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

Dwarfs buildings

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

Recruitment

Air Frame

5 levels · unlocks Miners (Blasting Charges), Slayer Pirates, Slayers, Giant Slayers, Doomseekers

  1. Basic Airship Frame

    Level 1 · 1 turn

    • Army ability: "Spirit of Grungni"
    • Horde recruitment capacity +1
    • Horde growth: +10

    Unlocks

  2. Hardened Hull

    Level 2 · 2,500 gold · 1 turn

    • Unlocks Hero recruitment: Dragon Slayer
    • Army ability: "Spirit of Grungni"
    • Horde recruitment capacity +1
    • Horde growth: +10

    Unlocks

  3. Rune Inscribed Frame

    Level 3 · 5,000 gold · 1 turn

    • Hero capacity: +1 for Dragon Slayers
    • Unlocks Hero recruitment: Dragon Slayer
    • Army ability: "Spirit of Grungni"
    • Horde recruitment capacity +2
    • Horde growth: +10

    Unlocks

  4. Reinforced Airship Frame

    Level 4 · 7,500 gold · 1 turn

    • Hero capacity: +2 for Dragon Slayers
    • Unlocks Hero recruitment: Dragon Slayer
    • Army ability: "Spirit of Grungni"
    • Horde recruitment capacity +2
    • Horde growth: +10
  5. Rune-Etched Hull

    Level 5 · 10,000 gold · 1 turn

    • Hero capacity: +2 for Dragon Slayers
    • Unlocks Hero recruitment: Dragon Slayer
    • Army ability: "Spirit of Grungni"
    • Horde recruitment capacity +3
    • Horde growth: +10

Artillery Workshop

3 levels · unlocks Bolt Throwers, Grudge Throwers, Cannons, Goblin Hewers, Organ Guns, Flame Cannons

  1. Compact Forge

    Level 1 · 4,000 gold · 1 turn

    Unlocks

  2. Streamlined Smelters

    Level 2 · 6,000 gold · 1 turn

    Unlocks

  3. Automated Foundry

    Level 3 · 8,000 gold · 1 turn

    Unlocks

Barracks

3 levels · unlocks Dwarf Warriors, Dwarf Warriors (Great Weapons), Quarrellers (Great Weapons), Quarrellers, Longbeards, Longbeards (Great Weapons)

  1. Bunks

    Level 1 · 2,000 gold · 1 turn

    Unlocks

  2. Billets

    Level 2 · 4,000 gold · 1 turn

    Unlocks

  3. Barracks

    Level 3 · 6,000 gold · 1 turn

    Unlocks

Barracks

3 levels · unlocks Miners (Blasting Charges), Dwarf Warriors (Great Weapons), Dwarf Warriors, Quarrellers (Great Weapons), Quarrellers, Longbeards (Great Weapons), Longbeards

  1. Sparring Chamber

    Level 1 · 1,000 gold · 1 turn

    Unlocks

  2. Clan Barracks

    Level 2 · 2,000 gold · 2 turns

    • Unlocks Hero recruitment: Thane

    Unlocks

  3. Mustering Hall

    Level 3 · 3,000 gold · 3 turns

    • Hero capacity: +1 for Thanes
    • Unlocks Hero recruitment: Thane
    • Hero recruit rank: +1 for Thanes

    Unlocks

Engineering

4 levels · unlocks Gyrocopters, Gyrocopters (Brimstone Guns), Gyrobombers, Thunderbarge

  1. Tinker's Den

    Level 1 · 2,000 gold · 3 turns

    • Unlocks Hero recruitment: Master Engineer
    • Research rate: +2

    Unlocks

  2. Engineer's Workshop

    Level 2 · 4,000 gold · 4 turns

    • Hero capacity: +1 for Master Engineers
    • Unlocks Hero recruitment: Master Engineer
    • Research rate: +3

    Unlocks

  3. Engineers' Guild Hall

    Level 3 · 6,000 gold · 5 turns

    • Hero capacity: +2 for Master Engineers
    • Unlocks Hero recruitment: Master Engineer
    • Hero recruit rank: +1 for Master Engineers
    • Research rate: +4

    Unlocks

  4. Guild Masters' Council

    Level 4 · 10,000 gold · 6 turns

    • Hero capacity: +2 for Master Engineers
    • Unlocks Hero recruitment: Master Engineer
    • Hero recruit rank: +2 for Master Engineers
    • Research rate: +5

    Unlocks

Engineering Workshop

3 levels · unlocks Gyrocopters (Brimstone Guns), Gyrocopters, Gyrobombers, Thunderbarge

  1. Engineering Workbench

    Level 1 · 8,000 gold · 1 turn

    • Unlocks Hero recruitment: Master Engineer

    Unlocks

  2. Engineer's Compartment

    Level 2 · 10,000 gold · 1 turn

    • Hero capacity: +1 for Master Engineers
    • Unlocks Hero recruitment: Master Engineer

    Unlocks

  3. Assembly Line

    Level 3 · 12,000 gold · 1 turn

    • Hero capacity: +2 for Master Engineers
    • Unlocks Hero recruitment: Master Engineer

    Unlocks

Guild Workshops

4 levels · unlocks Bolt Throwers, Grudge Throwers, Cannons, Goblin Hewers, Flame Cannons, Organ Guns

  1. Siege Workshop

    Level 1 · 2,000 gold · 3 turns

    • Recruit rank: +1 for all units

    Unlocks

  2. Gunsmith's Forge

    Level 2 · 4,000 gold · 4 turns

    • Recruit rank: +2 for all units

    Unlocks

  3. Foundry

    Level 3 · 6,000 gold · 5 turns

    • Recruit rank: +2 for all units
    • Lord recruit rank: +1 (factionwide)

    Unlocks

  4. Hangar

    Level 4 · 10,000 gold · 6 turns

Infantry Workshop

2 levels · unlocks Thunderers, Irondrakes, Irondrakes (Trollhammer Torpedoes), Thunderers (Grudge-Rakers)

  1. Arms Store

    Level 1 · 4,000 gold · 1 turn

    Unlocks

  2. Arms Locker

    Level 2 · 6,000 gold · 1 turn

    Unlocks

Infantry Workshops

2 levels · unlocks Thunderers, Irondrakes, Thunderers (Grudge-Rakers), Irondrakes (Trollhammer Torpedoes)

  1. Arms Forge

    Level 1 · 2,000 gold · 3 turns

    Unlocks

  2. Arms Foundry

    Level 2 · 3,000 gold · 4 turns

    Unlocks

Rangers

2 levels · unlocks Rangers (Great Weapons), Rangers, Bugman's Rangers

  1. Ranger Outpost

    Level 1 · 2,000 gold · 3 turns

    • Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in region)
    • Campaign line of sight: +50% (all armies in this region and adjacent regions)

    Unlocks

  2. Ranger Barracks

    Level 2 · 3,000 gold · 4 turns

    • Campaign movement range: -15% for enemy armies starting their turn in this region (enemy armies in region)
    • Campaign line of sight: +100% (all armies in this region and adjacent regions)

    Unlocks

Slayer Cult

2 levels · unlocks Slayer Pirates, Slayers, Giant Slayers, Doomseekers

  1. Slayer Shrine

    Level 1 · 3,000 gold · 4 turns

    • Unlocks Hero recruitment: Dragon Slayer

    Unlocks

  2. Monument of Grimnir

    Level 2 · 4,500 gold · 5 turns

    • Hero capacity: +1 for Dragon Slayers
    • Unlocks Hero recruitment: Dragon Slayer

    Unlocks

Smithy

4 levels · unlocks Hammerers, Ironbreakers

  1. Armoury

    Level 1 · 2,000 gold · 3 turns

    • Unlocks Hero recruitment: Runesmith
    • Local recruitment capacity: +1
  2. Gromril Forge

    Level 2 · 4,000 gold · 4 turns

    • Hero capacity: +1 for Runesmiths
    • Unlocks Hero recruitment: Runesmith
    • Hero recruit rank: +1 for Runesmiths
    • Local recruitment capacity: +1

    Unlocks

  3. Runeforge

    Level 3 · 6,000 gold · 5 turns

    • Hero capacity: +2 for Runesmiths
    • Unlocks Hero recruitment: Runesmith
    • Hero recruit rank: +2 for Runesmiths
    • Local recruitment capacity: +2

    Unlocks

  4. Runelords’ Hall

    Level 4 · 10,000 gold · 6 turns

    • Hero capacity: +2 for Runesmiths
    • Unlocks Hero recruitment: Runesmith
    • Hero recruit rank: +2 for Runesmiths
    • Global recruitment capacity: +1
    • Local recruitment capacity: +2

