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
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

Lava Fields
Level 1 · 3 turns
Unlocks Hero recruitment: Bull Centaur Taur'ruk
Chaos Undivided corruption: +3
Unlocks

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

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

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
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

Ash Level
Level 1 · 2,500 gold · 3 turns
Unlocks Hero recruitment: Infernal Castellan
Unlocks

Ore Level
Level 2 · 5,000 gold · 5 turns
Hero capacity: +1 for Infernal Castellan
Unlocks Hero recruitment: Infernal Castellan
Unlocks

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

Hobgoblin Mustering Camp
Level 1 · 750 gold · 1 turn
Unlocks

Hobgoblin Bivouacs
Level 2 · 1,500 gold · 2 turns
Unlocks

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

Daemonsmithy
Level 1 · 3 turns
Unlocks Hero recruitment: Daemonsmith Sorcerer
Research rate: +2

Altar of Fire
Level 2 · 5 turns
Hero capacity: +1 for Daemonsmith Sorcerer
Unlocks Hero recruitment: Daemonsmith Sorcerer
Research rate: +5
Unlocks

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

Ironworks
Level 1 · 3 turns
Global recruitment duration: -1 turn for all units (armies in region)
Unlocks

Grand Manufactory
Level 2 · 5 turns
Global recruitment duration: -2 turn for all units (armies in region)
Unlocks

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
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
3 levels
Garrison
3 levels

Factory Guardhouse
Level 1 · 1,500 gold · 2 turns
Enemy Hero action success chance: -5%

Factory Walls
Level 2 · 2,500 gold · 4 turns
Enemy Hero action success chance: -10%

Factory Compound
Level 3 · 5,000 gold · 6 turns
Enemy Hero action success chance: -15%

Outpost
3 levels
Outpost
3 levels

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)

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)

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
Overseer Hut
3 levels

Garrison Outpost
Level 1 · 750 gold · 2 turns
Enemy Hero action success chance: -5%

Garrison Base
Level 2 · 1,500 gold · 4 turns
Enemy Hero action success chance: -10%

Garrison Headquarters
Level 3 · 2,500 gold · 6 turns
Enemy Hero action success chance: -15%

Temple Guardhouse
5 levels
Temple Guardhouse
5 levels

Fane Guard
Level 1 · 2,000 gold · 2 turns

Fane Guardhouse
Level 2 · 3,000 gold · 4 turns
Defensive supplies: +20 per turn when under siege
Attrition: -10% when under siege

Fane Barracks
Level 3 · 4,500 gold · 6 turns
Defensive supplies: +30 per turn when under siege
Attrition: -15% when under siege

Temple Guard
Level 4 · 6,500 gold · 8 turns
Defensive supplies: +40 per turn when under siege
Attrition: -20% when under siege

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
Tower Ballistics
2 levels

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)

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
Watch Towers
2 levels

Guard Tower
Level 1 · 1,500 gold · 4 turns
Campaign line of sight: +25% for settlements
Control: +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
Factory
3 levels · unlocks Orc Labourers, Goblin Labourers

Ruined Factory
Ruin

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

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

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
Outpost
3 levels · unlocks Goblin Labourers, Orc Labourers

Ruined Outpost
Ruin

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

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

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
Tower
5 levels · unlocks Goblin Labourers, Orc Labourers

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
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

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

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

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

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
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

Assembly Line
3 levels
Assembly Line
3 levels

Gunsmith
Level 1 · 2 turns

Weapons Workshop
Level 2 · 4 turns

Armament Assembly Line
Level 3 · 6 turns

Black Powder Workshop
3 levels
Black Powder Workshop
3 levels

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

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

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
Cast Iron Production
1 level

High-Quality Assembly Line
Level 1 · 5 turns
When technology "Stockpiling" researched: Armaments output: +15% (local province)

Dye Production
3 levels
Dye Production
3 levels

Blood Rock Strip Mine
Level 1 · 1,500 gold · 2 turns · pays back in 15 turns
Income generated: 100
Dyes resource production: 20 ounces

Cinnabar Mine
Level 2 · 3,000 gold · 4 turns · pays back in 20 turns
Income generated: 150
Dyes resource production: 30 ounces

