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

Daemons of Chaos buildings

63 building chains Daemons of Chaos 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

Advanced Recruitment

  1. Obelisk of Khorne

    Level 1 · 1,000 gold · 3 turns

    • Khorne glory generated: 3

    Unlocks

  2. Monolith of Khorne

    Level 2 · 2,000 gold · 4 turns

    • Khorne glory generated: 4

    Unlocks

  3. Monument of Khorne

    Level 3 · 3,000 gold · 5 turns

    • Khorne glory generated: 5

    Unlocks

  4. Temple of Khorne

    Level 4 · 5,000 gold · 6 turns

    • Khorne glory generated: 6

    Unlocks

  5. Cathedral of Blood

    Level 5 · 10,000 gold · 7 turns

    • Khorne glory generated: 7

    Unlocks

Advanced Recruitment

  1. Obelisk of Nurgle

    Level 1 · 1,000 gold · 3 turns

    • Nurgle glory generated: 3

    Unlocks

  2. Monolith of Nurgle

    Level 2 · 2,000 gold · 4 turns

    • Nurgle glory generated: 4

    Unlocks

  3. Monument of Nurgle

    Level 3 · 3,000 gold · 5 turns

    • Nurgle glory generated: 5

    Unlocks

  4. Temple of Nurgle

    Level 4 · 5,000 gold · 6 turns

    • Nurgle glory generated: 6

    Unlocks

  5. Cathedral of Decay

    Level 5 · 10,000 gold · 7 turns

    • Nurgle glory generated: 7

    Unlocks

Advanced Recruitment

  1. Obelisk of Slaanesh

    Level 1 · 1,000 gold · 3 turns

    • Slaanesh glory generated: 3

    Unlocks

  2. Monolith of Slaanesh

    Level 2 · 2,000 gold · 4 turns

    • Slaanesh glory generated: 4

    Unlocks

  3. Monument of Slaanesh

    Level 3 · 3,000 gold · 5 turns

    • Slaanesh glory generated: 5

    Unlocks

  4. Temple of Slaanesh

    Level 4 · 5,000 gold · 6 turns

    • Slaanesh glory generated: 6

    Unlocks

  5. Cathedral of Pain

    Level 5 · 10,000 gold · 7 turns

    • Slaanesh glory generated: 7

    Unlocks

Advanced Recruitment

  1. Obelisk of Tzeentch

    Level 1 · 1,000 gold · 3 turns

    • Tzeentch glory generated: 3

    Unlocks

  2. Monolith of Tzeentch

    Level 2 · 2,000 gold · 4 turns

    • Tzeentch glory generated: 4

    Unlocks

  3. Monument of Tzeentch

    Level 3 · 3,000 gold · 5 turns

    • Tzeentch glory generated: 5

    Unlocks

  4. Temple of Tzeentch

    Level 4 · 5,000 gold · 6 turns

    • Tzeentch glory generated: 6

    Unlocks

  5. Cathedral of Change

    Level 5 · 10,000 gold · 7 turns

    • Tzeentch glory generated: 7

    Unlocks

Elite Recruitment

  1. Keep of Khorne

    Level 1 · 3,000 gold · 5 turns

    • Khorne glory generated: 3

    Unlocks

  2. Bastion of Khorne

    Level 2 · 5,000 gold · 6 turns

    • Khorne glory generated: 5

    Unlocks

  3. Fortress of Khorne

    Level 3 · 10,000 gold · 7 turns

    • Khorne glory generated: 8

    Unlocks

Elite Recruitment

  1. Keep of Nurgle

    Level 1 · 3,000 gold · 5 turns

    • Nurgle glory generated: 3

    Unlocks

  2. Bastion of Nurgle

    Level 2 · 5,000 gold · 6 turns

    • Nurgle glory generated: 5

    Unlocks

  3. Fortress of Nurgle

    Level 3 · 10,000 gold · 7 turns

    • Nurgle glory generated: 8

    Unlocks

Elite Recruitment

  1. Keep of Slaanesh

    Level 1 · 3,000 gold · 5 turns

    • Slaanesh glory generated: 3

    Unlocks

  2. Bastion of Slaanesh

    Level 2 · 5,000 gold · 6 turns

    • Slaanesh glory generated: 5

    Unlocks

  3. Fortress of Slaanesh

    Level 3 · 10,000 gold · 7 turns

    • Slaanesh glory generated: 8

    Unlocks

Elite Recruitment

  1. Flying Tower of Tzeentch

    Level 1 · 3,000 gold · 5 turns

    • Tzeentch glory generated: 3

    Unlocks

  2. Flying Bastion of Tzeentch

    Level 2 · 5,000 gold · 6 turns

    • Tzeentch glory generated: 5

    Unlocks

  3. Soaring Fortress of Tzeentch

    Level 3 · 10,000 gold · 7 turns

    • Tzeentch glory generated: 8

    Unlocks

Recruitment

  1. Khornate Altar

    Level 1 · 1,500 gold · 3 turns

    Unlocks

  2. Khornate Shrine

    Level 2 · 2,500 gold · 4 turns

    • Hero capacity: +1 for Bloodreapers

    Unlocks

Recruitment

  1. Nurglish Altar

    Level 1 · 1,500 gold · 3 turns

    Unlocks

  2. Nurglish Shrine

    Level 2 · 2,500 gold · 4 turns

    • Hero capacity: +1 for Plagueridden

    Unlocks

Recruitment

  1. Slaaneshi Altar

    Level 1 · 1,500 gold · 3 turns

    Unlocks

  2. Slaaneshi Shrine

    Level 2 · 2,500 gold · 4 turns

    • Hero capacity: +1 for Exalted Heroes of Slaanesh
    • Hero capacity: +1 for Alluresses