Beer Taps

3 levels

  1. Beer Hall

    Level 1 · 1,500 gold · 1 turn

    • Recruitment cost: -10%
    • Upkeep: -5%
    • Dwarf beer resource production: 5 kegs
  2. Mess Hall

    Level 2 · 3,000 gold · 1 turn

    • Recruitment cost: -20%
    • Upkeep: -10%
    • Dwarf beer resource production: 10 kegs
  3. Air Distillery

    Level 3 · 5,000 gold · 1 turn

    • Recruitment cost: -20% (this force and all forces in circle of influence)
    • Upkeep: -15%
    • Dwarf beer resource production: 20 kegs

Cargo Hold

3 levels

  1. Cargo Racks

    Level 1 · 1,500 gold · 1 turn

    • Casualty replenishment rate: +4%
    • Horde growth: +5
  2. Storage Hold

    Level 2 · 4,000 gold · 1 turn

    • Casualty replenishment rate: +8%
    • Attrition: -30% casualties suffered from all attrition
    • Horde growth: +10
  3. Optimised External Access Port

    Level 3 · 8,000 gold · 1 turn

    • Casualty replenishment rate: +8% (this force and all forces in circle of influence)
    • Attrition: -30% casualties suffered from all attrition (this force and all forces in circle of influence)
    • Horde growth: +10

Crew Training

3 levels

  1. Target Practice Dummy

    Level 1 · 750 gold · 1 turn

    • Unit experience gain per turn: +150
  2. Shooting Gallery

    Level 2 · 1,500 gold · 1 turn

    • Unit experience gain per turn: +300
    • Recruit rank: +1 for all units
  3. Firing Range

    Level 3 · 3,000 gold · 1 turn

    • Unit experience gain per turn: +300 (this force and all forces in circle of influence)
    • Recruit rank: +2 for all units

Engines

3 levels

  1. Engine Room

    Level 1 · 2,500 gold · 1 turn

    • Ability: "Thunderburner Upgraded" for the Spirit of Grungni
    • Duration before Disengaging: +90 seconds for the "Spirit of Grungni" army ability
    • Campaign movement range: +5%
  2. Improved Engine Output

    Level 2 · 4,000 gold · 1 turn

    • Ability: "Thunderburner Upgraded" for the Spirit of Grungni
    • The Spirit of Grungni will no longer disengage during battle
    • Campaign movement range: +10%
  3. Larger Propellers

    Level 3 · 10,000 gold · 1 turn

    • Ability: "Thunderburner Upgraded" for the Spirit of Grungni
    • Army ability: "Spirit of Grungni" (this force and all forces in circle of influence)
    • The Spirit of Grungni will no longer disengage during battle
    • Campaign movement range: +10% (this force and all forces in circle of influence)

Flame of Ulric

1 level

  1. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

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

Garrison

1 level

  1. Outpost Garrison

    Level 1 · 2,000 gold · 2 turns

Garrison

2 levels

  1. Watch Room

    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. Guard Hall

    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

3 levels

  1. Dwarf Outpost

    Level 1 · 2,000 gold · 3 turns

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

    Level 2 · 4,000 gold · 4 turns

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

    Level 3 · 6,000 gold · 5 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)

Royal Guard

2 levels

  1. Hall of Oaths

    Level 1 · 5,000 gold · 4 turns

  2. Bakers' Guild Hall

    Level 2 · 2,500 gold · 4 turns

    • Casualty replenishment rate: +5% (armies in province)
    • Growth: +38

Support Radius

2 levels

  1. Signals System

    Level 1 · 2,500 gold · 1 turn

    • Circle of Influence size: +25%
    • Horde recruitment capacity +1
  2. Signals Network

    Level 2 · 5,000 gold · 1 turn

    • Circle of Influence size: +50%
    • Horde recruitment capacity +2

Walls

3 levels

  1. Gate

    Level 1 · 2,000 gold · 4 turns

    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Enemy Hero action success chance: -10%
    • Attrition: -5% when under siege (armies in region)
    • Leadership: +2 when under siege (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Bullets
  2. Reinforced Gate

    Level 2 · 4,000 gold · 5 turns

    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Enemy Hero action success chance: -15%
    • Attrition: -10% when under siege (armies in region)
    • Leadership: +4 when under siege (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Cannon Balls
  3. Runic Gate

    Level 3 · 6,000 gold · 6 turns

    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
    • Enemy Hero action success chance: -20%
    • Attrition: -15% when under siege (armies in region)
    • Leadership: +6 when under siege (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Fused Beer Kegs

Economy

Major Settlement

5 levels · unlocks Miners

  1. Ruined Dwarfhold

    Ruin

    • Corruption: -2
  2. Dwarf Mining Colony

    Level 1 · 1,200 gold · 3 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 1 construction slot in the settlement
    • Income generated: 80
    • Growth: +10
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

    Unlocks

  3. Dwarf Outpost

    Level 2 · 2,500 gold · 4 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 2 construction slots in the settlement
    • Income generated: 120
    • Growth: +20
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  4. Dwarf Keep

    Level 3 · 5,000 gold · 5 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 3 construction slots in the settlement
    • Income generated: 160
    • Growth: +30
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  5. Dwarfhold

    Level 4 · 10,000 gold · 6 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 5 construction slots in the settlement
    • Income generated: 200
    • Growth: +40
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  6. Great Hold

    Level 5 · 20,000 gold · 7 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 7 construction slots in the settlement
    • Income generated: 240
    • Growth: +50
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Minor Settlement

3 levels · unlocks Miners

  1. Ruined Dwarfhold

    Ruin

    • Corruption: -1
  2. Dwarf Mining Colony

    Level 1 · 1,200 gold · 3 turns

    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 1 construction slot in the settlement
    • Income generated: 80
    • Growth: +10

    Unlocks

  3. Dwarf Outpost

    Level 2 · 2,500 gold · 4 turns

    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 2 construction slots in the settlement
    • Income generated: 120
    • Growth: +20
  4. Dwarf Keep

    Level 3 · 5,000 gold · 5 turns

    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 3 construction slots in the settlement
    • Income generated: 160
    • Growth: +30

Anti-Vermintide

4 levels

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 2 turns · upkeep 500

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

Brewing

4 levels

  1. Ale Store

    Level 1 · 1,000 gold · 1 turn · pays back in 10 turns

    • Income generated: 100
    • Growth: +15
    • Control: +3
    • Dwarf beer resource production: 20 kegs
  2. Dwarf Brewery

    Level 2 · 2,000 gold · 2 turns · pays back in 13.3 turns

    • Income generated: 150
    • Growth: +22
    • Control: +4
    • Dwarf beer resource production: 30 kegs
  3. Renowned Brewery

    Level 3 · 3,000 gold · 3 turns · pays back in 15 turns

    • Income generated: 200
    • Growth: +30
    • Control: +5
    • Dwarf beer resource production: 45 kegs
  4. Brewmaster's Kettles

    Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns

    • Income generated: 300
    • Growth: +38
    • Control: +6
    • Dwarf beer resource production: 68 kegs

Brine

4 levels

  1. Brine Mining Pit

    Level 1 · 1,000 gold · 1 turn · pays back in 10 turns

    • Recruitment cost: -20% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
    • Income generated: 100
    • Salt resource production: 20 barrels
  2. Brine Mine

    Level 2 · 2,000 gold · 2 turns · pays back in 13.3 turns

    • Recruitment cost: -25% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
    • Recruit rank: +1 for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
    • Income generated: 150
    • Salt resource production: 30 barrels
  3. Saltworks

    Level 3 · 3,000 gold · 3 turns · pays back in 15 turns

    • Recruitment cost: -30% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
    • Recruit rank: +2 for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
    • Upkeep: -3% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (all armies)
    • Income generated: 200
    • Salt resource production: 45 barrels
  4. Saltworkers' Guild Hall

    Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns

    • Recruitment cost: -30% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
    • Recruit rank: +3 for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
    • Upkeep: -3% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (all armies)
    • Income generated: 300
    • Salt resource production: 68 barrels

Cinnabar Mining

4 levels

  1. Cinnabar Mining Pit

    Level 1 · 1,000 gold · 1 turn · pays back in 10 turns

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

    Level 2 · 2,000 gold · 2 turns · pays back in 13.3 turns

    • Income generated: 150
    • Dyes resource production: 30 ounces
  3. Dye-Makers' Plant

    Level 3 · 3,000 gold · 3 turns · pays back in 15 turns

    • Income generated: 200
    • Dyes resource production: 45 ounces
  4. Dyers' Guild Hall

    Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns

    • Income generated: 300
    • Dyes resource production: 68 ounces

Commerce

5 levels

  1. Trading Depot

    Level 1 · 1,000 gold · 1 turn · pays back in 5.6 turns

    • Oathgold: 10 per turn
    • Prevents construction of Trinket Maker building
    • Income generated: 180
  2. Trading Warehouse