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
Furnace
2 levels

Cinerator
Level 1 · 6 turns
Raw Materials consumed per turn by buildings: -5% (local province)

Grand Furnace
Level 2 · 10 turns
Raw Materials consumed per turn by buildings: -15% (local province)

Gem Refinery
1 level
Gem Refinery
1 level

Gem Refinery
Level 1 · 5 turns

Gold Mining
3 levels
Gold Mining
3 levels

Gold Mine
Level 1 · 1,500 gold · 2 turns · pays back in 10 turns
Income generated: 150
Lord recruit rank: +1 (factionwide)

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)

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
Ivory
3 levels

Animal Store
Level 1 · 1,500 gold · 2 turns · pays back in 15 turns
Ivory resource production: 20 tusks
Income generated: 100

Tusk Market
Level 2 · 3,000 gold · 4 turns · pays back in 20 turns
Ivory resource production: 30 tusks
Income generated: 150

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
Marble Quarry
1 level

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
Medicine Production
3 levels

Herbalist's Camp
Level 1 · 1,500 gold · 2 turns
Casualty replenishment rate: +1% (factionwide)
Medicinal Plants resource production: 20 bundles

Alchemist's Workshop
Level 2 · 3,000 gold · 4 turns
Casualty replenishment rate: +2% (factionwide)
Medicinal Plants resource production: 30 bundles

Alchemists' Guild Hall
Level 3 · 5,000 gold · 6 turns
Casualty replenishment rate: +3% (factionwide)
Medicinal Plants resource production: 45 bundles

Mine
3 levels
Mine
3 levels

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)

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)

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
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
1 level
Obsidian Quarry
1 level

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
Orchards
3 levels

Orchards
Level 1 · 1,500 gold · 2 turns
Recruitment cost: -5% for Hobgoblin units (armies in province)
Wine resource production: 20 barrels

Vineyard
Level 2 · 3,000 gold · 4 turns
Recruitment cost: -15% for Hobgoblin units (armies in province)
Wine resource production: 30 barrels

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
Pastures
3 levels

Goat Pastures
Level 1 · 1,500 gold · 2 turns
Recruitment cost: -5% for Lammasu, Great Taurus and Bale Taurus units (armies in province)

Goat Herd
Level 2 · 3,000 gold · 4 turns
Recruitment cost: -15% for Lammasu, Great Taurus and Bale Taurus units (armies in province)

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
Port
3 levels

Ruined Sluice
Ruin

Redirected River
Level 1 · 2 turns
Income from Refinery buildings: +5% (local region)
Armaments output: +5% (local region)

Sluice Gate
Level 2 · 4 turns
Income from Refinery buildings: +10% (local region)
Armaments output: +10% (local region)

Black Water Sluice Gates
Level 3 · 6 turns
Income from Refinery buildings: +15% (local region)
Armaments output: +15% (local region)

Port
3 levels
Port
3 levels

Ruined Waterholes
Ruin

Irrigation Canals
Level 1 · 1,000 gold · 2 turns
Casualty replenishment rate: +3% (armies in region)
Control: +1

Qanat
Level 2 · 1,500 gold · 4 turns
Casualty replenishment rate: +6% (armies in region)
Control: +2

Yakhchal
Level 3 · 2,500 gold · 6 turns
Casualty replenishment rate: +9% (armies in region)
Control: +3

Port
3 levels
Port
3 levels

Ruined Jetty
Ruin

Trade Landing
Level 1 · 2 turns
Income generated: 200

Trade Wharf
Level 2 · 6 turns
Income generated: 350
Income from trade tariffs: +5%

Trading Hub
Level 3 · 10 turns
Income generated: 500
Income from trade tariffs: +10%

Pottery Production
3 levels
Pottery Production
3 levels

Clay Pit
Level 1 · 1,500 gold · 2 turns
Construction cost: -5% for all buildings (local province)
Pottery resource production: 20 kilnful

Potter
Level 2 · 3,000 gold · 4 turns
Construction cost: -15% for all buildings (local province)
Pottery resource production: 30 kilnful