    Unlocks

Recruitment

  1. Tzeenchian Altar

    Level 1 · 1,500 gold · 3 turns

    Unlocks

  2. Tzeenchian Shrine

    Level 2 · 2,500 gold · 4 turns

    • Hero capacity: +1 for Iridescent Horrors

    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. Daemonic Lurkers

    Level 1 · 2,000 gold · 4 turns

    • Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Improved tower projectiles: Javelins
    • Enemy Hero action success chance: -10%
    • Attrition: -5% when under siege
    • Leadership: +2 when under siege (armies in region)
  2. Daemonic Gathering

    Level 2 · 4,000 gold · 5 turns

    • Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Improved tower projectiles: Raw Energy
    • Enemy Hero action success chance: -15%
    • Attrition: -10% when under siege
    • Leadership: +4 when under siege (armies in region)
  3. Daemonic Locus

    Level 3 · 6,000 gold · 6 turns

    • Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
    • Improved tower projectiles: Greater Raw Energy
    • Enemy Hero action success chance: -20%
    • Attrition: -15% when under siege
    • Leadership: +6 when under siege (armies in region)

Garrison

  1. Lookouts

    Level 1 · 2,000 gold · 4 turns

    • Defensive supplies: +50 per turn when under siege
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Enemy Hero action success chance: -10%
  2. Carcass-Laden Embankment

    Level 2 · 4,000 gold · 5 turns

    • Defensive supplies: +100 per turn when under siege
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Enemy Hero action success chance: -15%

Outpost

  1. Daemonic Outpost

    Level 1 · 2,000 gold · 3 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. Daemonic District

    Level 2 · 4,000 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 is expensive outside of friendly territory
    • Casualty replenishment rate: +3% (armies in region)
  3. Daemonic Colony

    Level 3 · 6,000 gold · 5 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)

Economy

Minor Settlement

  1. Ruined Town

    Level 1 · 1 turn

    • Khorne corruption: +1
  2. Dedicated Hovel

    Level 2 · 1,000 gold · 4 turns

    • Defensive supplies: +1000
    • Khorne corruption: +1
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +10

    Unlocks

  3. Dedicated Village

    Level 3 · 2,000 gold · 5 turns

    • Defensive supplies: +1000
    • Khorne corruption: +1
    • Grants 2 construction slots in the settlement
    • Income generated: 200
    • Growth: +20
  4. Dedicated Town

    Level 4 · 4,000 gold · 6 turns

    • Defensive supplies: +1000
    • Khorne corruption: +1
    • Grants 3 construction slots in the settlement
    • Income generated: 300
    • Growth: +30

Minor Settlement

  1. Ruined Town

    Level 1 · 1 turn

    • Nurgle corruption: +1
  2. Dedicated Hovel

    Level 2 · 1,000 gold · 4 turns

    • Defensive supplies: +1000
    • Nurgle corruption: +1
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +10

    Unlocks

  3. Dedicated Village

    Level 3 · 2,000 gold · 5 turns

    • Defensive supplies: +1000
    • Nurgle corruption: +1
    • Grants 2 construction slots in the settlement
    • Income generated: 200
    • Growth: +20
  4. Dedicated Town

    Level 4 · 4,000 gold · 6 turns

    • Defensive supplies: +1000
    • Nurgle corruption: +1
    • Grants 3 construction slots in the settlement
    • Income generated: 300
    • Growth: +30

Minor Settlement

  1. Ruined Town

    Level 1 · 1 turn

    • Chaos Undivided corruption: +1
  2. Dedicated Hovel

    Level 2 · 1,000 gold · 4 turns

    • Defensive supplies: +1000
    • Chaos Undivided corruption: +1
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +10

    Unlocks

  3. Dedicated Village

    Level 3 · 2,000 gold · 5 turns

    • Defensive supplies: +1000
    • Chaos Undivided corruption: +1
    • Grants 2 construction slots in the settlement
    • Income generated: 200
    • Growth: +20
  4. Dedicated Town

    Level 4 · 4,000 gold · 6 turns

    • Defensive supplies: +1000
    • Chaos Undivided corruption: +1
    • Grants 3 construction slots in the settlement
    • Income generated: 300
    • Growth: +30

Minor Settlement

  1. Ruined Town

    Level 1 · 1 turn

    • Slaanesh corruption: +1
  2. Dedicated Hovel

    Level 2 · 1,000 gold · 4 turns

    • Defensive supplies: +1000
    • Slaanesh corruption: +1
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +10

    Unlocks

  3. Dedicated Village

    Level 3 · 2,000 gold · 5 turns

    • Defensive supplies: +1000
    • Slaanesh corruption: +1
    • Grants 2 construction slots in the settlement
    • Income generated: 200
    • Growth: +20
  4. Dedicated Town

    Level 4 · 4,000 gold · 6 turns

    • Defensive supplies: +1000
    • Slaanesh corruption: +1
    • Grants 3 construction slots in the settlement
    • Income generated: 300
    • Growth: +30

Minor Settlement

  1. Ruined Town

    Level 1 · 1 turn

    • Tzeentch corruption: +1
  2. Dedicated Hovel

    Level 2 · 1,000 gold · 4 turns

    • Defensive supplies: +1000
    • Tzeentch corruption: +1
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +10

    Unlocks

  3. Dedicated Village

    Level 3 · 2,000 gold · 5 turns

    • Defensive supplies: +1000
    • Tzeentch corruption: +1
    • Grants 2 construction slots in the settlement
    • Income generated: 200
    • Growth: +20
  4. Dedicated Town