    Level 2 · 2,000 gold · 2 turns · pays back in 7.4 turns

    • Oathgold: 20 per turn
    • Income generated: 270
  3. Guild Marketplace

    Level 3 · 3,000 gold · 3 turns · pays back in 8.3 turns

    • Oathgold: 30 per turn
    • Income generated: 360
  4. Guild Market District

    Level 4 · 4,500 gold · 4 turns · pays back in 10 turns

    • Oathgold: 40 per turn
    • Income generated: 450
  5. Traders' Guild Hall

    Level 5 · 6,000 gold · 5 turns · pays back in 11.1 turns

    • Oathgold: 50 per turn
    • Income generated: 540

Exotic Animals

4 levels

  1. Exotic Animal Tamer

    Level 1 · 1,000 gold · 1 turn · pays back in 10 turns

    • Income generated: 100
    • Exotic Animals resource production: 16 cages
  2. Exotic Animal Pen

    Level 2 · 2,000 gold · 2 turns · pays back in 13.3 turns

    • Income generated: 150
    • Exotic Animals resource production: 24 cages
  3. Exotic Animal Market

    Level 3 · 3,000 gold · 3 turns · pays back in 15 turns

    • Income generated: 200
    • Exotic Animals resource production: 36 cages
  4. Animal Trainers' Guild Hall

    Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns

    • Income generated: 300
    • Exotic Animals resource production: 54 cages

Farm

3 levels

  1. Barley Field

    Level 1 · 1,000 gold · 1 turn

    • Casualty replenishment rate: +3% (armies in province)
    • Growth: +20
  2. Granary

    Level 2 · 2,000 gold · 2 turns

    • Casualty replenishment rate: +5% (armies in province)
    • Growth: +30
  3. Stone Bread Bakery

    Level 3 · 3,000 gold · 3 turns

    • Casualty replenishment rate: +8% (armies in province)
    • Growth: +40

Gem Mining

4 levels

  1. Gem Mineshaft

    Level 1 · 1,000 gold · 2 turns · pays back in 5 turns

    • Recruitment cost: -20% for Dwarf Ironbreaker and Hammerer units (local province)
    • Income generated: 200
    • Gemstones resource production: 20 sacks
  2. Gem Mine

    Level 2 · 2,000 gold · 3 turns · pays back in 6.7 turns

    • Recruitment cost: -25% for Dwarf Ironbreaker and Hammerer units (local province)
    • Recruit rank: +1 for Dwarf Ironbreaker and Hammerer units (local province)
    • Income generated: 300
    • Gemstones resource production: 30 sacks
  3. Gemcutter's Workshop

    Level 3 · 3,000 gold · 4 turns · pays back in 7.5 turns

    • Recruitment cost: -30% for Dwarf Ironbreaker and Hammerer units (local province)
    • Recruit rank: +2 for Dwarf Ironbreaker and Hammerer units (local province)
    • Upkeep: -3% for Dwarf Ironbreaker and Hammerer units (all armies)
    • Income generated: 400
    • Gemstones resource production: 45 sacks
  4. Gemcutters' Guild Hall

    Level 4 · 4,000 gold · 5 turns · pays back in 6.7 turns

    • Recruitment cost: -30% for Dwarf Ironbreaker and Hammerer units (local province)
    • Recruit rank: +3 for Dwarf Ironbreaker and Hammerer units (local province)
    • Upkeep: -3% for Dwarf Ironbreaker and Hammerer units (all armies)
    • Income generated: 600
    • Gemstones resource production: 68 sacks

Gold Mining

4 levels

  1. Gold Mining Pit

    Level 1 · 1,000 gold · 2 turns · pays back in 5 turns

    • Oathgold: 15 per turn
    • Golden Idols resource production: 3 chests
    • Income generated: 200
  2. Gold Mine

    Level 2 · 2,000 gold · 3 turns · pays back in 6.7 turns

    • Oathgold: 25 per turn
    • Golden Idols resource production: 6 chests
    • Income generated: 300
  3. Gold Smelter

    Level 3 · 3,000 gold · 4 turns · pays back in 7.5 turns

    • Oathgold: 40 per turn
    • Golden Idols resource production: 8 chests
    • Hero recruit rank: +1 for Thanes (all provinces)
    • Income generated: 400
  4. Goldsmiths' Guild Hall

    Level 4 · 4,000 gold · 5 turns · pays back in 6.7 turns

    • Oathgold: 50 per turn
    • Golden Idols resource production: 12 chests
    • Hero recruit rank: +1 for Thanes (all provinces)
    • Income generated: 600
    • Lord recruit rank: +1 (factionwide)

Industry

5 levels

  1. Trinket Maker

    Level 1 · 1,000 gold · 1 turn · pays back in 5 turns

    • Prevents construction of Trading Depot building
    • Construction cost: -5% for all buildings (local province)
    • Income generated: 200
  2. Dwarf Tinkerer's Shop

    Level 2 · 2,000 gold · 2 turns · pays back in 6.7 turns

    • Construction cost: -8% for all buildings (local province)
    • Income generated: 300
  3. Toolmaker's Workshop

    Level 3 · 3,000 gold · 3 turns · pays back in 7.5 turns

    • Construction cost: -10% for all buildings (local province)
    • Income generated: 400
  4. Toolmakers' Foundry

    Level 4 · 4,500 gold · 4 turns · pays back in 9 turns

    • Construction cost: -12% for all buildings (local province)
    • Income generated: 500
  5. Toolmakers' Guild Hall

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

    • Construction cost: -15% for all buildings (local province)
    • Income generated: 600

Iron Mining

4 levels

  1. Iron Mining Pit

    Level 1 · 1,000 gold · 2 turns · pays back in 10 turns

    • Recruitment cost: -20% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
    • Income generated: 100
    • Iron resource production: 20 ingots
  2. Iron Mines

    Level 2 · 2,000 gold · 3 turns · pays back in 13.3 turns

    • Recruitment cost: -25% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
    • Recruit rank: +1 for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
    • Income generated: 150
    • Iron resource production: 30 ingots
  3. Iron Smelter

    Level 3 · 3,000 gold · 4 turns · pays back in 15 turns

    • Recruitment cost: -30% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
    • Recruit rank: +2 for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
    • Upkeep: -3% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (all armies)
    • Income generated: 200
    • Iron resource production: 45 ingots
  4. Iron Miners' Guild Hall

    Level 4 · 4,000 gold · 5 turns · pays back in 13.3 turns

    • Recruitment cost: -30% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
    • Recruit rank: +3 for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
    • Upkeep: -3% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (all armies)
    • Income generated: 300
    • Iron resource production: 68 ingots

Marble Quarry

4 levels

  1. Stonecutter's Shop

    Level 1 · 1,000 gold · 1 turn · pays back in 10 turns

    • Income generated: 100
    • Marble resource production: 20 slabs
  2. Marble Quarry

    Level 2 · 2,000 gold · 2 turns · pays back in 13.3 turns

    • Income generated: 150
    • Marble resource production: 30 slabs
  3. Mason

    Level 3 · 3,000 gold · 3 turns · pays back in 15 turns

    • Income generated: 200
    • Marble resource production: 45 slabs
  4. Masons' Guild Hall

    Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns

    • Income generated: 300
    • Marble resource production: 68 slabs

Medicine Production

4 levels

  1. Herb Gatherer's Camp

    Level 1 · 1,000 gold · 1 turn · pays back in 10 turns

    • Income generated: 100
    • Medicinal Plants resource production: 16 bundles
  2. Exotic Hothouse

    Level 2 · 2,000 gold · 2 turns · pays back in 13.3 turns

    • Income generated: 150
    • Medicinal Plants resource production: 24 bundles
  3. Alchemist's Workshop

    Level 3 · 3,000 gold · 3 turns · pays back in 15 turns

    • Income generated: 200
    • Medicinal Plants resource production: 36 bundles
  4. Alchemists' Guild Hall

    Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns

    • Income generated: 300
    • Medicinal Plants resource production: 54 bundles

Obsidian Quarry

4 levels

  1. Obsidian Quarry

    Level 1 · 1,000 gold · 1 turn · pays back in 10 turns

    • Income generated: 100
    • Carved Obsidian resource production: 20 chests
  2. Obsidian Trinket Maker

    Level 2 · 2,000 gold · 2 turns · pays back in 13.3 turns

    • Income generated: 150
    • Carved Obsidian resource production: 30 chests
  3. Obsidian Sculptor

    Level 3 · 3,000 gold · 3 turns · pays back in 15 turns

    • Income generated: 200
    • Carved Obsidian resource production: 45 chests
  4. Obsidian Sculptors' Guild Hall

    Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns

    • Income generated: 300
    • Carved Obsidian resource production: 68 chests

Orchards

4 levels

  1. Orchards

    Level 1 · 1,000 gold · 1 turn

    • Control: +3
    • Wine resource production: 16 barrels
  2. Vineyard

    Level 2 · 2,000 gold · 2 turns

    • Control: +4
    • Wine resource production: 24 barrels
  3. Distillery

    Level 3 · 3,000 gold · 3 turns

    • Control: +5
    • Wine resource production: 36 barrels
  4. Distillers' Guild Hall

    Level 4 · 4,000 gold · 4 turns

    • Control: +6
    • Wine resource production: 54 barrels

Pastures

4 levels

  1. Goat Pastures

    Level 1 · 1,000 gold · 1 turn

    • Casualty replenishment rate: +4% (armies in province)
    • Growth: +30
  2. Goat Herd

    Level 2 · 2,000 gold · 2 turns

    • Casualty replenishment rate: +6% (armies in province)
    • Growth: +40
  3. Goat Farm

    Level 3 · 3,000 gold · 3 turns

    • Casualty replenishment rate: +8% (armies in province)
    • Growth: +50
  4. Herders' Guild Hall

    Level 4 · 4,000 gold · 4 turns

    • Casualty replenishment rate: +10% (armies in province)
    • Growth: +60

Port

3 levels

  1. Ruined Docks

    Ruin

  2. Dwarf Wharf

    Level 1 · 2,000 gold · 2 turns · pays back in 20 turns

    • Income generated: 100
    • Growth: +10
  3. Dwarf Docks

    Level 2 · 4,000 gold · 4 turns · pays back in 13.3 turns

    • Income generated: 300
    • Growth: +20
  4. Dwarf Shipyard

    Level 3 · 8,000 gold · 6 turns · pays back in 16 turns

    • Income generated: 500
    • Growth: +30

Pottery Production

4 levels

  1. Clay Pit

    Level 1 · 1,000 gold · 1 turn · pays back in 10 turns

    • Income generated: 100
    • Pottery resource production: 16 kilnful
  2. Pottery Maker

    Level 2 · 2,000 gold · 2 turns · pays back in 13.3 turns

    • Income generated: 150
    • Pottery resource production: 24 kilnful
  3. Kilns

    Level 3 · 3,000 gold · 3 turns · pays back in 15 turns

    • Income generated: 200
    • Pottery resource production: 36 kilnful
  4. Glaziers' Guild Hall

    Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns

    • Income generated: 300
    • Pottery resource production: 54 kilnful

Protection

3 levels

  1. Underway Lookouts

    Level 1 · 2,500 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 (Realm of Chaos campaign only)
    • Corruption: -3
    • Control: +3
  2. Lookout Posts

    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) (Realm of Chaos campaign only)
    • Corruption: -4
    • Control: +3
  3. Lookout Camps

    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) (Realm of Chaos campaign only)
    • Corruption in adjacent provinces: -2
    • Corruption: -5
    • Control: +3

Special Port

3 levels

  1. Ruined Bordeleaux Docks

    Ruin

  2. Bordeleaux Port

    Level 1 · 1,500 gold · 2 turns

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

    Level 2 · 3,000 gold · 4 turns

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

    Level 3 · 6,000 gold · 6 turns

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

Spice Trading

4 levels

  1. Spice Market

    Level 1 · 1,000 gold · 1 turn · pays back in 10 turns

    • Income generated: 100
    • Spices resource production: 16 sacks
  2. Spice Trading Post

    Level 2 · 2,000 gold · 2 turns · pays back in 13.3 turns

    • Income generated: 150
    • Spices resource production: 24 sacks
  3. Eastern Bazaar

    Level 3 · 3,000 gold · 3 turns · pays back in 15 turns

    • Income generated: 200
    • Spices resource production: 36 sacks
  4. Caravan Masters' Guild Hall

    Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns

    • Income generated: 300
    • Spices resource production: 54 sacks

Strategy

1 level

  1. Seal the Hold!

    Level 1 · 2,000 gold · 2 turns

    • Defensive supplies: +500 (local region)
    • When owner has 5 or fewer settlements: Defensive supplies: +500 (local region)
    • Immune to siege attrition (armies in region)
    • Enemy Hero action success chance: -100% (local characters)
    • Ammunition: +50% during siege defence battles (armies in region)
    • When owner has 5 or fewer settlements: Ammunition: +50% during siege defence battles (armies in region)
    • When owner has 5 or fewer settlements: Leadership: +10 when under siege (armies in region)
    • Growth: -100 (local province)
    • Diplomatic relations: -5 with all factions
    • Diplomatic relations: -10 with Dwarfs

Strategy

1 level

  1. To the Last Dawi!

    Level 1 · 2,000 gold · 1 turn

    • This settlement will be razed instead of captured should an enemy army occupy it
    • When owner has 5 or fewer settlements: Attribute: Immune to Psychology (armies in region)
    • Income from post-battle loot: +50% (armies in region)
    • When owner has 5 or fewer settlements: Casualty replenishment rate: +20% (armies in region)
    • Leadership: +10 when under siege (armies in region)
    • When Control is 50 or more: Leadership: +10 when under siege (armies in region)
    • When Control is 50 or more: Melee defence: +5 when defending (armies in region)

The Deeps

2 levels

  1. Great Gate

    Level 1 · 9,000 gold · 1 turn

    • The Deeps will be destroyed if this building is destroyed or demolished
    • Provides access to the Deeps within this settlement when built
    • When built in Karak Eight Peaks: This Deeps location will be unique
    • When built in Skavenblight: This Deeps location will be unique
    • When built in Zharr-Naggrund: This Deeps location will be unique
  2. Ornate Great Gate

    Level 2 · 12 turns

    • Construction cost: -5% for Great Gate buildings (factionwide)
    • The Deeps will be destroyed if this building is destroyed or demolished
    • Provides access to the Deeps within this settlement when built
    • Control: +1

The Deeps

1 level

  1. Blocked Tunnels

    Level 1 · 100 gold · 1 turn

    • Cannot be removed manually
    • When technology "Construction Guilds" researched: This blocker will be demolished
    • When present in Mountain Climate: This blocker will be demolished upon sufficiently upgrading the Entrance Hall building

The Deeps

1 level

  1. Dwarf Beer Stash

    Level 1 · 100 gold · 1 turn

    • Campaign movement range: -50% for own armies starting their turn in this region (armies in region)
    • Control: +5
    • Dwarf beer resource production: 72 kegs

The Deeps

1 level

  1. Old Doomsphere

    Level 1 · 100 gold · 1 turn

    • Skaven corruption: +5
    • Chance of detonation when demolishing: 100%
    • When own Master Engineer is present: Chance of detonation when demolishing: -99%

The Deeps

1 level

  1. Gold Vein

    Level 1 · 100 gold · 1 turn

    • Oathgold generated upon demolition: 500

The Deeps

1 level

  1. Abandoned Laboratory

    Level 1 · 100 gold · 1 turn · upkeep 50

    • Skaven corruption: +10
    • Research rate: +10

The Deeps

1 level

  1. Broken War Machines

    Level 1 · 100 gold · 1 turn

    • Missile strength: +10% for Bolt Throwers, Grudge Thrower, Cannon, Goblin Hewer and Organ Gun units (all armies)
    • Chaos Undivided corruption: +10
    • Upkeep: -1% (factionwide)

The Deeps

1 level

  1. Skaven Burrow

    Level 1 · 100 gold · 1 turn

    • Diplomatic relations: -5 with Skaven
    • Skaven corruption: +10
    • Unit experience gain per turn: +100 (armies in province)
    • Recruit rank: +1 for all units (local province)

The Deeps

1 level

  1. Warpstone Cache

    Level 1 · 100 gold · 1 turn

    • Cannot be removed manually
    • Skaven corruption: +30
    • When own Master Engineer is present: Building will be demolished upon ending turn

The Deeps

4 levels

  1. Ruined Counting Room

    Level 1 · 3,000 gold · 3 turns

    • Income gained based on the surface settlement's income: 10%
    • Growth: +5
    • Control: -2
  2. Counting Room

    Level 2 · 5,000 gold · 4 turns

    • Income gained based on the surface settlement's income: 20%
    • When settlement income is 2000 or more: Income gained based on the surface settlement's income: 10%
    • Growth: +5
    • Control: -1
  3. Repurposed Counting Room

    Level 2 · 5,000 gold · 4 turns

    • Income from all buildings: +5% (factionwide)
    • When Control is 50 or more: Upkeep: -1% (factionwide)
    • Growth: +20
    • When Control is 50 or more: Growth: +10
    • Research rate: +5
    • When Control is 50 or more: Research rate: +5
  4. Ornate Counting Room

