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

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

Recruitment

Beasts

  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

  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

  1. Hobgoblin Mustering Camp

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Hobgoblin Bivouacs

    Level 2 · 1,500 gold · 2 turns

    Unlocks

K'daai

  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

  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. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

    • Melee attack: +5 when fighting against Empire (all armies)
    • Empower 5 Sigils within the Black Pyramid
    • Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1
    • Vampiric corruption: +6
    • Leadership: +5 when fighting against Empire (all armies)
    • Hero recruit rank: +3 (factionwide)
    • Income generated: 500
    • Income from post-battle loot: +10% (factionwide)
    • Local recruitment capacity: +2

Garrison

  1. 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

  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
    • Enables the recruitment of Allied units
    • Allied recruitment is expensive outside of friendly territory
    • Casualty replenishment rate: +2% (own and enemy armies in region)
  2. Chaos Dwarf District

    Level 2 · 4,000 gold · 3 turns

    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Enables the recruitment of Allied units
    • Allied recruitment is expensive outside of friendly territory
    • Casualty replenishment rate: +3% (armies in region)
  3. Chaos Dwarf Colony

    Level 3 · 6,000 gold · 4 turns

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

Overseer Hut

  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

  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

  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

  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

  1. Ruined Factory

    Level 1 · 1 turn

  2. Workshop

    Level 2 · 3 turns

    • Conclave Influence gained: +1 per turn
    • 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 3 · 5 turns

    • Conclave Influence gained: +1 per turn
    • 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 4 · 7 turns

    • Conclave Influence gained: +1 per turn
    • 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

  1. Ruined Outpost

    Level 1 · 1 turn

  2. Outpost

    Level 2 · 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 3 · 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 4 · 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

  1. Ruined Tower

    Level 1 · 1 turn

  2. Foundations

    Level 2 · 3 turns

    • 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
    • Adds walls to the settlement
    • Local recruitment capacity: +1

    Unlocks

  3. Ramparts

    Level 3 · 5 turns

    • Conclave Influence gained: +3 per turn
    • 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
    • Adds walls to the settlement
    • Local recruitment capacity: +1
  4. Battlements

    Level 4 · 7 turns

    • Conclave Influence gained: +4 per turn
    • 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
    • Adds walls to the settlement
    • Local recruitment capacity: +2
  5. Gun Turrets

    Level 5 · 9 turns

    • Conclave Influence gained: +5 per turn
    • 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
    • Adds walls to the settlement
    • Local recruitment capacity: +2
  6. Tower of Hashut

    Level 6 · 11 turns

    • Conclave Influence gained: +6 per turn
    • 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
    • Adds walls to the settlement
    • Local recruitment capacity: +3

Anti-Vermintide

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 2 turns · upkeep 500

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

Assembly Line

  1. Gunsmith

    Level 1 · 2 turns

  2. Weapons Workshop

    Level 2 · 4 turns

  3. Armament Assembly Line

    Level 3 · 6 turns

Black Powder Workshop

  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. High-Quality Assembly Line

    Level 1 · 5 turns

    • Armaments output: +15% (local province)

Dye Production

  1. Blood Rock Strip Mine

    Level 1 · 1,500 gold · 2 turns

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

    Level 2 · 3,000 gold · 4 turns

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

    Level 3 · 5,000 gold · 6 turns

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

Furnace

  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. Gem Refinery

    Level 1 · 5 turns

Gold Mining

  1. Gold Mine

    Level 1 · 1,500 gold · 2 turns

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

    Level 2 · 3,000 gold · 4 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

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

Ivory

  1. Animal Store

    Level 1 · 1,500 gold · 2 turns

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

    Level 2 · 3,000 gold · 4 turns

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

    Level 3 · 5,000 gold · 6 turns

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

Marble Quarry

  1. Marble Quarry

    Level 1 · 5,000 gold · 6 turns

    • 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

  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

  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. Oak of Ages (Ruined)