    Level 4 · 4,000 gold · 6 turns

    • Defensive supplies: +1000
    • Tzeentch corruption: +1
    • Grants 3 construction slots in the settlement
    • Income generated: 300
    • Growth: +30

Province Capital

  1. Ruined City

    Level 1 · 1 turn

    • Khorne corruption: +2
  2. Dedicated Hovel

    Level 2 · 1,000 gold · 4 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Khorne corruption: +2
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +10
    • Adds walls to the settlement

    Unlocks

  3. Dedicated Village

    Level 3 · 2,000 gold · 5 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Khorne corruption: +2
    • Grants 2 construction slots in the settlement
    • Income generated: 200
    • Growth: +20
    • Adds walls to the settlement
  4. Dedicated Town

    Level 4 · 4,000 gold · 6 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Khorne corruption: +2
    • Grants 3 construction slots in the settlement
    • Income generated: 300
    • Growth: +30
    • Adds walls to the settlement
  5. Bastion of Chaos

    Level 5 · 8,000 gold · 7 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Khorne corruption: +2
    • Grants 5 construction slots in the settlement
    • Income generated: 400
    • Growth: +40
    • Adds walls to the settlement
  6. Dreadhold Fortress

    Level 6 · 16,000 gold · 8 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Khorne corruption: +2
    • Grants 7 construction slots in the settlement
    • Income generated: 500
    • Growth: +50
    • Adds walls to the settlement

Province Capital

  1. Ruined City

    Level 1 · 1 turn

    • Nurgle corruption: +2
  2. Dedicated Hovel

    Level 2 · 1,000 gold · 4 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Nurgle corruption: +2
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +10
    • Adds walls to the settlement

    Unlocks

  3. Dedicated Village

    Level 3 · 2,000 gold · 5 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Nurgle corruption: +2
    • Grants 2 construction slots in the settlement
    • Income generated: 200
    • Growth: +20
    • Adds walls to the settlement
  4. Dedicated Town

    Level 4 · 4,000 gold · 6 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Nurgle corruption: +2
    • Grants 3 construction slots in the settlement
    • Income generated: 300
    • Growth: +30
    • Adds walls to the settlement
  5. Bastion of Chaos

    Level 5 · 8,000 gold · 7 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Nurgle corruption: +2
    • Grants 5 construction slots in the settlement
    • Income generated: 400
    • Growth: +40
    • Adds walls to the settlement
  6. Dreadhold Fortress

    Level 6 · 16,000 gold · 8 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Nurgle corruption: +2
    • Grants 7 construction slots in the settlement
    • Income generated: 500
    • Growth: +50
    • Adds walls to the settlement

Province Capital

  1. Ruined City

    Level 1 · 1 turn

    • Chaos Undivided corruption: +2
  2. Dedicated Hovel

    Level 2 · 1,000 gold · 4 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Chaos Undivided corruption: +2
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +10
    • Adds walls to the settlement

    Unlocks

  3. Dedicated Village

    Level 3 · 2,000 gold · 5 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Chaos Undivided corruption: +2
    • Grants 2 construction slots in the settlement
    • Income generated: 200
    • Growth: +20
    • Adds walls to the settlement
  4. Dedicated Town

    Level 4 · 4,000 gold · 6 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Chaos Undivided corruption: +2
    • Grants 3 construction slots in the settlement
    • Income generated: 300
    • Growth: +30
    • Adds walls to the settlement
  5. Bastion of Chaos

    Level 5 · 8,000 gold · 7 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Chaos Undivided corruption: +2
    • Grants 5 construction slots in the settlement
    • Income generated: 400
    • Growth: +40
    • Adds walls to the settlement
  6. Dreadhold Fortress

    Level 6 · 16,000 gold · 8 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Chaos Undivided corruption: +2
    • Grants 7 construction slots in the settlement
    • Income generated: 500
    • Growth: +50
    • Adds walls to the settlement

Province Capital

  1. Ruined City

    Level 1 · 1 turn

    • Slaanesh corruption: +2
  2. Dedicated Hovel

    Level 2 · 1,000 gold · 4 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Slaanesh corruption: +2
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +10
    • Adds walls to the settlement

    Unlocks

  3. Dedicated Village

    Level 3 · 2,000 gold · 5 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Slaanesh corruption: +2
    • Grants 2 construction slots in the settlement
    • Income generated: 200
    • Growth: +20
    • Adds walls to the settlement
  4. Dedicated Town

    Level 4 · 4,000 gold · 6 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Slaanesh corruption: +2
    • Grants 3 construction slots in the settlement
    • Income generated: 300
    • Growth: +30
    • Adds walls to the settlement
  5. Bastion of Chaos

    Level 5 · 8,000 gold · 7 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Slaanesh corruption: +2
    • Grants 5 construction slots in the settlement
    • Income generated: 400
    • Growth: +40
    • Adds walls to the settlement
  6. Dreadhold Fortress

    Level 6 · 16,000 gold · 8 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Slaanesh corruption: +2
    • Grants 7 construction slots in the settlement
    • Income generated: 500
    • Growth: +50
    • Adds walls to the settlement

Province Capital

  1. Ruined City

    Level 1 · 1 turn

    • Tzeentch corruption: +2
  2. Dedicated Hovel

    Level 2 · 1,000 gold · 4 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Tzeentch corruption: +2
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +10
    • Adds walls to the settlement

    Unlocks

  3. Dedicated Village

    Level 3 · 2,000 gold · 5 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Tzeentch corruption: +2
    • Grants 2 construction slots in the settlement
    • Income generated: 200
    • Growth: +20
    • Adds walls to the settlement
  4. Dedicated Town