    Level 3 · 3 turns

    • Income gained based on the surface settlement's income: 30%
    • When settlement income is 2000 or more: Income gained based on the surface settlement's income: 10%
    • When settlement income is 5000 or more: Income gained based on the surface settlement's income: 10%
    • Growth: +5

The Deeps

2 levels

  1. Ruined Drinking Halls

    Level 1 · 3,000 gold · 3 turns

    • Income generated: 50
    • When technology "Construction Guilds" researched: Income generated: 50
    • When technology "Toolmakers' Guild" researched: Income generated: 50
    • When technology "Warrior’s Guild" researched: Income generated: 50
    • Control: +3
    • When technology "Construction Guilds" researched: Control: +1
    • When technology "Toolmakers' Guild" researched: Control: +1
    • When technology "Warrior’s Guild" researched: Control: +1
    • Dwarf beer resource production: -4 kegs
    • When technology "Construction Guilds" researched: Dwarf beer resource production: -2 kegs
    • When technology "Toolmakers' Guild" researched: Dwarf beer resource production: -2 kegs
    • When technology "Warrior’s Guild" researched: Dwarf beer resource production: -2 kegs
  2. Drinking Halls

    Level 2 · 5,000 gold · 5 turns

    • When any adjacent region is owned by a Dwarf faction (excluding your own): Allegiance points gained: +10% for alliances with Dwarfs
    • When any adjacent region is owned by a Dwarf faction (excluding your own): Hero capacity: +1 for Thanes
    • When any adjacent region is owned by a Dwarf faction (excluding your own): Hero capacity: +1 for Master Engineers
    • When any adjacent region is owned by a Dwarf faction (excluding your own): Hero capacity: +1 for Runesmiths
    • Income generated: 300
    • Control: +7
    • Dwarf beer resource production: -10 kegs
    • When any adjacent region is owned by a Dwarf faction (excluding your own): Dwarf beer resource production: 5 kegs

The Deeps

4 levels

  1. Ruined Clan Goldsmiths

    Level 1 · 3,000 gold · 3 turns

  2. Clan Goldsmiths

    Level 2 · 1,000 gold · 3 turns

  3. Repurposed Clan Goldsmiths

    Level 2 · 1,000 gold · 3 turns

    • Oathgold: 10 per turn
    • When settlement income is 1000 or more: Oathgold: 10 per turn
    • When settlement income is 2000 or more: Oathgold: 20 per turn
    • When settlement income is 5000 or more: Oathgold: 20 per turn
  4. Ornate Clan Goldsmiths

    Level 3 · 1,000 gold · 3 turns

The Deeps

4 levels

  1. Hall of Remembering

    Level 1 · 2,000 gold · 5 turns

    • Increases the number of Settled Grudges required for each Age of Reckoning by 3%
    • Recruitment cost: -5% for Grudge Settler units (all armies)
    • +1 Grudge Settler unit capacity per army (factionwide)
    • Upkeep: -2% for Grudge Settler units (all armies)
  2. Hall of Remembering (Decorated)

    Level 2 · 3,000 gold · 3 turns

    • Increases the number of Settled Grudges required for each Age of Reckoning by 5%
    • Recruitment cost: -10% for Grudge Settler units (all armies)
    • +2 Grudge Settler unit capacity per army (factionwide)
    • Upkeep: -3% for Grudge Settler units (all armies)
  3. Hall of Remembering (Sealed)

    Level 2 · 10,000 gold · 1 turn · upkeep 2,000

    • The Age of Reckoning will be permanently paused while this building is present
    • Upkeep: +10% for Grudge Settler units (all armies)
  4. Hall of Remembering (Ornate)

    Level 3 · 4,000 gold · 4 turns

    • Increases the number of Settled Grudges required for each Age of Reckoning by 10%
    • Recruitment cost: -20% for Grudge Settler units (all armies)
    • +3 Grudge Settler unit capacity per army (factionwide)
    • Upkeep: -5% for Grudge Settler units (all armies)

The Deeps

3 levels

  1. Ruined Entrance Halls

    Level 1 · 1 turn

    • When built in Karak Eight Peaks: Character experience gain: +5% (all characters)
    • The Deeps will be destroyed if this building is destroyed or demolished
    • Extra building slots are available within this Deeps location
    • When built in Karak Eight Peaks: Diplomatic relations: -10 with Skaven and Greenskins
    • Control: +1 (factionwide)
    • When built in Karak Eight Peaks: Diplomatic relations: +10 with Dwarfs
  2. Entrance Halls

    Level 2 · 3,000 gold · 3 turns

    • When built in Karak Eight Peaks: Character experience gain: +10% (all characters)
    • The Deeps will be destroyed if this building is destroyed or demolished
    • Extra building slots are available within this Deeps location
    • When built in Karak Eight Peaks: Diplomatic relations: -10 with Skaven and Greenskins
    • High King Decrees: +1
    • Control: +1 (factionwide)
    • When built in Karak Eight Peaks: Diplomatic relations: +10 with Dwarfs
  3. Grand Entrance Halls

    Level 3 · 6,000 gold · 5 turns

    • When built in Karak Eight Peaks: Character experience gain: +10% (all characters)
    • The Deeps will be destroyed if this building is destroyed or demolished
    • Extra building slots are available within this Deeps location
    • When built in Karak Eight Peaks: A dilemma will occur allowing you to move your Capital to Karak Eight Peaks
    • When built in Karak Eight Peaks: Diplomatic relations: -10 with Skaven and Greenskins
    • High King Decrees: +2
    • Control: +1 (factionwide)
    • When built in Karak Eight Peaks: Diplomatic relations: +10 with Dwarfs

The Deeps

3 levels

  1. Ruined Entrance Halls

    Level 1 · 100 gold · 1 turn

    • The Deeps will be destroyed if this building is destroyed or demolished
  2. Entrance Halls

    Level 2 · 3,000 gold · 3 turns

    • The Deeps will be destroyed if this building is destroyed or demolished
    • When built in Mountain Climate: Removes 2 Blocked Tunnels within the Deeps
    • High King Decrees: +1
  3. Grand Entrance Halls

    Level 3 · 6,000 gold · 5 turns

    • The Deeps will be destroyed if this building is destroyed or demolished
    • When built in Mountain Climate: Removes all Blocked Tunnels within the Deeps
    • High King Decrees: +2

The Deeps

3 levels

  1. Ruined Entrance Halls

    Level 1 · 100 gold · 1 turn

    • The Deeps will be destroyed if this building is destroyed or demolished
  2. Entrance Halls

    Level 2 · 3,000 gold · 3 turns

    • The Deeps will be destroyed if this building is destroyed or demolished
    • When built in Mountain Climate: Removes 1 Blocked Tunnels within the Deeps
    • High King Decrees: +1
  3. Grand Entrance Halls

    Level 3 · 6,000 gold · 5 turns

    • The Deeps will be destroyed if this building is destroyed or demolished
    • When built in Mountain Climate: Removes all Blocked Tunnels within the Deeps
    • High King Decrees: +2

The Deeps

3 levels

  1. Ruined Entrance Halls

    Level 1 · 100 gold · 1 turn

    • When built in Skavenblight: Diplomatic relations: -10 with Skaven
    • When built in Skavenblight: Skaven corruption: -3 (all provinces)
    • The Deeps will be destroyed if this building is destroyed or demolished
    • Extra building slots are available within this Deeps location
    • When built in Skavenblight: Growth: +5 (all provinces)
    • Control: +1 (factionwide)
  2. Entrance Halls

    Level 2 · 3,000 gold · 3 turns

    • When built in Skavenblight: Diplomatic relations: -10 with Skaven
    • When built in Skavenblight: Skaven corruption: -5 (all provinces)
    • The Deeps will be destroyed if this building is destroyed or demolished
    • Extra building slots are available within this Deeps location
    • High King Decrees: +1
    • When built in Skavenblight: Growth: +5 (all provinces)
    • Control: +1 (factionwide)
  3. Grand Entrance Halls

    Level 3 · 6,000 gold · 5 turns

    • When built in Skavenblight: Diplomatic relations: -10 with Skaven
    • When built in Skavenblight: Skaven corruption: -5 (all provinces)
    • The Deeps will be destroyed if this building is destroyed or demolished
    • Extra building slots are available within this Deeps location
    • High King Decrees: +2
    • When built in Skavenblight: Growth: +5 (all provinces)
    • Control: +1 (factionwide)

The Deeps

3 levels

  1. Ruined Entrance Halls

    Level 1 · 100 gold · 1 turn

    • When built in Zharr-Naggrund: Diplomatic relations: -10 with Chaos Dwarfs
    • When built in Zharr-Naggrund: Chaos Undivided corruption: -3 (all provinces)
    • The Deeps will be destroyed if this building is destroyed or demolished
    • Extra building slots are available within this Deeps location
    • When built in Zharr-Naggrund: Construction cost: -10% for all buildings (factionwide)
    • Control: +1 (factionwide)
  2. Entrance Halls

