (all armies in local and adjacent regions)
  2. Dreadquake Megamortar

    Level 2 · 6,500 gold · 8 turns

    • Campaign movement range: -25% for enemy armies starting their turn in this region (enemy armies in region)
    • Army ability: "Dreadquake Battery Upgraded" (all armies in local and adjacent regions)
    • Upgrade army ability "Dreadquake Battery" to "Dreadquake Battery Upgraded", firing an additional 2 projectiles
    • Army ability number of uses: +2 for "Dreadquake Battery" (all armies in local and adjacent regions)

Watch Towers

2 levels

  1. Guard Tower

    Level 1 · 1,500 gold · 4 turns

    • Campaign line of sight: +25% for settlements
    • Control: +2
  2. Watchtower

    Level 2 · 2,500 gold · 6 turns

    • Campaign line of sight: +50% for settlements
    • Control: +3

Economy

Factory

3 levels · unlocks Orc Labourers, Goblin Labourers

  1. Ruined Factory

    Ruin

  2. Workshop

    Level 1 · 3 turns

    • While "Expounder General" is not active: Conclave Influence gained: +1 per turn
    • While "Expounder General" is active: Conclave Influence gained: +2 per turn
    • Chaos Undivided corruption: +1
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Grants 1 construction slots in the settlement
    • Income generated: 50

    Unlocks

  3. Factory

    Level 2 · 5 turns

    • While "Expounder General" is not active: Conclave Influence gained: +1 per turn
    • While "Expounder General" is active: Conclave Influence gained: +2 per turn
    • Defensive supplies: +500 (local province)
    • Chaos Undivided corruption: +1
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Grants 2 construction slots in the settlement
    • Income generated: 100
  4. Production Plant

    Level 3 · 7 turns

    • While "Expounder General" is not active: Conclave Influence gained: +1 per turn
    • While "Expounder General" is active: Conclave Influence gained: +2 per turn
    • Defensive supplies: +1000 (local province)
    • Chaos Undivided corruption: +1
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Grants 3 construction slots in the settlement
    • Income generated: 150

Outpost

3 levels · unlocks Goblin Labourers, Orc Labourers

  1. Ruined Outpost

    Ruin

  2. Outpost

    Level 1 · 1,500 gold · 3 turns

    • Conclave Influence gained: +1 per turn
    • Chaos Undivided corruption: +1
    • Grants 1 construction slots in the settlement
    • Income generated: 50

    Unlocks

  3. Overseers' Camp

    Level 2 · 4,000 gold · 5 turns

    • Conclave Influence gained: +1 per turn
    • Chaos Undivided corruption: +1
    • Grants 2 construction slots in the settlement
    • Income generated: 100
  4. Overseers' Tower

    Level 3 · 7,500 gold · 7 turns

    • Conclave Influence gained: +1 per turn
    • Chaos Undivided corruption: +1
    • Grants 3 construction slots in the settlement
    • Income generated: 150

Tower

5 levels · unlocks Goblin Labourers, Orc Labourers

  1. Ruined Tower

    Ruin

  2. Foundations

    Level 1 · 3 turns

    • Conclave Influence gained: +2 per turn
    • When technology "Conclave Dominance" researched: Conclave Influence gained: +2 per turn
    • Defensive supplies: +1000
    • Chaos Undivided corruption: +2
    • Grants 2 construction slots in the settlement
    • Income generated: 100
    • Control: +1
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • Local recruitment capacity: +1

    Unlocks

  3. Ramparts

    Level 2 · 5 turns

    • Conclave Influence gained: +3 per turn
    • When technology "Conclave Dominance" researched: Conclave Influence gained: +2 per turn
    • Defensive supplies: +1000
    • Chaos Undivided corruption: +2
    • Grants 3 construction slots in the settlement
    • Income generated: 150
    • Control: +1
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • Local recruitment capacity: +1
  4. Battlements

    Level 3 · 7 turns

    • Conclave Influence gained: +4 per turn
    • When technology "Conclave Dominance" researched: Conclave Influence gained: +2 per turn
    • Defensive supplies: +1250
    • Chaos Undivided corruption: +2
    • Grants 4 construction slots in the settlement
    • Income generated: 200
    • Control: +2
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • Local recruitment capacity: +2
  5. Gun Turrets