    Level 4 · 4,000 gold · 6 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Tzeentch corruption: +2
    • Grants 3 construction slots in the settlement
    • Income generated: 300
    • Growth: +30
    • Adds walls to the settlement
  5. Bastion of Chaos

    Level 5 · 8,000 gold · 7 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Tzeentch corruption: +2
    • Grants 5 construction slots in the settlement
    • Income generated: 400
    • Growth: +40
    • Adds walls to the settlement
  6. Dreadhold Fortress

    Level 6 · 16,000 gold · 8 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Tzeentch corruption: +2
    • Grants 7 construction slots in the settlement
    • Income generated: 500
    • Growth: +50
    • Adds walls to the settlement

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

Dye Production

  1. Cultist Camp (Dyes)

    Level 1 · 500 gold · 1 turn

    • Tzeentch corruption: +1
    • Recruitment cost: -5% for Tzeentch units (local province)
    • Tzeentch glory generated: 2
  2. Cultist Outpost (Dyes)

    Level 2 · 1,000 gold · 2 turns

    • Tzeentch corruption: +2
    • Recruitment cost: -10% for Tzeentch units (local province)
    • Tzeentch glory generated: 3
  3. Cultist Enclave (Dyes)

    Level 3 · 2,000 gold · 3 turns

    • Tzeentch corruption: +3
    • Recruitment cost: -15% for Tzeentch units (local province)
    • Tzeentch glory generated: 5

Exotic Animals

  1. Cultist Camp (Animals)

    Level 1 · 500 gold · 1 turn

    • Nurgle corruption: +1
    • Recruitment cost: -5% for Nurgle units (local province)
    • Nurgle glory generated: 2
  2. Cultist Outpost (Animals)

    Level 2 · 1,000 gold · 2 turns

    • Nurgle corruption: +2
    • Recruitment cost: -10% for Nurgle units (local province)
    • Nurgle glory generated: 3
  3. Cultist Enclave (Animals)

    Level 3 · 2,000 gold · 3 turns

    • Nurgle corruption: +3
    • Recruitment cost: -15% for Nurgle units (local province)
    • Nurgle glory generated: 5

Gem Mining

  1. Cultist Camp (Gems)

    Level 1 · 500 gold · 1 turn

    • Slaanesh corruption: +1
    • Recruitment cost: -5% for Slaanesh units (local province)
    • Slaanesh glory generated: 2
  2. Cultist Outpost (Gems)

    Level 2 · 1,000 gold · 2 turns

    • Slaanesh corruption: +2
    • Recruitment cost: -10% for Slaanesh units (local province)
    • Slaanesh glory generated: 3
  3. Cultist Enclave (Gems)

    Level 3 · 2,000 gold · 3 turns

    • Slaanesh corruption: +3
    • Recruitment cost: -15% for Slaanesh units (local province)
    • Slaanesh glory generated: 5

Gold Mining

  1. Cultist Camp (Gold)

    Level 1 · 500 gold · 1 turn

    • Slaanesh corruption: +1
    • Recruitment cost: -5% for Slaanesh units (local province)
    • Slaanesh glory generated: 2
  2. Cultist Outpost (Gold)

    Level 2 · 1,000 gold · 2 turns

    • Slaanesh corruption: +2
    • Recruitment cost: -10% for Slaanesh units (local province)
    • Slaanesh glory generated: 3
  3. Cultist Enclave (Gold)

    Level 3 · 2,000 gold · 3 turns

    • Slaanesh corruption: +3
    • Recruitment cost: -15% for Slaanesh units (local province)
    • Slaanesh glory generated: 5

Income

  1. Brass Tower

    Level 1 · 500 gold · 1 turn

    • Income generated: 100
  2. Gibbets & Gallows

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 200
  3. Field of Bones

    Level 3 · 1,500 gold · 3 turns

    • Income generated: 300
  4. Offerings to Karanak

    Level 4 · 2,000 gold · 4 turns

    • Income generated: 400

Income

  1. Plague Vault

    Level 1 · 500 gold · 1 turn

    • Income generated: 100
  2. Great Nest of Flies

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 200
  3. Captives of Decay

    Level 3 · 1,500 gold · 3 turns

    • Income generated: 300
  4. Bilious Altar

    Level 4 · 2,000 gold · 4 turns

    • Income generated: 400

Income

  1. Vault of Pheromones

    Level 1 · 500 gold · 1 turn

    • Income generated: 100
  2. Aroma Merchant

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 200
  3. Dark Perfumery

    Level 3 · 1,500 gold · 3 turns

    • Income generated: 300
  4. Perfume House

    Level 4 · 2,000 gold · 4 turns

    • Income generated: 400

Income

  1. Soaring Siphon

    Level 1 · 500 gold · 1 turn

    • Income generated: 100
  2. The Architects' Column

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 200
  3. The Nine Ascents

    Level 3 · 1,500 gold · 3 turns

    • Income generated: 300
  4. Silver Spire

    Level 4 · 2,000 gold · 4 turns

    • Income generated: 400

Iron Mining

  1. Cultist Camp (Iron)

    Level 1 · 500 gold · 1 turn

    • Khorne corruption: +1
    • Recruitment cost: -5% for Khorne units (local province)
    • Khorne glory generated: 2
  2. Cultist Outpost (Iron)

    Level 2 · 1,000 gold · 2 turns

    • Khorne corruption: +2
    • Recruitment cost: -10% for Khorne units (local province)
    • Khorne glory generated: 3
  3. Cultist Enclave (Iron)

