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

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

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

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

Hobgoblin Bivouacs
Level 2 · 1,500 gold · 2 turns
Unlocks
K'daai

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

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

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

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

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)

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)

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

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

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

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

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

Ruined Factory
Level 1 · 1 turn

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

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

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

Ruined Outpost
Level 1 · 1 turn

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

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

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

Ruined Tower
Level 1 · 1 turn

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

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

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

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

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

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

Gunsmith
Level 1 · 2 turns

Weapons Workshop
Level 2 · 4 turns

Armament Assembly Line
Level 3 · 6 turns
Black Powder Workshop

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

High-Quality Assembly Line
Level 1 · 5 turns
Armaments output: +15% (local province)
Dye Production

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

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

Dye-Maker
Level 3 · 5,000 gold · 6 turns
Income generated: 200
Dyes resource production: 45 ounces
Furnace

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

Gem Refinery
Level 1 · 5 turns
Gold Mining

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

Gold Smelter
Level 2 · 3,000 gold · 4 turns
Hero recruit rank: +1 (factionwide)
Income generated: 300
Lord recruit rank: +1 (factionwide)

Goldsmiths' Guild Hall
Level 3 · 5,000 gold · 6 turns
Hero recruit rank: +1 (factionwide)
Income generated: 500
Lord recruit rank: +2 (factionwide)
Ivory

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

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

Tusk Compound
Level 3 · 5,000 gold · 6 turns
Ivory resource production: 45 tusks
Income generated: 200
Marble Quarry

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

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

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

Oak of Ages (Ruined)
Level 1 · 1 turn

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

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

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

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

Ruined Sluice
Level 1 · 1 turn

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

Sluice Gate
Level 3 · 4 turns
Income from Refinery buildings: +10% (local region)
Armaments output: +10% (local region)

Black Water Sluice Gates
Level 4 · 6 turns
Income from Refinery buildings: +15% (local region)
Armaments output: +15% (local region)
Port

Ruined Waterholes
Level 1 · 1 turn

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

Qanat
Level 3 · 1,500 gold · 4 turns
Casualty replenishment rate: +6% (armies in region)
Control: +2

Yakhchal
Level 4 · 2,500 gold · 6 turns
Casualty replenishment rate: +9% (armies in region)
Control: +3
Port

Ruined Jetty
Level 1 · 1 turn

Trade Landing
Level 2 · 2 turns
Income generated: 200

Trade Wharf
Level 3 · 6 turns
Income generated: 350
Income from trade tariffs: +5%

Trading Hub
Level 4 · 10 turns
Income generated: 500
Income from trade tariffs: +10%
Pottery Production

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

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

Gold Panners
Level 1 · 2 turns

Gold Sluice
Level 2 · 4 turns

Gold Refinery
Level 3 · 6 turns
Scavengers' Hovel

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)

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)

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

Ruined Bordeleaux Docks
Level 1

Bordeleaux Port
Level 2 · 1,500 gold · 2 turns
Income generated: 200
Tradable resources produced: +5% (factionwide)
Income from trade tariffs: +10%
Growth: +10

Bordeleaux Harbour
Level 3 · 3,000 gold · 4 turns
Income generated: 400
Tradable resources produced: +10% (factionwide)
Income from trade tariffs: +20%
Growth: +20

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

Spice Trading Post
Level 1 · 1,500 gold · 2 turns
Income generated: 100
Spices resource production: 20 sacks

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

Eastern Bazaar
Level 3 · 5,000 gold · 6 turns
Income generated: 200
Spices resource production: 45 sacks
Timber-Fuelled Assembly Line

Charcoal Forge
Level 1 · 5 turns
Armaments output: +15% (local province)
Tools Maintenance

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

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

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

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

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

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

Patrol Routes
Level 1 · 2 turns
Campaign movement range: +10% (all armies in local province)
Upkeep: -5% (all armies in local province)
Control: +1

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)

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)