    Level 2 · 3,000 gold · 3 turns

    • When built in Zharr-Naggrund: Diplomatic relations: -10 with Chaos Dwarfs
    • When built in Zharr-Naggrund: Chaos Undivided corruption: -5 (all provinces)
    • The Deeps will be destroyed if this building is destroyed or demolished
    • Extra building slots are available within this Deeps location
    • High King Decrees: +1
    • When built in Zharr-Naggrund: Construction cost: -10% for all buildings (factionwide)
    • Control: +1 (factionwide)
  3. Grand Entrance Halls

    Level 3 · 6,000 gold · 5 turns

    • When built in Zharr-Naggrund: Diplomatic relations: -10 with Chaos Dwarfs
    • When built in Zharr-Naggrund: Chaos Undivided corruption: -5 (all provinces)
    • The Deeps will be destroyed if this building is destroyed or demolished
    • Extra building slots are available within this Deeps location
    • High King Decrees: +2
    • When built in Zharr-Naggrund: Construction cost: -10% for all buildings (factionwide)
    • Control: +1 (factionwide)

The Deeps

4 levels

  1. Ruined Guild Foundries

    Level 1 · 3,000 gold · 3 turns

    • Oathgold: 10 per turn
    • Recruitment cost: -10% (armies in province)
    • Control: -1
    • Research rate: +3
  2. Guild Foundries

    Level 2 · 5,000 gold · 4 turns

    • Oathgold: 10 per turn
    • Settlement income: -5% per settlement owned (local region)
    • Settlement income: +5% per turn count (local region)
    • Recruitment cost: -20% (armies in province)
    • Research rate: +10
  3. Repurposed Guild Foundries

    Level 2 · 5,000 gold · 4 turns

    • Oathgold: 20 per turn
    • Construction cost: -2% for all buildings (factionwide)
    • Recruitment cost: -30% (armies in province)
    • Upkeep: -2% (factionwide)
    • Research rate: +5
  4. Ornate Guild Foundries

    Level 3 · 3 turns

    • Oathgold: 20 per turn
    • Settlement income: -5% per settlement owned (local region)
    • Settlement income: +5% per turn count (local region)
    • Recruitment cost: -30% (armies in province)
    • Control: +2
    • Research rate: +10

The Underdeep

1 level

  1. Underdeep Trade Routes

    Level 1 · 3,000 gold · 3 turns

    • Diplomatic relations: -5 with Skaven, Greenskins and Chaos Dwarfs
    • Tradable resources produced: +10% (factionwide)
    • When any adjacent region is owned by a Dwarf faction (excluding your own): Tradable resources produced: +10% (factionwide)
    • Income from trade tariffs: +20%
    • When any adjacent region is owned by a Dwarf faction (excluding your own): Income from trade tariffs: +30%
    • Growth: +10
    • When any adjacent region is owned by a Dwarf faction (excluding your own): Research rate: +10
    • When any adjacent region is owned by a Dwarf faction (excluding your own): Diplomatic relations: +10 with Dwarfs

The Underdeep

2 levels

  1. Unstable Magma Caverns

    Level 1 · 500 gold · 1 turn

    • Skaven corruption: +10
    • When own Master Engineer is not present: Skaven corruption: +5
    • When own Master Engineer is not present: Income from all buildings: -50% (local province)
    • When own Master Engineer is not present: Growth: -10
    • Control: -4
    • When own Master Engineer is not present: Control: -4
  2. Magma Caverns

    Level 2 · 5,000 gold · 4 turns

    • Character experience gain: +10% (all characters)
    • Skaven corruption: +5
    • Unit experience gain per turn: +10 (factionwide)
    • Magic item drop chance from battle: +10% (factionwide)
    • Improves the rarity of items gained from battle (factionwide)
    • Recruit rank: +2 for all units (local province)
    • Control: -4

The Underdeep

1 level

  1. Underdeep Mine

    Level 1 · 3,000 gold · 3 turns

    • Oathgold: 20 per turn
    • Army ability: "Call the Miners" (armies in region)
    • Diplomatic relations: -5 with Skaven, Greenskins and Chaos Dwarfs
    • When the province is not fully controlled: Diplomatic relations: -15 with Skaven, Greenskins and Chaos Dwarfs
    • Income generated: 50
    • Gemstones resource production: 10 sacks
    • Iron resource production: 10 ingots
    • Marble resource production: 10 slabs

Timber

4 levels

  1. Woodman's Hut

    Level 1 · 1,000 gold · 1 turn · pays back in 10 turns

    • Recruitment cost: -20% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
    • Income generated: 100
    • Timber resource production: 20 logs
  2. Timber Mill

    Level 2 · 2,000 gold · 2 turns · pays back in 13.3 turns

    • Recruitment cost: -25% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
    • Recruit rank: +1 for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
    • Income generated: 150
    • Timber resource production: 30 logs
  3. Lumberyard

    Level 3 · 3,000 gold · 3 turns · pays back in 15 turns

    • Recruitment cost: -30% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
    • Recruit rank: +2 for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
    • Upkeep: -3% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (all armies)
    • Income generated: 200
    • Timber resource production: 45 logs
  4. Carpenters' Guild Hall

    Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns

    • Recruitment cost: -30% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
    • Recruit rank: +3 for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
    • Upkeep: -3% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (all armies)
    • Income generated: 300
    • Timber resource production: 68 logs

Tusks

4 levels

  1. Animal Store

    Level 1 · 1,000 gold · 1 turn · pays back in 10 turns

    • Ivory resource production: 16 tusks
    • Income generated: 100
  2. Tusk Market

    Level 2 · 2,000 gold · 2 turns · pays back in 13.3 turns

    • Ivory resource production: 24 tusks
    • Income generated: 150
  3. Tusk Compound

    Level 3 · 3,000 gold · 3 turns · pays back in 15 turns

    • Ivory resource production: 36 tusks
    • Income generated: 200
  4. Tusk Guild Hall

    Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns

    • Ivory resource production: 54 tusks
    • Income generated: 300

Wild Game

4 levels

  1. Hunting Lodge

    Level 1 · 1,000 gold · 1 turn

    • Casualty replenishment rate: +2% (armies in province)
    • Growth: +15
    • Furs resource production: 20 bundles
  2. Hunting Camp

    Level 2 · 2,000 gold · 2 turns

    • Casualty replenishment rate: +3% (armies in province)
    • Growth: +22
    • Furs resource production: 30 bundles
  3. Tannery

    Level 3 · 3,000 gold · 3 turns

    • Casualty replenishment rate: +4% (armies in province)
    • Growth: +30
    • Furs resource production: 45 bundles
  4. Leatherworkers' Guild Hall

    Level 4 · 4,000 gold · 4 turns

    • Casualty replenishment rate: +5% (armies in province)
    • Growth: +38
    • Furs resource production: 68 bundles

Public order

Hostelry

3 levels

  1. Refectory

    Level 1 · 2,000 gold · 1 turn

    • Corruption: -2
    • Control: +3
    • Dwarf beer resource production: 6 kegs
  2. Drinking Hall

    Level 2 · 3,000 gold · 2 turns

    • Corruption in adjacent provinces: -1
    • Corruption: -3
    • Control: +6
    • Dwarf beer resource production: 8 kegs
  3. Feast Hall

    Level 3 · 4,500 gold · 3 turns

    • Corruption in adjacent provinces: -2
    • Corruption: -5
    • Control: +10
    • Dwarf beer resource production: 12 kegs

Landmarks

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

Show 62 landmark buildings (unique buildings in particular settlements) ▾

Ancient Foundries

City of Bronze Level 1 · 4,000 gold · 4 turns

Unless the region's owner favours Vampiric corruption: Local Recruitment duration: -1 turn for all units (minimum 1) · Income generated: 300 · Unless the region's owner favours Vampiric corruption: Recruitment cost: -10% (armies in region)

Unlocks: Tiranoc Chariots

Brewing

Bugman's Brewery Level 1 · 6,000 gold · 5 turns

Construction cost: -25% for Ranger Barracks and Hostelry buildings (factionwide) · Construction time: -1 for Ranger Barracks and Hostelry buildings (factionwide) · Recruit rank: +4 for Ranger units · Upkeep: -5% for Ranger units (all armies) · Control: +10 · Dwarf beer resource production: 100 kegs · Recruitment cost: -30% for Rangers units