    Level 3 · 2,000 gold · 3 turns

    • Khorne corruption: +3
    • Recruitment cost: -15% for Khorne units (local province)
    • Khorne glory generated: 5

Marble Quarry

  1. Cultist Camp (Marble)

    Level 1 · 500 gold · 1 turn

    • Tzeentch corruption: +1
    • Recruitment cost: -5% for Tzeentch units (local province)
    • Tzeentch glory generated: 2
  2. Cultist Outpost (Marble)

    Level 2 · 1,000 gold · 2 turns

    • Tzeentch corruption: +2
    • Recruitment cost: -10% for Tzeentch units (local province)
    • Tzeentch glory generated: 3
  3. Cultist Enclave (Marble)

    Level 3 · 2,000 gold · 3 turns

    • Tzeentch corruption: +3
    • Recruitment cost: -15% for Tzeentch units (local province)
    • Tzeentch glory generated: 5

Medicine Production

  1. Cultist Camp (Medicine)

    Level 1 · 500 gold · 1 turn

    • Nurgle corruption: +1
    • Recruitment cost: -5% for Nurgle units (local province)
    • Nurgle glory generated: 2
  2. Cultist Outpost (Medicine)

    Level 2 · 1,000 gold · 2 turns

    • Nurgle corruption: +2
    • Recruitment cost: -10% for Nurgle units (local province)
    • Nurgle glory generated: 3
  3. Cultist Enclave (Medicine)

    Level 3 · 2,000 gold · 3 turns

    • Nurgle corruption: +3
    • Recruitment cost: -15% for Nurgle units (local province)
    • Nurgle glory generated: 5

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. Cultist Camp (Obsidian)

    Level 1 · 500 gold · 1 turn

    • Khorne corruption: +1
    • Recruitment cost: -5% for Khorne units (local province)
    • Khorne glory generated: 2
  2. Cultist Outpost (Obsidian)

    Level 2 · 1,000 gold · 2 turns

    • Khorne corruption: +2
    • Recruitment cost: -10% for Khorne units (local province)
    • Khorne glory generated: 3
  3. Cultist Enclave (Obsidian)

    Level 3 · 2,000 gold · 3 turns

    • Khorne corruption: +3
    • Recruitment cost: -15% for Khorne units (local province)
    • Khorne glory generated: 5

Orchards

  1. Cultist Camp (Wine)

    Level 1 · 500 gold · 1 turn

    • Slaanesh corruption: +1
    • Recruitment cost: -5% for Slaanesh units (local province)
    • Slaanesh glory generated: 2
  2. Cultist Outpost (Wine)

    Level 2 · 1,000 gold · 2 turns

    • Slaanesh corruption: +2
    • Recruitment cost: -10% for Slaanesh units (local province)
    • Slaanesh glory generated: 3
  3. Cultist Enclave (Wine)

    Level 3 · 2,000 gold · 3 turns

    • Slaanesh corruption: +3
    • Recruitment cost: -15% for Slaanesh units (local province)
    • Slaanesh glory generated: 5

Pastures

  1. Cultist Camp (Pasture)

    Level 1 · 500 gold · 1 turn

    • Nurgle corruption: +1
    • Recruitment cost: -5% for Nurgle units (local province)
    • Nurgle glory generated: 2
  2. Cultist Outpost (Pasture)

    Level 2 · 1,000 gold · 2 turns

    • Nurgle corruption: +2
    • Recruitment cost: -10% for Nurgle units (local province)
    • Nurgle glory generated: 3
  3. Cultist Enclave (Pasture)

    Level 3 · 2,000 gold · 3 turns

    • Nurgle corruption: +3
    • Recruitment cost: -15% for Nurgle units (local province)
    • Nurgle glory generated: 5

Port

  1. Ruined Docks

    Level 1 · 1 turn

  2. Infernal Harbour

    Level 2 · 1,500 gold · 3 turns

    • Income generated: 100
    • Growth: +10
  3. Hell Port

    Level 3 · 3,000 gold · 5 turns

    • Income generated: 300
    • Growth: +20
  4. Eye of Terror

    Level 4 · 6,000 gold · 7 turns

    • Income generated: 500
    • Growth: +30

Pottery Production

  1. Cultist Camp (Pottery)

    Level 1 · 500 gold · 1 turn

    • Tzeentch corruption: +1
    • Recruitment cost: -5% for Tzeentch units (local province)
    • Tzeentch glory generated: 2
  2. Cultist Outpost (Pottery)

    Level 2 · 1,000 gold · 2 turns

    • Tzeentch corruption: +2
    • Recruitment cost: -10% for Tzeentch units (local province)
    • Tzeentch glory generated: 3
  3. Cultist Enclave (Pottery)

    Level 3 · 2,000 gold · 3 turns

    • Tzeentch corruption: +3
    • Recruitment cost: -15% for Tzeentch units (local province)
    • Tzeentch glory generated: 5

Protection

  1. Warpstone Locus

    Level 1 · 2,000 gold · 2 turns

    • Chance of a plague spreading: -50%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 1 turns
    • Chaos Rifts will not appear in this province
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Chaos Undivided corruption: +3
  2. Warpstone Traps

    Level 2 · 3,000 gold · 4 turns

    • Chance of a plague spreading: -50%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 2 turns
    • Chaos Rifts will not appear in this province (local province)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Chaos Undivided corruption: +4
  3. Guarded Warpstone

    Level 3 · 4,000 gold · 5 turns

    • Chance of a plague spreading: -50%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 3 turns
    • Chaos Rifts will not appear in this province (local province)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Chaos Undivided corruption in adjacent provinces: +2
    • Chaos Undivided corruption: +5