    Level 4 · 9 turns

    • Conclave Influence gained: +5 per turn
    • When technology "Conclave Dominance" researched: Conclave Influence gained: +2 per turn
    • Defensive supplies: +1500
    • Chaos Undivided corruption: +2
    • Grants 5 construction slots in the settlement
    • Income generated: 250
    • Control: +2
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • Local recruitment capacity: +2
  6. Tower of Hashut

    Level 5 · 11 turns

    • Conclave Influence gained: +6 per turn
    • When technology "Conclave Dominance" researched: Conclave Influence gained: +2 per turn
    • Defensive supplies: +1500
    • Chaos Undivided corruption: +2
    • Grants 7 construction slots in the settlement
    • Income generated: 300
    • Control: +3
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • Local recruitment capacity: +3

Anti-Vermintide

4 levels

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 2 turns · upkeep 500

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

Assembly Line

3 levels

  1. Gunsmith

    Level 1 · 2 turns

  2. Weapons Workshop

    Level 2 · 4 turns

  3. Armament Assembly Line

    Level 3 · 6 turns

Black Powder Workshop

3 levels

  1. Brine Well

    Level 1 · 1,500 gold · 2 turns

    • Recruitment cost: -2% for Deathshrieker units (all armies)
    • Upkeep: -1% for Deathshrieker units (all armies)
    • Salt resource production: 20 barrels
  2. Brine Mine

    Level 2 · 3,000 gold · 4 turns

    • Recruitment cost: -5% for Deathshrieker units (all armies)
    • Upkeep: -3% for Deathshrieker units (all armies)
    • Salt resource production: 30 barrels
  3. Saltworks

    Level 3 · 5,000 gold · 6 turns

    • Recruitment cost: -10% for Deathshrieker units (all armies)
    • Upkeep: -5% for Deathshrieker units (all armies)
    • Salt resource production: 45 barrels

Cast Iron Production

1 level

  1. High-Quality Assembly Line

    Level 1 · 5 turns

    • When technology "Stockpiling" researched: Armaments output: +15% (local province)

Dye Production

3 levels

  1. Blood Rock Strip Mine

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

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

    Level 2 · 3,000 gold · 4 turns · pays back in 20 turns

    • Income generated: 150
    • Dyes resource production: 30 ounces
  3. Dye-Maker

    Level 3 · 5,000 gold · 6 turns · pays back in 25 turns

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

Furnace

2 levels

  1. Cinerator

    Level 1 · 6 turns

    • Raw Materials consumed per turn by buildings: -5% (local province)
  2. Grand Furnace

    Level 2 · 10 turns

    • Raw Materials consumed per turn by buildings: -15% (local province)

Gem Refinery

1 level

  1. Gem Refinery

    Level 1 · 5 turns

Gold Mining

3 levels

  1. Gold Mine

    Level 1 · 1,500 gold · 2 turns · pays back in 10 turns

    • Income generated: 150
    • Lord recruit rank: +1 (factionwide)
  2. Gold Smelter

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

    • Hero recruit rank: +1 (factionwide)
    • Income generated: 300
    • Lord recruit rank: +1 (factionwide)
  3. Goldsmiths' Guild Hall

    Level 3 · 5,000 gold · 6 turns · pays back in 10 turns

    • Hero recruit rank: +1 (factionwide)
    • Income generated: 500
    • Lord recruit rank: +2 (factionwide)

Ivory

3 levels

  1. Animal Store

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

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

    Level 2 · 3,000 gold · 4 turns · pays back in 20 turns

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

    Level 3 · 5,000 gold · 6 turns · pays back in 25 turns

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

Marble Quarry

1 level

  1. Marble Quarry

    Level 1 · 5,000 gold · 6 turns

    • When technology "Wagon Engineering" researched: Raw Materials output: +15% (local province)
    • Raw Materials: 500 per turn (when Workload requirements are met)
    • Workload: +400 (You will need to maintain this much Labour in the province)
    • Chaos Undivided corruption: +1

Medicine Production

3 levels

  1. Herbalist's Camp

    Level 1 · 1,500 gold · 2 turns

    • Casualty replenishment rate: +1% (factionwide)
    • Medicinal Plants resource production: 20 bundles
  2. Alchemist's Workshop