Unlocks: Rangers, Rangers (Great Weapons), Bugman's Rangers

Home of the Slayer Cult

Slayer Shrine of Karak Kadrin Level 1 · 4,000 gold · 4 turns

Unlocks Hero recruitment: Dragon Slayer · Corruption: -4

Unlocks: Slayer Pirates, Slayers

Grimnir's Monument of Karak Kadrin Level 2 · 8,000 gold · 5 turns

Hero capacity: +1 for Dragon Slayers · Unlocks Hero recruitment: Dragon Slayer · Hero recruit rank: +1 for Dragon Slayers · Corruption: -8 · Recruit rank: +2 for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units

Unlocks: Goblin Hewers, Doomseekers, Giant Slayers

Great Slayer Shrine of Karak Kadrin Level 3 · 10,000 gold · 5 turns

Hero capacity: +2 for Dragon Slayers · Unlocks Hero recruitment: Dragon Slayer · Hero recruit rank: +2 for Dragon Slayers · Corruption in adjacent provinces: -3 · Corruption: -10 · Recruit rank: +2 for Infantry units · Recruit rank: +2 for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units (factionwide) · Recruitment cost: -35% for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units · Upkeep: -5% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (all armies)

Karak Drazh

Ruined Karak Drazh Ruin

Corruption: -2

Karak Drazh (Mining Settlement) Level 1 · 1,200 gold · 2 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 100 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Unlocks: Miners

Karak Drazh (Outpost) Level 2 · 2,500 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 150 · Growth: +20 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bullets

Karak Drazh (Dwarf Keep) Level 3 · 5,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 200 · Growth: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Cannon Balls

Karak Drazh (Dwarfhold) Level 4 · 10,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 250 · Growth: +40 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Fused Beer Kegs · Local recruitment capacity: +1

Karak Drazh (Great Hold) Level 5 · 20,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 300 · Growth: +50 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Fused Beer Kegs · Local recruitment capacity: +1

Karaz-a-Karak

Karaz-a-Karak Ruins Ruin

Corruption: -2

Karaz-a-Karak (Mining Settlement) Level 1 · 1,200 gold · 2 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 100 · Growth: +10 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Unlocks: Miners

Karaz-a-Karak (Outpost) Level 2 · 2,500 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 150 · Growth: +20 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bullets

Karaz-a-Karak (Dwarf Keep) Level 3 · 5,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 200 · Growth: +30 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Cannon Balls

Karaz-a-Karak (Dwarfhold) Level 4 · 10,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 250 · Growth: +40 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Fused Beer Kegs

Karaz-a-Karak (Great Hold) Level 5 · 20,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 300 · Growth: +50 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Fused Beer Kegs

Landmark

Runestones of the Upland Plateau Level 1 · 3,000 gold · 3 turns

Recruitment cost: -15% for Longbeards units (factionwide) · Recruit rank: +1 for Longbeards units (factionwide) · Local recruitment capacity: +1

Unlocks: Longbeards, Longbeards (Great Weapons)

Hall of the Ancestors Level 2 · 4,500 gold · 5 turns

Recruitment cost: -30% for Longbeards units (factionwide) · Recruit rank: +3 for Longbeards units (factionwide) · Upkeep: -10% for Longbeards units (all armies) · Local recruitment capacity: +2 · Lord recruit rank: +1 (factionwide)

Landmark

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

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

Winds of Magic power reserve capacity: +10 (factionwide) · 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

Winds of Magic power reserve capacity: +20 (factionwide) · Income from all buildings: +10% (local province) · Control: +9

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

Major Settlement

Ruined Karak Eight Peaks Ruin

Corruption: -2

Karak Eight Peaks (Mining Settlement) Level 1 · 800 gold · 2 turns

Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Angrund only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 80 · Growth: +10 · Control: +1 (factionwide) · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Unlocks: Miners

Karak Eight Peaks (Outpost) Level 2 · 1,600 gold · 3 turns

Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Angrund only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 120 · Growth: +20 · Control: +1 (factionwide) · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bullets

Karak Eight Peaks (Dwarf Keep) Level 3 · 3,200 gold · 4 turns

Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Angrund only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 160 · Growth: +30 · Control: +1 (factionwide) · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Cannon Balls

Karak Eight Peaks (Dwarfhold) Level 4 · 4,800 gold · 5 turns

Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Angrund only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 200 · Growth: +40 · Control: +1 (factionwide) · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Fused Beer Kegs

Karak Eight Peaks (Great Hold) Level 5 · 7,200 gold · 6 turns

Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Angrund only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 240 · Growth: +50 · Control: +1 (factionwide) · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Fused Beer Kegs

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

Asuryan Worship

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

Control: +5 · Lord recruit rank: +1 (factionwide)

Bastion

Ruined Bastion Ruin

Occupied Bastion Gatehouse Level 1 · 1,000 gold · 3 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

Occupied Bastion Tower Level 2 · 2,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50

Occupied Bastion Citadel Level 3 · 4,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60

Occupied Bastion Stronghold Level 4 · 8,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70

Occupied Bastion Fortress Level 5 · 16,000 gold · 7 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80

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

Caledor Landmark

Hall of Dragons Level 1 · 8,000 gold · 4 turns

Oathgold: 50 per turn · Hero capacity: +2 for Dragon Slayers · Unlocks Hero recruitment: Dragon Slayer · Grants a random ancillary every 5 turns · Exotic Animals resource production: 20 cages

Clar Karond Landmark

Lairs of Clar Karond Level 1 · 6,000 gold · 3 turns

Hero recruit rank: +2 (factionwide) · Exotic Animals resource production: 100 cages · Lord recruit rank: +2 (factionwide)

Cursed Ruins

Tower of the Bloodytooth Level 1 · 6,000 gold · 4 turns

Vampiric corruption: +1 · Construction cost: -15% for all buildings (local province) · Income generated: 300

Dragon Graveyard

Graves of the Dragons Level 1 · 2,000 gold · 4 turns

Oathgold: 10 per turn · Diplomatic relations: -10 with High Elves · Golden Idols resource production: 6 chests · Income generated: 500 · Gemstones resource production: 6 sacks

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 · 1,000 gold · 2 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50

Occupied Fortress (Grand Fort) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60

Occupied Fortress (Imposing Fort) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70

Occupied Fortress (Impregnable Fort) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80

Galbaraz Landmark

Oathgold Mine Level 1 · 6,000 gold · 5 turns

Oathgold: 20 per turn · Upkeep: -5% for Miners and Hammerers units (all armies) · Hero capacity: +1 for Runesmiths · Unlocks Hero recruitment: Runesmith · Hero recruit rank: +1 for Runesmiths (factionwide) · Income generated: 800 · Control: +5 · Recruit rank: +4 for Miners units

Ghrond Landmark

Ransacked Tower of Prophecy Level 1 · 8,000 gold · 4 turns

Winds of Magic power reserve capacity: +3 (all armies) · Income from all buildings: +3% (factionwide) · Research rate: +6

Ransacked Convent of Sorcery Level 2 · 10,000 gold · 6 turns

Winds of Magic power reserve capacity: +6 (all armies) · Income from all buildings: +6% (factionwide) · Research rate: +12

Gyrocopter Base

Karaz-a-Karak Airfield Level 1 · 8,000 gold · 4 turns

Upkeep: -10% for Gyrocopters and Gyrobombers units (all armies) · Campaign movement range: +5% (all armies) · Speed: +5% for Gyrocopters, Gyrobombers and Thunderbarge units (all armies) · Recruitment cost: -30% for Gyrocopters and Gyrobombers units · Recruit rank: +5 for Gyrocopters and Gyrobombers units

Hexoatl Landmark

Stellar Pyramids of the Southern Skies Level 1 · 10,000 gold · 6 turns

Winds of Magic power reserve capacity: +10 (all armies) · Research rate: +10 · Lord recruit rank: +1 (factionwide)

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

Itza Landmark

The Emerald Pools Level 1 · 8,000 gold · 5 turns

Casualty replenishment rate: +5% (all armies) · Growth: +10 (all provinces) · Medicinal Plants resource production: 100 bundles

Karak Azorn Great Hall

Karak Azorn Great Hall Level 1 · 6,000 gold · 6 turns

Income from all buildings: +10% (local province) · Control: +10 · Dwarf beer resource production: 45 kegs

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

Corruption: -15 · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (factionwide)

Landmark

The Chamber of Visions Level 1 · 6,000 gold · 6 turns

Hero action success chance: +3% (all characters) · Magic item drop chance from battle: +5% (factionwide) · Ambush defence chance: +5% (all armies) · Lord recruit rank: +1 (factionwide)

Landmark

Golden Tower of the Gods Level 1 · 4,000 gold · 3 turns

Income generated: 450 · Control: +5 · Research rate: +8

Landmark

Face of Hag Graef Level 1 · 2,000 gold · 3 turns

Income generated: 100 · Iron resource production: 28 ingots · Marble resource production: 28 slabs