Saltmaking

  1. Cultist Camp (Salt)

    Level 1 · 500 gold · 1 turn

    • Khorne corruption: +1
    • Recruitment cost: -5% for Khorne units (local province)
    • Khorne glory generated: 2
  2. Cultist Outpost (Salt)

    Level 2 · 1,000 gold · 2 turns

    • Khorne corruption: +2
    • Recruitment cost: -10% for Khorne units (local province)
    • Khorne glory generated: 3
  3. Cultist Enclave (Salt)

    Level 3 · 2,000 gold · 3 turns

    • Khorne corruption: +3
    • Recruitment cost: -15% for Khorne units (local province)
    • Khorne glory generated: 5

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. Cultist Camp (Spices)

    Level 1 · 500 gold · 1 turn

    • Slaanesh corruption: +1
    • Recruitment cost: -5% for Slaanesh units (local province)
    • Slaanesh glory generated: 2
  2. Cultist Outpost (Spices)

    Level 2 · 1,000 gold · 2 turns

    • Slaanesh corruption: +2
    • Recruitment cost: -10% for Slaanesh units (local province)
    • Slaanesh glory generated: 3
  3. Cultist Enclave (Spices)

    Level 3 · 2,000 gold · 3 turns

    • Slaanesh corruption: +3
    • Recruitment cost: -15% for Slaanesh units (local province)
    • Slaanesh glory generated: 5

Tusks

  1. Cultist Camp (Tusks)

    Level 1 · 500 gold · 1 turn

    • Tzeentch corruption: +1
    • Recruitment cost: -5% for Tzeentch units (local province)
    • Tzeentch glory generated: 2
  2. Cultist Outpost (Tusks)

    Level 2 · 1,000 gold · 2 turns

    • Tzeentch corruption: +2
    • Recruitment cost: -10% for Tzeentch units (local province)
    • Tzeentch glory generated: 3
  3. Cultist Enclave (Tusks)

    Level 3 · 2,000 gold · 3 turns

    • Tzeentch corruption: +3
    • Recruitment cost: -15% for Tzeentch units (local province)
    • Tzeentch glory generated: 5

Wild Game

  1. Cultist Camp (Furs)

    Level 1 · 500 gold · 1 turn

    • Nurgle corruption: +1
    • Recruitment cost: -5% for Nurgle units (local province)
    • Nurgle glory generated: 2
  2. Cultist Outpost (Furs)

    Level 2 · 1,000 gold · 2 turns

    • Nurgle corruption: +2
    • Recruitment cost: -10% for Nurgle units (local province)
    • Nurgle glory generated: 3
  3. Cultist Enclave (Furs)

    Level 3 · 2,000 gold · 3 turns

    • Nurgle corruption: +3
    • Recruitment cost: -15% for Nurgle units (local province)
    • Nurgle glory generated: 5

Woodlands

  1. Cultist Camp (Wood)

    Level 1 · 500 gold · 1 turn

    • Khorne corruption: +1
    • Recruitment cost: -5% for Khorne units (local province)
    • Khorne glory generated: 2
  2. Cultist Outpost (Wood)

    Level 2 · 1,000 gold · 2 turns

    • Khorne corruption: +2
    • Recruitment cost: -10% for Khorne units (local province)
    • Khorne glory generated: 3
  3. Cultist Enclave (Wood)

    Level 3 · 2,000 gold · 3 turns

    • Khorne corruption: +3
    • Recruitment cost: -15% for Khorne units (local province)
    • Khorne glory generated: 5

Public order

Control

  1. Eight-Fold Path

    Level 1 · 1,000 gold · 1 turn

    • Control: +2
  2. Sixty-Four-Fold Path

    Level 2 · 1,500 gold · 2 turns

    • Control: +3
  3. The 4096th Way

    Level 3 · 2,000 gold · 3 turns

    • Control: +4
  4. The Skulltaker's Modus

    Level 4 · 3,000 gold · 4 turns

    • Control: +8

Control

  1. Seventh Mortuary

    Level 1 · 1,000 gold · 1 turn

    • Control: +2
  2. Liber Bacterium

    Level 2 · 1,500 gold · 2 turns

    • Control: +3
  3. Daemonic Assembly

    Level 3 · 2,000 gold · 3 turns

    • Control: +4
  4. Daemonic Cavalcade

    Level 4 · 3,000 gold · 4 turns

    • Control: +8

Control

  1. Carnal Dens

    Level 1 · 1,000 gold · 1 turn

    • Control: +2
  2. Inn of Excess

    Level 2 · 1,500 gold · 2 turns

    • Control: +3
  3. Masochists' Lodge

    Level 3 · 2,000 gold · 3 turns

    • Control: +4
  4. Brothel of Six Senses

    Level 4 · 3,000 gold · 4 turns

    • Control: +8

Control

  1. Condors of the Steppes

    Level 1 · 1,000 gold · 1 turn

    • Control: +2
  2. Convocation of Agitators

    Level 2 · 1,500 gold · 2 turns

    • Control: +3
  3. Mirror of Fates

    Level 3 · 2,000 gold · 3 turns

    • Control: +4
  4. Occult Aviary

    Level 4 · 3,000 gold · 4 turns

    • Control: +8

Reverence

  1. Pit of Massacres

    Level 1 · 1,000 gold · 1 turn

    • Khorne corruption: +2
    • Khorne glory generated: 3
    • Income generated: 100
    • Casualty replenishment rate: +1% (armies in local province)
  2. Death Podium