    Level 2 · 3,000 gold · 4 turns

    • Casualty replenishment rate: +2% (factionwide)
    • Medicinal Plants resource production: 30 bundles
  3. Alchemists' Guild Hall

    Level 3 · 5,000 gold · 6 turns

    • Casualty replenishment rate: +3% (factionwide)
    • Medicinal Plants resource production: 45 bundles

Mine

3 levels

  1. Strip Mine

    Level 1 · 1,500 gold · 2 turns

    • Raw Materials: 200 per turn (when Workload requirements are met)
    • Workload: +300 (You will need to maintain this much Labour in the province)
  2. Mineshaft

    Level 2 · 3,000 gold · 4 turns

    • Raw Materials: 300 per turn (when Workload requirements are met)
    • Workload: +400 (You will need to maintain this much Labour in the province)
  3. Underground Caverns

    Level 3 · 5,000 gold · 6 turns

    • Raw Materials: 400 per turn (when Workload requirements are met)
    • Workload: +500 (You will need to maintain this much Labour in the province)

Oak of Ages

1 level

  1. Oak of Ages (Ruined)

    Ruin

  2. Oak of Ages (Pacified)

    Level 1 · 1,200 gold · 1 turn

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

Obsidian Quarry

1 level

  1. Obsidian Quarry

    Level 1 · 5,000 gold · 5 turns

    • When technology "Wagon Engineering" researched: Raw Materials output: +15% (local province)
    • Raw Materials: 500 per turn (when Workload requirements are met)
    • Workload: +400 (You will need to maintain this much Labour in the province)
    • Chaos Undivided corruption: +1

Orchards

3 levels

  1. Orchards

    Level 1 · 1,500 gold · 2 turns

    • Recruitment cost: -5% for Hobgoblin units (armies in province)
    • Wine resource production: 20 barrels
  2. Vineyard

    Level 2 · 3,000 gold · 4 turns

    • Recruitment cost: -15% for Hobgoblin units (armies in province)
    • Wine resource production: 30 barrels
  3. Distillery

    Level 3 · 5,000 gold · 6 turns

    • Recruitment cost: -25% for Hobgoblin units (armies in province)
    • Upkeep: -3% for Hobgoblin units (factionwide)
    • Wine resource production: 45 barrels

Pastures

3 levels

  1. Goat Pastures

    Level 1 · 1,500 gold · 2 turns

    • Recruitment cost: -5% for Lammasu, Great Taurus and Bale Taurus units (armies in province)
  2. Goat Herd

    Level 2 · 3,000 gold · 4 turns

    • Recruitment cost: -15% for Lammasu, Great Taurus and Bale Taurus units (armies in province)
  3. Goat Farm

    Level 3 · 5,000 gold · 6 turns

    • Recruitment cost: -25% for Lammasu, Great Taurus and Bale Taurus units (armies in province)
    • Upkeep: -3% for Lammasu, Great Taurus and Bale Taurus units (factionwide)

Port

3 levels

  1. Ruined Sluice

    Ruin

  2. Redirected River

    Level 1 · 2 turns

    • Income from Refinery buildings: +5% (local region)
    • Armaments output: +5% (local region)
  3. Sluice Gate

    Level 2 · 4 turns

    • Income from Refinery buildings: +10% (local region)
    • Armaments output: +10% (local region)
  4. Black Water Sluice Gates

    Level 3 · 6 turns

    • Income from Refinery buildings: +15% (local region)
    • Armaments output: +15% (local region)

Port

3 levels

  1. Ruined Waterholes

    Ruin

  2. Irrigation Canals

    Level 1 · 1,000 gold · 2 turns

    • Casualty replenishment rate: +3% (armies in region)
    • Control: +1
  3. Qanat

    Level 2 · 1,500 gold · 4 turns

    • Casualty replenishment rate: +6% (armies in region)
    • Control: +2
  4. Yakhchal