Eye of Hag Graef Level 2 · 4,000 gold · 4 turns

Income generated: 200 · Iron resource production: 42 ingots · Marble resource production: 42 slabs

Mines of Hag Graef Level 3 · 6,000 gold · 5 turns

Income generated: 400 · Iron resource production: 64 ingots · Marble resource production: 64 slabs

The Dark Crag Level 4 · 8,000 gold · 6 turns

Income generated: 600 · Iron resource production: 96 ingots · Marble resource production: 96 slabs

Landmark

Peg Street Pawnshop Level 1 · 4,000 gold · 3 turns

Golden Idols resource production: 3 chests · Exotic Animals resource production: 2 cages · Dwarf beer resource production: 2 kegs · Spices resource production: 2 sacks · Elven Trinkets resource production: 3 chests

Landmark

Catacombs of Quintex Level 1 · 2,000 gold · 3 turns

Income generated: 100 · Income from all buildings: +2% (local province) · Growth: +20 (all provinces)

Vaults of Quintex Level 2 · 6,000 gold · 6 turns

Income generated: 200 · Income from all buildings: +5% (local province) · Growth: +30 (all provinces) · Research rate: +5

Sanctum of Quintex Level 3 · 10,000 gold · 12 turns

Income generated: 400 · Income from all buildings: +10% (local province) · Growth: +40 (all provinces) · Control: +3 · Research rate: +10

Landmark

The Silver Hall Level 1 · 8,000 gold · 4 turns

Hero capacity: +2 for Thanes · Unlocks Hero recruitment: Thane · Hero recruit rank: +5 for Thanes (all provinces) · Income generated: 500 · Local recruitment capacity: +1

Landmark

Smithy's Tavern Level 1 · 8,000 gold · 3 turns

Hero recruit rank: +3 (all provinces) · Income generated: 300 · Casualty replenishment rate: +5% (armies in province) · Control: +10 · Local recruitment capacity: +2

Landmark

Beacon of Dawn Level 1 · 6,000 gold · 6 turns

Corruption: -10 · Unit experience gain per turn: +200 (armies in province) · Recruit rank: +2 for all units

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

Lumber Camp Level 1 · 2,000 gold · 3 turns

Upkeep: -15% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (all armies) · Base missile damage: +3 for Quarreller and Ranger units (all armies) · Construction cost: -10% for all buildings (factionwide) · Timber resource production: 100 logs

Legendary Workshop

Ironbrow’s Weapons Shops Level 1 · 8,000 gold · 4 turns

Oathgold: 20 per turn · Weapon strength: +5% when fighting against Dwarfs (armies in region) · Upkeep: -10% for Runesmith Heroes (all armies) · Hero capacity: +1 for Runesmiths · Unlocks Hero recruitment: Runesmith · Hero recruitment cost: -10% for Runesmiths · Hero recruit rank: +3 for Runesmiths (factionwide) · Armour: +10 for Dwarf shield units (armies in region)

Lothern Landmark

Looted Lothern Palace Level 1 · 4,000 gold · 2 turns

Income generated: 500 · Growth: +30 · Control: +10 · Elven Trinkets resource production: 40 chests

Oak of Ages

Oak of Ages (Ruined) Ruin

Oak of Ages (Pacified) Level 1 · 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

Pyramid

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

In a region owned by Vampire Coast: Vampiric corruption: +20 (local region) · Outside regions owned by Vampire Coast: 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)

Reclaimed Hold

Sealed Tombs Level 1 · 2,000 gold · 10 turns

Ward and seal the tombs to purge the Hold of the Undead! · Warning! the Undead will try everything in their power to stop the purging!

Reclaimed Hold Level 2 · 1,000 gold · 1 turn

Immune to Vampiric attrition (all armies) · Vampiric corruption: -5 · Hero action success chance: +25% (all characters) · Income generated: 800

Reformed Hold

Repurposed Holds Level 1 · 5,000 gold · 3 turns

Oathgold: 40 per turn · Income generated: 400 · Control: +2 (factionwide) · Recruit rank: +2 for Gyrocopters and Gyrobombers units (factionwide) · Recruit rank: +2 for Irondrakes units (factionwide) · Research rate: +15

Saphery Landmark

Sacked Library of Hoeth Level 1 · 8,000 gold · 4 turns

Winds of Magic power reserve capacity: +3 (all armies) · Construction cost: -5% for all buildings (factionwide) · Research rate: +6

Despoiled White Tower of Hoeth Level 2 · 10,000 gold · 6 turns

Winds of Magic power reserve capacity: +6 (all armies) · Construction cost: -10% for all buildings (factionwide) · Research rate: +12

Seat of Power

Throne Hall of the High King Level 1 · 10,000 gold · 6 turns

Income from all buildings: +5% (local province) · Control: +10 · Control: +2 (factionwide) · Recruit rank: +1 for Hammerers units (all characters) · Lord recruit rank: +2 (factionwide)

Special Mine

Copper Mountain Level 1 · 4,000 gold · 2 turns

Income generated: 500 · Global recruitment capacity: +1 · Growth: +30 · Recruit rank: +4 for Miners units · Local recruitment capacity: +1

Special Mine

Deep Magma Caverns Level 1 · 6,000 gold · 3 turns

Income generated: 400 · Carved Obsidian resource production: 100 chests

Special Mine

Brightstone Mine Level 1 · 6,000 gold · 5 turns

Golden Idols resource production: 8 chests · Income generated: 800 · Income from trade tariffs: +10% · Recruit rank: +6 for Artillery units · Upkeep: -5% for Artillery units (all armies)

Special Port

Ruined Dawn's Harbour Ruin

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

Income generated: 200 · Growth: +20

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

Income generated: 300 · Growth: +30

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

Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40

Standing Stones

The Standing Stones Level 1 · 6,000 gold · 6 turns

Melee attack: +4 when fighting against Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos, Undead and Greenskins (factionwide) · Growth: +20 · Research rate: +10

The Galleon's Graveyard

The Maelstrom (Inert) Ruin

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) · 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 · Character experience gain: +5% (all characters) · Income generated: 500 · Research rate: +10

Underway Hub

Lost Underway Junction Level 1 · 6,000 gold · 3 turns

Campaign movement range: +15% for own armies starting their turn in this region · Corruption: -1 · Global recruitment duration: -1 turn(s) (minimum 1) (all armies in local and adjacent regions) · Casualty replenishment rate: +5% (armies in province) · Growth: +10 (all provinces)

Underway Hub

Grand Underway Junction Level 1 · 6,000 gold · 4 turns

Campaign movement range: +20% for own armies starting their turn in this region · Income from all buildings: +10% (local province) · Income from trade tariffs: +10% · Casualty replenishment rate: +15% (armies in province) · Growth: +5 (all provinces) · Recruit rank: +3 for Ironbreakers units · Upkeep: -5% for Ironbreakers units (all armies)

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 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 — 30 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.

#
1MinersDwarf Mining Colony1,2003———
2Dwarf WarriorsBunks2,0001———
3Dwarf Warriors (Great Weapons)Bunks2,0001———
4IrondrakesArms Forge2,000322,5001
5RangersRanger Outpost2,000322,5001
6Rangers (Great Weapons)Ranger Outpost2,000322,5001
7ThunderersArms Forge2,000322,5001
8Slayer PiratesHardened Hull2,5001———
9SlayersHardened Hull2,5001———
10Bolt ThrowersCompact Forge4,00011——
11Grudge ThrowersCompact Forge4,00011——
12Bugman's RangersRanger Barracks5,000737,5003
13Irondrakes (Trollhammer Torpedoes)Arms Foundry5,000737,5003
14Thunderers (Grudge-Rakers)Arms Foundry5,000737,5003
15HammerersGromril Forge6,000737,5003
16QuarrellersBillets6,00021——
17Quarrellers (Great Weapons)Billets6,00021——
18DoomseekersRune Inscribed Frame7,5002———
19Giant SlayersRune Inscribed Frame7,5002———
20GyrocoptersEngineering Workbench8,000122,5001
21Gyrocopters (Brimstone Guns)Engineering Workbench8,000122,5001
22CannonsStreamlined Smelters10,000222,5001
23Goblin HewersStreamlined Smelters10,000222,5001
24IronbreakersRuneforge (capital)12,00012417,5007
25LongbeardsBarracks12,000322,5001
26Longbeards (Great Weapons)Barracks12,000322,5001
27Flame CannonsAutomated Foundry18,000337,5003
28GyrobombersEngineer's Compartment18,000237,5003
29Organ GunsAutomated Foundry18,000337,5003
30ThunderbargeAssembly Line (capital)30,0003417,5007