    Level 1 · 1 turn

  2. Oak of Ages (Pacified)

    Level 2 · 1,200 gold · 1 turn

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

Obsidian Quarry

  1. Obsidian Quarry

    Level 1 · 5,000 gold · 5 turns

    • 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

  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

  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

  1. Ruined Sluice

    Level 1 · 1 turn

  2. Redirected River

    Level 2 · 2 turns

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

    Level 3 · 4 turns

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

    Level 4 · 6 turns

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

Port

  1. Ruined Waterholes

    Level 1 · 1 turn

  2. Irrigation Canals

    Level 2 · 1,000 gold · 2 turns

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

    Level 3 · 1,500 gold · 4 turns

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

    Level 4 · 2,500 gold · 6 turns

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

Port

  1. Ruined Jetty

    Level 1 · 1 turn

  2. Trade Landing

    Level 2 · 2 turns

    • Income generated: 200
  3. Trade Wharf

    Level 3 · 6 turns

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

    Level 4 · 10 turns

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

Pottery Production

  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. 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
    • Chaos Undivided corruption: +2

Refinery

  1. Gold Panners

    Level 1 · 2 turns

  2. Gold Sluice

    Level 2 · 4 turns

  3. Gold Refinery

    Level 3 · 6 turns

Scavengers' Hovel

  1. Money Pit

    Level 1 · 750 gold · 2 turns

    • Income generated: 150
    • 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

    • Income generated: 200
    • 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

    • Income generated: 250
    • Income generated: 50
    • Income from post-battle loot: +30% (all your armies in adjacent regions)

Special Port

  1. Ruined Bordeleaux Docks

    Level 1

  2. Bordeleaux Port

    Level 2 · 1,500 gold · 2 turns

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

    Level 3 · 3,000 gold · 4 turns

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

    Level 4 · 6,000 gold · 6 turns

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

Spice Trading

  1. Spice Trading Post

    Level 1 · 1,500 gold · 2 turns

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

    Level 2 · 3,000 gold · 4 turns

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

    Level 3 · 5,000 gold · 6 turns

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

Timber-Fuelled Assembly Line

  1. Charcoal Forge

    Level 1 · 5 turns

    • Armaments output: +15% (local province)

Tools Maintenance

  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

  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

  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

  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. Temple of Hashut

    Level 1 · 10 turns

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

Living Quarters

  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

  1. Patrol Routes

    Level 1 · 2 turns

    • Campaign movement range: +10% (all armies in local province)
    • 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)
    • Campaign movement range: +10% (all armies in local province)
    • 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)
    • Campaign movement range: +10% (all armies in local province)
    • Upkeep: -5% (all armies in local province)
    • Control: +5
    • Control: +2 (all adjacent provinces)

Landmarks

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

Lothern Port

Ruined Harbour of Lothern Level 1

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

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

Unlocks: Bloated Corpse, Animated Hulks

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

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

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

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

Natural Landmark Port

The Sea Dragon's Teeth (Ruined) Level 1

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

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

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

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

Unlocks: Bloated Corpse, Animated Hulks

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

Infections: 30 per turn · Income generated: 800 · Income generated: 300 · Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks

Special Port

Ruined Copher Harbour Level 1 · 1 turn

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

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

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

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

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

Special Port

Ruined Great Dragon Fleet Docks Level 1

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

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

Unlocks: Animated Hulks, Bloated Corpse

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

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

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

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

Special Port

Ruined Erengrad Harbour Level 1

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

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

Unlocks: Bloated Corpse, Animated Hulks

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

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

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

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

Special Port

Ruined Marienburg Harbour Level 1

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

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

Unlocks: Animated Hulks, Bloated Corpse

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

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

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

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

Tower

Ruined Tower Level 1 · 1 turn

Foundations Level 2 · 3 turns

Conclave Influence gained: +2 per turn · Defensive supplies: +1000 · Chaos Undivided corruption: +2 · Income generated: 200 · Control: +1 · Adds walls to the settlement · Local recruitment capacity: +1