    Level 3 · 2,500 gold · 6 turns

    • Casualty replenishment rate: +9% (armies in region)
    • Control: +3

Port

3 levels

  1. Ruined Jetty

    Ruin

  2. Trade Landing

    Level 1 · 2 turns

    • Income generated: 200
  3. Trade Wharf

    Level 2 · 6 turns

    • Income generated: 350
    • Income from trade tariffs: +5%
  4. Trading Hub

    Level 3 · 10 turns

    • Income generated: 500
    • Income from trade tariffs: +10%

Pottery Production

3 levels

  1. Clay Pit

    Level 1 · 1,500 gold · 2 turns

    • Construction cost: -5% for all buildings (local province)
    • Pottery resource production: 20 kilnful
  2. Potter

    Level 2 · 3,000 gold · 4 turns

    • Construction cost: -15% for all buildings (local province)
    • Pottery resource production: 30 kilnful
  3. Kilns

    Level 3 · 5,000 gold · 6 turns

    • Construction cost: -25% for all buildings (local province)
    • Pottery resource production: 45 kilnful

Protection

1 level

  1. Signal Fires

    Level 1 · 5,000 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 Undivided corruption: +3
    • When technology "Pandemic Preparations" researched: Chaos Undivided corruption: +2

Refinery

3 levels

  1. Gold Panners

    Level 1 · 2 turns

  2. Gold Sluice

    Level 2 · 4 turns

  3. Gold Refinery

    Level 3 · 6 turns

Scavengers' Hovel

3 levels

  1. Money Pit

    Level 1 · 750 gold · 2 turns · pays back in 5 turns

    • Income generated: 150
    • When technology "Extended Shifts" researched: Income generated: 50
    • Income from post-battle loot: +10% (all your armies in adjacent regions)
  2. Locked Stores

    Level 2 · 1,500 gold · 4 turns · pays back in 7.5 turns

    • Income generated: 200
    • When technology "Extended Shifts" researched: Income generated: 50
    • Income from post-battle loot: +20% (all your armies in adjacent regions)
  3. Treasure Trove

    Level 3 · 2,500 gold · 6 turns · pays back in 10 turns

    • Income generated: 250
    • When technology "Extended Shifts" researched: Income generated: 50
    • Income from post-battle loot: +30% (all your armies in adjacent regions)

Special Port

3 levels

  1. Ruined Bordeleaux Docks

    Ruin

  2. Bordeleaux Port

    Level 1 · 1,500 gold · 2 turns

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

    Level 2 · 3,000 gold · 4 turns

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

    Level 3 · 6,000 gold · 6 turns

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

Spice Trading

3 levels

  1. Spice Trading Post

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

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

    Level 2 · 3,000 gold · 4 turns · pays back in 20 turns

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

    Level 3 · 5,000 gold · 6 turns · pays back in 25 turns

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

Timber-Fuelled Assembly Line

1 level

  1. Charcoal Forge

    Level 1 · 5 turns

    • When technology "Stockpiling" researched: Armaments output: +15% (local province)

Tools Maintenance

2 levels

  1. Miners' Workshop

    Level 1 · 2 turns

    • Raw Materials output: +10% (local province)
  2. Tools Manufactory

    Level 2 · 6 turns

    • Raw Materials output: +30% (local province)

Tribute Halls

5 levels

  1. Donation Barrel

    Level 1 · 2 turns

    • Income generated: 250
  2. Tribute Collectors

    Level 2 · 4 turns

    • Income generated: 350
  3. Tribute Shrine

    Level 3 · 6 turns

    • Income generated: 450
  4. Tithe Chamber

    Level 4 · 8 turns

    • Income generated: 600
  5. Treasure Hall

    Level 5 · 10 turns

    • Income generated: 750

Wild Game

3 levels

  1. Tannery

    Level 1 · 1,500 gold · 2 turns

    • Recruitment cost: -10% for Chaos Dwarf Infantry units (armies in region)
    • Furs resource production: 20 bundles
  2. Hatmakers

    Level 2 · 3,000 gold · 4 turns

    • Recruitment cost: -20% for Chaos Dwarf Infantry units (armies in region)
    • Furs resource production: 30 bundles
  3. Hattery

    Level 3 · 5,000 gold · 6 turns

    • Recruitment cost: -30% for Chaos Dwarf Infantry units (armies in region)
    • Furs resource production: 45 bundles