Kilns
Level 3 · 5,000 gold · 6 turns
Construction cost: -25% for all buildings (local province)
Pottery resource production: 45 kilnful

Protection
1 level
Protection
1 level

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
Refinery
3 levels

Gold Panners
Level 1 · 2 turns

Gold Sluice
Level 2 · 4 turns

Gold Refinery
Level 3 · 6 turns

Scavengers' Hovel
3 levels
Scavengers' Hovel
3 levels

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)

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)

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
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
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 Trading Post
Level 1 · 1,500 gold · 2 turns · pays back in 15 turns
Income generated: 100
Spices resource production: 20 sacks

Spice Market
Level 2 · 3,000 gold · 4 turns · pays back in 20 turns
Income generated: 150
Spices resource production: 30 sacks

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
Timber-Fuelled Assembly Line
1 level

Charcoal Forge
Level 1 · 5 turns
When technology "Stockpiling" researched: Armaments output: +15% (local province)

Tools Maintenance
2 levels
Tools Maintenance
2 levels

Miners' Workshop
Level 1 · 2 turns
Raw Materials output: +10% (local province)

Tools Manufactory
Level 2 · 6 turns
Raw Materials output: +30% (local province)

Tribute Halls
5 levels
Tribute Halls
5 levels

Donation Barrel
Level 1 · 2 turns
Income generated: 250

Tribute Collectors
Level 2 · 4 turns
Income generated: 350

Tribute Shrine
Level 3 · 6 turns
Income generated: 450

Tithe Chamber
Level 4 · 8 turns
Income generated: 600

Treasure Hall
Level 5 · 10 turns
Income generated: 750

Wild Game
3 levels
Wild Game
3 levels

Tannery
Level 1 · 1,500 gold · 2 turns
Recruitment cost: -10% for Chaos Dwarf Infantry units (armies in region)
Furs resource production: 20 bundles

Hatmakers
Level 2 · 3,000 gold · 4 turns
Recruitment cost: -20% for Chaos Dwarf Infantry units (armies in region)
Furs resource production: 30 bundles

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
Wolf Pens
3 levels

Wolf Tamer
Level 1 · 1,500 gold · 2 turns
Recruit rank: +1 for Hobgoblin Wolf Raiders (local province)
Exotic Animals resource production: 20 cages

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

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
Hashut Worship
1 level

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
Living Quarters
4 levels

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)

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)

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)

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
Tower Patrols
3 levels

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

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)

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.
| # | |||||||
|---|---|---|---|---|---|---|---|
| 1 | Hobgoblin Archers | Hobgoblin Mustering Camp | 750 | 1 | 1 | — | — |
| 2 | Hobgoblin Cutthroats | Hobgoblin Mustering Camp | 750 | 1 | 1 | — | — |
| 3 | Hobgoblin Sneaky Gits | Hobgoblin Mustering Camp | 750 | 1 | 1 | — | — |
| 4 | Hobgoblin Bolt Thrower | Hobgoblin Bivouacs | 2,250 | 3 | 2 | — | — |
| 5 | Hobgoblin Wolf Raiders (Bows) | Hobgoblin Bivouacs | 2,250 | 3 | 2 | — | — |
| 6 | Hobgoblin Wolf Raiders (Spears) | Hobgoblin Bivouacs | 2,250 | 3 | 2 | — | — |
| 7 | Chaos Dwarf Blunderbusses | Ash Level | 2,500 | 3 | 2 | — | — |
| 8 | Chaos Dwarf Warriors | Ash Level | 2,500 | 3 | 2 | — | — |
| 9 | Chaos Dwarf Warriors (Great Weapons) | Ash Level | 2,500 | 3 | 2 | — | — |
| 10 | Infernal Guard | Ore Level | 7,500 | 8 | 3 | — | — |
| 11 | Infernal Guard (Great Weapons) | Ore Level | 7,500 | 8 | 3 | — | — |
| 12 | Infernal Guard (Fireglaives) | Iron Level | 15,000 | 15 | 4 | — | — |
| 13 | Infernal Ironsworn | Iron Level | 15,000 | 15 | 4 | — | — |