Unlocks: Goblin Labourers, Orc Labourers

Ramparts Level 3 · 5 turns

Conclave Influence gained: +3 per turn · Conclave Influence gained: +2 per turn · Defensive supplies: +1000 · Chaos Undivided corruption: +2 · Income generated: 300 · Control: +1 · Adds walls to the settlement · Local recruitment capacity: +1

Battlements Level 4 · 7 turns

Conclave Influence gained: +4 per turn · Conclave Influence gained: +2 per turn · Defensive supplies: +1250 · Chaos Undivided corruption: +2 · Income generated: 400 · Control: +2 · Adds walls to the settlement · Local recruitment capacity: +2

Gun Turrets Level 5 · 9 turns

Conclave Influence gained: +5 per turn · Conclave Influence gained: +2 per turn · Defensive supplies: +1500 · Chaos Undivided corruption: +2 · Income generated: 500 · Control: +2 · Adds walls to the settlement · Local recruitment capacity: +2

Tower of Hashut Level 6 · 11 turns

Conclave Influence gained: +6 per turn · Conclave Influence gained: +2 per turn · Defensive supplies: +1500 · Chaos Undivided corruption: +2 · Income generated: 600 · Control: +3 · 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 Level 1 · 1 turn

Occupied Bastion Gatehouse Level 2 · 3 turns

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

Occupied Bastion Tower Level 3 · 4 turns

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

Occupied Bastion Citadel Level 4 · 5 turns

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

Occupied Bastion Stronghold Level 5 · 6 turns

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

Occupied Bastion Fortress Level 6 · 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

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

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

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

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

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

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

Growth: +50 · Control: +8 · Wine resource production: 144 barrels

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 Level 1 · 1 turn

Occupied Fortress (Small Fort) Level 2 · 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 3 · 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 4 · 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 5 · 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 6 · 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 Level 1 · 1 turn

Occupied Gate (Small Fortress) Level 2 · 2 turns

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

Occupied Gate (Fortress) Level 3 · 3 turns

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

Occupied Gate (Grand Fortress) Level 4 · 4 turns

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

Occupied Gate (Imposing Fortress) Level 5 · 5 turns

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

Occupied Gate (Impregnable Fortress) Level 6 · 6 turns

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

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

Occupied Gate (Small Fortress) Level 2 · 2 turns

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

Occupied Gate (Fortress) Level 3 · 3 turns

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

Occupied Gate (Grand Fortress) Level 4 · 4 turns

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

Occupied Gate (Imposing Fortress) Level 5 · 5 turns

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

Occupied Gate (Impregnable Fortress) Level 6 · 6 turns

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

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

Occupied Gate (Small Fortress) Level 2 · 2 turns

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

Occupied Gate (Fortress) Level 3 · 3 turns

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

Occupied Gate (Grand Fortress) Level 4 · 4 turns

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

Occupied Gate (Imposing Fortress) Level 5 · 5 turns

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

Occupied Gate (Impregnable Fortress) Level 6 · 6 turns

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

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

Occupied Gate (Small Fortress) Level 2 · 2 turns

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

Occupied Gate (Fortress) Level 3 · 3 turns

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

Occupied Gate (Grand Fortress) Level 4 · 4 turns

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

Occupied Gate (Imposing Fortress) Level 5 · 5 turns

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

Occupied Gate (Impregnable Fortress) Level 6 · 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

Empower 2 Sigils within the Black Pyramid · Winds of Magic power reserve: +10 per turn (armies in local province) · Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5

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 Level 1 · 1 turn

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

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

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

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

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

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

The Maelstrom Level 2 · 100 gold · 1 turn

Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Income generated: 100 · Control: +20

The Great 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)