Wolf Pens

3 levels

  1. Wolf Tamer

    Level 1 · 1,500 gold · 2 turns

    • Recruit rank: +1 for Hobgoblin Wolf Raiders (local province)
    • Exotic Animals resource production: 20 cages
  2. Wolf Taming Pens

    Level 2 · 3,000 gold · 4 turns

    • Recruit rank: +3 for Hobgoblin Wolf Raiders (local province)
    • Exotic Animals resource production: 30 cages
  3. Giant Wolf Stables

    Level 3 · 5,000 gold · 6 turns

    • Recruit rank: +5 for Hobgoblin Wolf Raiders (local province)
    • Exotic Animals resource production: 45 cages

Public order

Hashut Worship

1 level

  1. Temple of Hashut

    Level 1 · 10 turns

    • Recruit rank: +3 for Bull Centaurs (all armies in local province)
    • Conclave Influence gained: +10 per turn
    • When technology "Hashut Reverence" researched: Conclave Influence gained: +5 per turn
    • Diplomatic relations: +10 with Chaos Dwarfs
    • Winds of Magic power reserve capacity: +3 (all armies)

Living Quarters

4 levels

  1. Ziggurat Tenements

    Level 1 · 2 turns

    • Hero recruit rank: +1 (local province)
    • Casualty replenishment rate: +4% (armies in local province)
    • Lord recruit rank: +1 (local province)
  2. Overseers' Quarters

    Level 2 · 4 turns

    • Hero recruit rank: +2 (local province)
    • Casualty replenishment rate: +6% (armies in local province)
    • Lord recruit rank: +2 (local province)
  3. Sorcerer-Prophet's Tower

    Level 3 · 6 turns

    • Hero recruit rank: +2 (factionwide)
    • Casualty replenishment rate: +8% (armies in local province)
    • Lord recruit rank: +2 (local province)
  4. Sorcerer-Prophet's Estate

    Level 4 · 8 turns

    • Hero recruit rank: +2 (factionwide)
    • Casualty replenishment rate: +10% (armies in local province)
    • Lord recruit rank: +2 (factionwide)

Tower Patrols

3 levels

  1. Patrol Routes

    Level 1 · 2 turns

    • Campaign movement range: +10% (all armies in local province)
    • When technology "Industrial Security" researched: Campaign movement range: +10% (all armies in local province)
    • When technology "Industrial Security" researched: Upkeep: -5% (all armies in local province)
    • Control: +1
  2. Tower Roads

    Level 2 · 6 turns

    • Campaign movement range: +15% (all armies in local province)
    • When technology "Industrial Security" researched: Campaign movement range: +10% (all armies in local province)
    • When technology "Industrial Security" researched: Upkeep: -5% (all armies in local province)
    • Control: +3
    • Control: +1 (all adjacent provinces)
  3. Rail Network

    Level 3 · 10 turns

    • Campaign movement range: +20% (all armies in local province)
    • When technology "Industrial Security" researched: Campaign movement range: +10% (all armies in local province)
    • When technology "Industrial Security" researched: Upkeep: -5% (all armies in local province)
    • Control: +5
    • Control: +2 (all adjacent provinces)

Landmarks

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

Show 36 landmark buildings (unique buildings in particular settlements) ▾

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

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) · Outside regions owned by Chaos Dwarfs: Growth: +10

Unlocks: Black Ark Corsairs (Handbows), Bloated Corpse, Animated Hulks

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

Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Outside regions owned by Chaos Dwarfs: 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

Tower

Ruined Tower Ruin

Foundations Level 1 · 3 turns

Conclave Influence gained: +2 per turn · When technology "Conclave Dominance" researched: Conclave Influence gained: +2 per turn · Defensive supplies: +1000 · Chaos Undivided corruption: +2 · Income generated: 200 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1

Unlocks: Goblin Labourers, Orc Labourers

Ramparts Level 2 · 5 turns

Conclave Influence gained: +3 per turn · When technology "Conclave Dominance" researched: Conclave Influence gained: +2 per turn · Defensive supplies: +1000 · Chaos Undivided corruption: +2 · Income generated: 300 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1

Battlements Level 3 · 7 turns

Conclave Influence gained: +4 per turn · When technology "Conclave Dominance" researched: Conclave Influence gained: +2 per turn · Defensive supplies: +1250 · Chaos Undivided corruption: +2 · Income generated: 400 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +2