    Level 2 · 1,500 gold · 2 turns

    • Khorne corruption: +4
    • Khorne glory generated: 6
    • Income generated: 150
    • Casualty replenishment rate: +2% (armies in local province)
  3. Crucible of Blood

    Level 3 · 2,000 gold · 3 turns

    • Hero capacity: +1 for Bloodreapers
    • Khorne corruption: +6
    • Khorne glory generated: 9
    • Income generated: 200
    • Casualty replenishment rate: +3% (armies in local province)
  4. Slaughtercage

    Level 4 · 3,000 gold · 4 turns

    • Hero capacity: +1 for Bloodreapers
    • Khorne corruption: +8
    • Khorne glory generated: 12
    • Income generated: 250
    • Casualty replenishment rate: +4% (armies in local province)
  5. Khornate Coliseum

    Level 5 · 4,000 gold · 5 turns

    • Hero capacity: +1 for Bloodreapers
    • Khorne corruption: +10
    • Khorne glory generated: 15
    • Income generated: 300
    • Casualty replenishment rate: +5% (armies in local province)

Reverence

  1. Plague Doctor's Surgery

    Level 1 · 1,000 gold · 1 turn

    • Nurgle corruption: +2
    • Nurgle glory generated: 3
    • Income generated: 100
    • Casualty replenishment rate: +1% (armies in local province)
  2. Leprosarium

    Level 2 · 1,500 gold · 2 turns

    • Nurgle corruption: +4
    • Nurgle glory generated: 6
    • Income generated: 150
    • Casualty replenishment rate: +2% (armies in local province)
  3. Plaguelord's Almshouse

    Level 3 · 2,000 gold · 3 turns

    • Hero capacity: +1 for Plagueridden
    • Nurgle corruption: +6
    • Nurgle glory generated: 9
    • Income generated: 200
    • Casualty replenishment rate: +3% (armies in local province)
  4. The Grand Morgue

    Level 4 · 3,000 gold · 4 turns

    • Hero capacity: +1 for Plagueridden
    • Nurgle corruption: +8
    • Nurgle glory generated: 12
    • Income generated: 250
    • Casualty replenishment rate: +4% (armies in local province)
  5. Putrefaction Mound

    Level 5 · 4,000 gold · 5 turns

    • Hero capacity: +1 for Plagueridden
    • Nurgle corruption: +10
    • Nurgle glory generated: 15
    • Income generated: 300
    • Casualty replenishment rate: +5% (armies in local province)

Reverence

  1. Gallery of Delusions

    Level 1 · 1,000 gold · 1 turn

    • Slaanesh corruption: +2
    • Slaanesh glory generated: 3
    • Income generated: 100
    • Casualty replenishment rate: +1% (armies in local province)
  2. Halls of Ovation

    Level 2 · 1,500 gold · 2 turns

    • Slaanesh corruption: +4
    • Slaanesh glory generated: 6
    • Income generated: 150
    • Casualty replenishment rate: +2% (armies in local province)
  3. Pagaents of Perfection

    Level 3 · 2,000 gold · 3 turns

    • Hero capacity: +1 for Exalted Heroes of Slaanesh
    • Hero capacity: +1 for Alluresses
    • Slaanesh corruption: +6
    • Slaanesh glory generated: 9
    • Income generated: 200
    • Casualty replenishment rate: +3% (armies in local province)
  4. The Eternal Banquet

    Level 4 · 3,000 gold · 4 turns

    • Hero capacity: +1 for Exalted Heroes of Slaanesh
    • Hero capacity: +1 for Alluresses
    • Slaanesh corruption: +8
    • Slaanesh glory generated: 12
    • Income generated: 250
    • Casualty replenishment rate: +4% (armies in local province)
  5. Baroque Pavane

    Level 5 · 4,000 gold · 5 turns

    • Hero capacity: +1 for Exalted Heroes of Slaanesh
    • Hero capacity: +1 for Alluresses
    • Slaanesh corruption: +10
    • Slaanesh glory generated: 15
    • Income generated: 300
    • Casualty replenishment rate: +5% (armies in local province)

Reverence

  1. Scrying Crystal

    Level 1 · 1,000 gold · 1 turn

    • Tzeentch corruption: +2
    • Tzeentch glory generated: 3
    • Income generated: 100
    • Casualty replenishment rate: +1% (armies in local province)
  2. Conjuring Stones

    Level 2 · 1,500 gold · 2 turns

    • Tzeentch corruption: +4
    • Tzeentch glory generated: 6
    • Income generated: 150
    • Casualty replenishment rate: +2% (armies in local province)
  3. Augural Charts

    Level 3 · 2,000 gold · 3 turns

    • Hero capacity: +1 for Iridescent Horrors
    • Tzeentch corruption: +6
    • Tzeentch glory generated: 9
    • Income generated: 200
    • Casualty replenishment rate: +3% (armies in local province)
  4. Gyroscope Room

    Level 4 · 3,000 gold · 4 turns

    • Hero capacity: +1 for Iridescent Horrors
    • Tzeentch corruption: +8
    • Tzeentch glory generated: 12
    • Income generated: 250
    • Casualty replenishment rate: +4% (armies in local province)
  5. Thaumaturgic Orrery

    Level 5 · 4,000 gold · 5 turns

    • Hero capacity: +1 for Iridescent Horrors
    • Tzeentch corruption: +10
    • Tzeentch glory generated: 15
    • Income generated: 300
    • Casualty replenishment rate: +5% (armies in local province)