Gun Turrets Level 4 · 9 turns

Conclave Influence gained: +5 per turn · When technology "Conclave Dominance" researched: Conclave Influence gained: +2 per turn · Defensive supplies: +1500 · Chaos Undivided corruption: +2 · Income generated: 500 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +2

Tower of Hashut Level 5 · 11 turns

Conclave Influence gained: +6 per turn · When technology "Conclave Dominance" researched: Conclave Influence gained: +2 per turn · Defensive supplies: +1500 · Chaos Undivided corruption: +2 · Income generated: 600 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +3

Anurell's Tomb Landmark

Anurell's Tomb Level 1 · 6,000 gold · 4 turns

Raw Materials: 50 per turn (when Workload requirements are met) · Campaign movement range: +5% (all armies) · Attrition: -50% casualties suffered from high seas attrition (factionwide)

Bastion

Ruined Bastion Ruin

Occupied Bastion Gatehouse Level 1 · 3 turns

Chaos Undivided corruption: +2 · Adds walls to the settlement

Occupied Bastion Tower Level 2 · 4 turns

Chaos Undivided corruption: +2 · Adds walls to the settlement

Occupied Bastion Citadel Level 3 · 5 turns

Chaos Undivided corruption: +2 · Adds walls to the settlement

Occupied Bastion Stronghold Level 4 · 6 turns

Chaos Undivided corruption: +2 · Adds walls to the settlement

Occupied Bastion Fortress Level 5 · 7 turns

Chaos Undivided corruption: +2 · Adds walls to the settlement

Black Fortress Landmark

Infernal Barracks Level 1 · 8,000 gold · 6 turns

Hero recruit rank: +2 for Infernal Castellan (factionwide) · Unlocks Hero recruitment: Infernal Castellan (all provinces) · Upkeep: -10% for Infernal Guard units (all armies)

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

Daemon's Stump Landmark

Bloodthirster Prison Level 1 · 6,000 gold · 4 turns

Hero recruit rank: +2 for Daemonsmith Sorcerers (factionwide) · Unlocks Hero recruitment: Daemonsmith Sorcerers (all provinces) · Winds of Magic power reserve capacity: +5 (factionwide)

Dragon Graveyard

Graves of the Dragons Level 1 · 6,000 gold · 4 turns

Ability number of uses: +2 for all Bale Taurus attacks (factionwide) · Physical resistance: 10% for Taurus units (factionwide) · Upkeep: -5% for Lammasu, Great Taurus and Bale Taurus units (factionwide)

Flayed Rock Landmark

Flayed Tower Level 1 · 6,000 gold · 4 turns

Control: +1 (factionwide) · Control: +2 in adjacent provinces (all adjacent provinces)

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 · 2 turns

Defensive supplies: +1000 · Chaos Undivided corruption: +2 · Adds walls to the settlement · Attrition: -10% when under siege (armies in region)

Occupied Fortress (Fort) Level 2 · 3 turns

Improved tower projectiles: Bolt Thrower · Defensive supplies: +1200 · Chaos Undivided corruption: +2 · Adds walls to the settlement · Attrition: -10% when under siege (armies in region)

Occupied Fortress (Grand Fort) Level 3 · 4 turns

Improved tower projectiles: Fireballs · Defensive supplies: +1800 · Chaos Undivided corruption: +2 · Adds walls to the settlement · Attrition: -10% when under siege (armies in region)

Occupied Fortress (Imposing Fort) Level 4 · 6 turns

Improved tower projectiles: Greater Fireballs · Defensive supplies: +2200 · Chaos Undivided corruption: +2 · Adds walls to the settlement · Attrition: -10% when under siege (armies in region)

Occupied Fortress (Impregnable Fort) Level 5 · 8 turns

Improved tower projectiles: Greater Fireballs · Defensive supplies: +2500 · Chaos Undivided corruption: +2 · Adds walls to the settlement · Attrition: -10% when under siege (armies in region)

Fortress Gate

Ruined Fortress Gate Ruin

Occupied Gate (Small Fortress) Level 1 · 2 turns

Defensive supplies: +1000 · Chaos Undivided corruption: +2 · Adds walls to the settlement

Occupied Gate (Fortress) Level 2 · 3 turns

Defensive supplies: +1200 · Chaos Undivided corruption: +2 · Adds walls to the settlement

Occupied Gate (Grand Fortress) Level 3 · 4 turns

Defensive supplies: +1800 · Chaos Undivided corruption: +2 · Adds walls to the settlement

Occupied Gate (Imposing Fortress) Level 4 · 5 turns

Defensive supplies: +2200 · Chaos Undivided corruption: +2 · Adds walls to the settlement

Occupied Gate (Impregnable Fortress) Level 5 · 6 turns

Defensive supplies: +2500 · Chaos Undivided corruption: +2 · Adds walls to the settlement

Fortress Gate

Ruined Fortress Gate Ruin

Occupied Gate (Small Fortress) Level 1 · 2 turns

Defensive supplies: +1000 · Chaos Undivided corruption: +2 · Adds walls to the settlement

Occupied Gate (Fortress) Level 2 · 3 turns

Defensive supplies: +1200 · Chaos Undivided corruption: +2 · Adds walls to the settlement

Occupied Gate (Grand Fortress) Level 3 · 4 turns

Defensive supplies: +1800 · Chaos Undivided corruption: +2 · Adds walls to the settlement

Occupied Gate (Imposing Fortress) Level 4 · 5 turns

Defensive supplies: +2200 · Chaos Undivided corruption: +2 · Adds walls to the settlement

Occupied Gate (Impregnable Fortress) Level 5 · 6 turns

Defensive supplies: +2500 · Chaos Undivided corruption: +2 · Adds walls to the settlement

Fortress Gate

Ruined Fortress Gate Ruin

Occupied Gate (Small Fortress) Level 1 · 2 turns

Defensive supplies: +1000 · Chaos Undivided corruption: +2 · Adds walls to the settlement

Occupied Gate (Fortress) Level 2 · 3 turns

Defensive supplies: +1200 · Chaos Undivided corruption: +2 · Adds walls to the settlement

Occupied Gate (Grand Fortress) Level 3 · 4 turns

Defensive supplies: +1800 · Chaos Undivided corruption: +2 · Adds walls to the settlement

Occupied Gate (Imposing Fortress) Level 4 · 5 turns

Defensive supplies: +2200 · Chaos Undivided corruption: +2 · Adds walls to the settlement

Occupied Gate (Impregnable Fortress) Level 5 · 6 turns

Defensive supplies: +2500 · Chaos Undivided corruption: +2 · Adds walls to the settlement

Fortress Gate

Ruined Fortress Gate Ruin

Occupied Gate (Small Fortress) Level 1 · 2 turns

Defensive supplies: +1000 · Chaos Undivided corruption: +2 · Adds walls to the settlement

Occupied Gate (Fortress) Level 2 · 3 turns

Defensive supplies: +1200 · Chaos Undivided corruption: +2 · Adds walls to the settlement

Occupied Gate (Grand Fortress) Level 3 · 4 turns

Defensive supplies: +1800 · Chaos Undivided corruption: +2 · Adds walls to the settlement

Occupied Gate (Imposing Fortress) Level 4 · 5 turns

Defensive supplies: +2200 · Chaos Undivided corruption: +2 · Adds walls to the settlement

Occupied Gate (Impregnable Fortress) Level 5 · 6 turns

Defensive supplies: +2500 · Chaos Undivided corruption: +2 · Adds walls to the settlement

Iron Storm Landmark

War Machine Graveyard Level 1 · 6,000 gold · 4 turns

Battle healing cap: +50% for Warmachine units (all armies) · Upkeep: -5% for Artillery and War Machine units (all armies) · Armaments: 50 per turn

Karak Kadrin Landmark

Defaced Shrine Level 1 · 8,000 gold · 6 turns

Passive ability: "Deathblow" for Infernal Guard and Infernal Ironsworn units (all armies) · Chaos Undivided corruption: +5 · Diplomatic relations: -20 with Dwarfs

Karond Kar Landmark

Labourer Pens Level 1 · 6,000 gold · 4 turns

Labour gained post-battle: +15% (factionwide) · Rush Construction Labour cost: -10% (factionwide) · Casualties captured post-battle: +10% (factionwide)