Summoning

  1. Totem of the Hound

    Level 1 · 500 gold · 1 turn

    • Recruitment cost: -5% for Khorne units
    • Growth: +10
  2. Iron Gargoyles

    Level 2 · 1,000 gold · 2 turns

    • Recruitment cost: -10% for Khorne units
    • Growth: +20
  3. Khornate Inscriptions

    Level 3 · 1,500 gold · 3 turns

    • Recruitment cost: -15% for Khorne units
    • Growth: +30
  4. Skull of Skulls

    Level 4 · 2,000 gold · 4 turns

    • Recruitment cost: -20% for Khorne units
    • Growth: +40

Summoning

  1. Totem of the Crow

    Level 1 · 500 gold · 1 turn

    • Recruitment cost: -5% for Nurgle units
    • Growth: +20
  2. Well of Contagions

    Level 2 · 1,000 gold · 2 turns

    • Recruitment cost: -10% for Nurgle units
    • Growth: +30
  3. Quagmire of Waste

    Level 3 · 1,500 gold · 3 turns

    • Recruitment cost: -15% for Nurgle units
    • Growth: +40
  4. Cankerous Patch

    Level 4 · 2,000 gold · 4 turns

    • Recruitment cost: -20% for Nurgle units
    • Growth: +50

Summoning

  1. Totem of the Serpent

    Level 1 · 500 gold · 1 turn

    • Recruitment cost: -5% for Slaanesh units
    • Growth: +10
  2. Glittering Statuary

    Level 2 · 1,000 gold · 2 turns

    • Recruitment cost: -10% for Slaanesh units
    • Growth: +20
  3. Dark Prince’s Stave

    Level 3 · 1,500 gold · 3 turns

    • Recruitment cost: -15% for Slaanesh units
    • Growth: +30
  4. Hedonists’ Altar

    Level 4 · 2,000 gold · 4 turns

    • Recruitment cost: -20% for Slaanesh units
    • Growth: +40

Summoning

  1. Totem of the Eagle

    Level 1 · 500 gold · 1 turn

    • Recruitment cost: -5% for Tzeentch units
    • Growth: +10
  2. Haruspex Tent

    Level 2 · 1,000 gold · 2 turns

    • Recruitment cost: -10% for Tzeentch units
    • Growth: +20
  3. Forbidden Tomes

    Level 3 · 1,500 gold · 3 turns

    • Recruitment cost: -15% for Tzeentch units
    • Growth: +30
  4. Sundial of the Weaver

    Level 4 · 2,000 gold · 4 turns

    • Recruitment cost: -20% for Tzeentch units
    • Growth: +40

Landmarks

Show 14 landmark buildings (unique buildings in particular settlements) ▾

Landmark

Ruined Ogham Stones Level 1 · 2,000 gold · 3 turns

Empower 3 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1

Ogham Stones Level 2 · 6,000 gold · 4 turns

Empower 6 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +10 (factionwide) · Unit capacity: +1 Bone Giant · Income from all buildings: +5% (local province) · Control: +2

Unlocks: Fimir Warriors, Giant, Norscan Giant, Bone Giant, Fimir Warriors (Great Weapons)

Empowered Ogham Stones Level 3 · 10,000 gold · 5 turns

Empower 9 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +20 (factionwide) · Unit capacity: +2 Bone Giant · Income from all buildings: +10% (local province) · Control: +9

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

Asuryan Worship

Flame of Asuryan Level 1 · 2,000 gold · 3 turns

Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Control: +5 · Lord recruit rank: +1 (factionwide)

Daemon Gate

Ruined Gate Level 1 · 1 turn

Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Attrition: -10% when under siege (armies in region) · Growth: +40

Occupied Gate (Fortress) Level 3 · 2,000 gold · 4 turns

Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Attrition: -10% when under siege (armies in region) · Growth: +50

Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 5 turns

Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Attrition: -10% when under siege (armies in region) · Growth: +60

Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 6 turns

Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Attrition: -10% when under siege (armies in region) · Growth: +70

Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 7 turns

Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Attrition: -10% when under siege (armies in region) · Growth: +80

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

Hidden Oasis

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

Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Growth: +30

Buried Caravanserai Level 2 · 6,000 gold · 2 turns

Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Income generated: 200 · Income from trade tariffs: +10% · Growth: +30

Khaine Worship

Abandoned Shrine of Widowmaker Level 1 · 2,000 gold · 2 turns

Corruption: -5 · Income from post-battle loot: +5% (factionwide)

Shrine of Widowmaker Level 2 · 4,000 gold · 10 turns

Chaos Undivided corruption: +15 · Khorne corruption: +15 · Nurgle corruption: +15 · Corruption: -15 · Skaven corruption: +15 · Slaanesh corruption: +15 · Tzeentch corruption: +15 · Vampiric corruption: +15 · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (factionwide)

Landmark

The Altar of Ultimate Darkness Level 1 · 6,000 gold · 7 turns

Winds of Magic power reserve capacity: +3 (all armies) · Income from all buildings: +5% (local province) · Lord recruit rank: +1 (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

Pyramid

Vault of Nagash Level 1 · 6,000 gold · 20 turns

Vampiric corruption: +20 (local region) · Winds of Magic power reserve capacity: +15 (all armies) · Hero recruit rank: +3 (all provinces) · Spell resistance: 10% (all armies) · Lord recruit rank: +3 (factionwide)

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 Temple of Hashut

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

Oathgold: 30 per turn · Diplomatic relations: -50 with Chaos Dwarfs · Empower 5 Sigils within the Black Pyramid · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10

The Throne of Chaos

The Throne of Chaos Level 1 · 8,000 gold · 4 turns

Diplomatic relations: +15 with Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Beastmen and Norsca (factionwide) · Income generated: 750 · Control: +3 (factionwide)