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

Nan-Gau Landmark

Repurposed Forges Level 1 · 10,000 gold · 7 turns

Recruit rank: +2 for all Chaos Dwarf gun units (factionwide) · Upkeep: -10% for Chaos Dwarf Gun units (factionwide) · Armaments: 100 per turn (local province)

Skavenblight Landmark

Warpforges Level 1 · 6,000 gold · 4 turns

Recruitment cost: -50% for Artillery and War Machine units · Upkeep: -10% for Artillery and War Machine units (factionwide) · Armaments: 100 per turn

Special Forges

Cannon Foundry Level 1 · 10,000 gold · 7 turns

Recruitment cost: -25% for Artillery and War Machine units (factionwide) · Recruit rank: +2 for Artillery and War Machine units (factionwide) · Armaments: 100 per turn (local province)

Special Port

Ruined Dawn's Harbour Ruin

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

Labour gained post-battle: +1% (factionwide) · Income generated: 200

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

Labour gained post-battle: +3% (factionwide) · Income generated: 300

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

Immune to Storm and Reef attrition (factionwide) · Labour gained post-battle: +5% (factionwide) · Income generated: 500

The Galleon's Graveyard

The Maelstrom (Inert) Ruin

Chaos Undivided 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) · Chaos Undivided corruption: +2 · Income generated: 100 · Control: +20

The Great Desert Landmark

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

Maximum Caravan cargo capacity: +5% · Income generated: 100 · Casualty replenishment rate: +5% · Control: +3

Secluded Oasis Level 2 · 6,000 gold · 4 turns

Immune to Sandstorm attrition (all your armies in adjacent provinces) · Maximum Caravan cargo capacity: +10% · Income generated: 200 · Casualty replenishment rate: +10% · Control: +5

The Great Temple of Hashut

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

Conclave Influence gained: +25 per turn · Diplomatic relations: +10 with Chaos Dwarfs · Character experience gain: +5% (all characters) · Chaos Undivided corruption: +5 (local province) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10

The Sentinels Landmark

Karum Level 1 · 6,000 gold · 4 turns

Maximum cargo capacity: +10% for convoys · Income from trade tariffs: +50%

The Volary Landmark

Tomb of Khengai Khan Level 1 · 6,000 gold · 4 turns

Recruitment cost: -30% for Hobgoblin units (factionwide) · Recruit rank: +3 for Hobgoblin units (factionwide) · Upkeep: -15% for Hobgoblin units (all armies)

Tower of Gorgoth Landmark

Volcanic Deposits Level 1 · 6,000 gold · 4 turns

Raw Materials: 400 per turn (when Workload requirements are met) · Workload: +250 (You will need to maintain this much Labour in the province) · Income generated: 300

Uzkulak Landmark

Ancient Inner-City Level 1 · 8,000 gold · 6 turns

Hero recruit rank: +2 for Bull Centaur Taur'ruks (factionwide) · Unlocks Hero recruitment: Bull Centaur Taur'ruks (all provinces) · Upkeep: -10% for Bull Centaur Renders units (factionwide)

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 Chaos Dwarfs 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 — 13 units (computed) ▾

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

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1Hobgoblin ArchersHobgoblin Mustering Camp75011——
2Hobgoblin CutthroatsHobgoblin Mustering Camp75011——
3Hobgoblin Sneaky GitsHobgoblin Mustering Camp75011——
4Hobgoblin Bolt ThrowerHobgoblin Bivouacs2,25032——
5Hobgoblin Wolf Raiders (Bows)Hobgoblin Bivouacs2,25032——
6Hobgoblin Wolf Raiders (Spears)Hobgoblin Bivouacs2,25032——
7Chaos Dwarf BlunderbussesAsh Level2,50032——
8Chaos Dwarf WarriorsAsh Level2,50032——
9Chaos Dwarf Warriors (Great Weapons)Ash Level2,50032——
10Infernal GuardOre Level7,50083——
11Infernal Guard (Great Weapons)Ore Level7,50083——
12Infernal Guard (Fireglaives)Iron Level15,000154——
13Infernal IronswornIron Level15,000154——