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

Dwarfs buildings

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

Recruitment

Air Frame

  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

  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

  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

  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

  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

  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

  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

  1. Arms Store

    Level 1 · 4,000 gold · 1 turn

    Unlocks

  2. Arms Locker

    Level 2 · 6,000 gold · 1 turn

    Unlocks

Infantry Workshops

  1. Arms Forge

    Level 1 · 2,000 gold · 3 turns

    Unlocks

  2. Arms Foundry

    Level 2 · 3,000 gold · 4 turns

    Unlocks

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

  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

  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

  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

  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

  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(HIDDEN - used for sphere of influence effects to apply to themself)
    • Unit experience gain per turn: +300 (this force and all forces in circle of influence)
    • Recruit rank: +2 for all units

Engines

  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. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

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

Garrison

  1. Outpost Garrison

    Level 1 · 2,000 gold · 2 turns

Garrison

  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

  1. Dwarf Outpost

    Level 1 · 2,000 gold · 3 turns

    • Provides allied recruitment of a selection of units from the faction's local recruitment
    • Enables the recruitment of Allied units
    • Allied recruitment is expensive outside of friendly territory
    • Casualty replenishment rate: +2% (own and enemy armies in region)
  2. Dwarf District

    Level 2 · 4,000 gold · 4 turns

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

    Level 3 · 6,000 gold · 5 turns

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

Royal Guard

  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

  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

  1. Gate

    Level 1 · 2,000 gold · 4 turns

    • 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)
    • Improved tower projectiles: Bullets
  2. Reinforced Gate

    Level 2 · 4,000 gold · 5 turns

    • 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)
    • Improved tower projectiles: Cannon Balls
  3. Runic Gate

    Level 3 · 6,000 gold · 6 turns

    • 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)
    • Improved tower projectiles: Fused Beer Kegs

Economy

Major Settlement

  1. Ruined Dwarfhold

    Level 1 · 1 turn

    • Corruption: -2
  2. Dwarf Mining Colony

    Level 2 · 1,200 gold · 3 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 1 construction slot in the settlement
    • Income generated: 80
    • Growth: +10
    • Adds walls to the settlement

    Unlocks

  3. Dwarf Outpost

    Level 3 · 2,500 gold · 4 turns

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

    Level 4 · 5,000 gold · 5 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 3 construction slots in the settlement
    • Income generated: 160
    • Growth: +30
    • Adds walls to the settlement
  5. Dwarfhold

    Level 5 · 10,000 gold · 6 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 5 construction slots in the settlement
    • Income generated: 200
    • Growth: +40
    • Adds walls to the settlement
  6. Great Hold

    Level 6 · 20,000 gold · 7 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 7 construction slots in the settlement
    • Income generated: 240
    • Growth: +50
    • Adds walls to the settlement

Minor Settlement

  1. Ruined Dwarfhold

    Level 1 · 1 turn

    • Corruption: -1
  2. Dwarf Mining Colony

    Level 2 · 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 3 · 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 4 · 5,000 gold · 5 turns

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

Anti-Vermintide

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 2 turns · upkeep 500

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

Brewing

  1. Ale Store

    Level 1 · 1,000 gold · 1 turn

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

    Level 2 · 2,000 gold · 2 turns

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

    Level 3 · 3,000 gold · 3 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

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

Brine

  1. Brine Mining Pit

    Level 1 · 1,000 gold · 1 turn

    • 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

    • 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

    • 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

    • 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

  1. Cinnabar Mining Pit

    Level 1 · 1,000 gold · 1 turn

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

    Level 2 · 2,000 gold · 2 turns

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

    Level 3 · 3,000 gold · 3 turns

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

    Level 4 · 4,000 gold · 4 turns

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

Commerce

  1. Trading Depot

    Level 1 · 1,000 gold · 1 turn

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

    Level 2 · 2,000 gold · 2 turns

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

    Level 3 · 3,000 gold · 3 turns

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

    Level 4 · 4,500 gold · 4 turns

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

    Level 5 · 6,000 gold · 5 turns

    • Oathgold: 50 per turn
    • Income generated: 540

Exotic Animals

  1. Exotic Animal Tamer

    Level 1 · 1,000 gold · 1 turn

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

    Level 2 · 2,000 gold · 2 turns

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

    Level 3 · 3,000 gold · 3 turns

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

    Level 4 · 4,000 gold · 4 turns

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

Farm

  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

  1. Gem Mineshaft

    Level 1 · 1,000 gold · 2 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

    • 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

    • 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

    • 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

  1. Gold Mining Pit

    Level 1 · 1,000 gold · 2 turns

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

    Level 2 · 2,000 gold · 3 turns

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

    Level 3 · 3,000 gold · 4 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

    • 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

  1. Trinket Maker

    Level 1 · 1,000 gold · 1 turn

    • 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

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

    Level 3 · 3,000 gold · 3 turns

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

    Level 4 · 4,500 gold · 4 turns

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

    Level 5 · 6,000 gold · 5 turns

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

Iron Mining

  1. Iron Mining Pit

    Level 1 · 1,000 gold · 2 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

    • 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

    • 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

    • 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

  1. Stonecutter's Shop

    Level 1 · 1,000 gold · 1 turn

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

    Level 2 · 2,000 gold · 2 turns

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

    Level 3 · 3,000 gold · 3 turns

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

    Level 4 · 4,000 gold · 4 turns

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

Medicine Production

  1. Herb Gatherer's Camp

    Level 1 · 1,000 gold · 1 turn

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

    Level 2 · 2,000 gold · 2 turns

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

    Level 3 · 3,000 gold · 3 turns

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

    Level 4 · 4,000 gold · 4 turns

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

Obsidian Quarry

  1. Obsidian Quarry

    Level 1 · 1,000 gold · 1 turn

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

    Level 2 · 2,000 gold · 2 turns

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

    Level 3 · 3,000 gold · 3 turns

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

    Level 4 · 4,000 gold · 4 turns

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

Orchards

  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

  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

  1. Ruined Docks

    Level 1 · 1 turn

  2. Dwarf Wharf

    Level 2 · 2,000 gold · 2 turns

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

    Level 3 · 4,000 gold · 4 turns

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

    Level 4 · 8,000 gold · 6 turns

    • Income generated: 500
    • Growth: +30

Pottery Production

  1. Clay Pit

    Level 1 · 1,000 gold · 1 turn

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

    Level 2 · 2,000 gold · 2 turns

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

    Level 3 · 3,000 gold · 3 turns

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

    Level 4 · 4,000 gold · 4 turns

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

Protection

  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
    • 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)
    • 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)
    • Corruption in adjacent provinces: -2
    • Corruption: -5
    • Control: +3

Special Port

  1. Ruined Bordeleaux Docks

    Level 1

  2. Bordeleaux Port

    Level 2 · 1,500 gold · 2 turns

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

    Level 3 · 3,000 gold · 4 turns

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

    Level 4 · 6,000 gold · 6 turns

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

Spice Trading

  1. Spice Market

    Level 1 · 1,000 gold · 1 turn

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

    Level 2 · 2,000 gold · 2 turns

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

    Level 3 · 3,000 gold · 3 turns

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

    Level 4 · 4,000 gold · 4 turns

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

Strategy

  1. Seal the Hold!

    Level 1 · 2,000 gold · 2 turns

    • 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)
    • 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. 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
    • Attribute: Immune to Psychology (armies in region)
    • Income from post-battle loot: +50% (armies in region)
    • Casualty replenishment rate: +20% (armies in region)
    • Leadership: +10 when under siege (armies in region)
    • Melee defence: +5 when defending (armies in region)

The Deeps

  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
    • 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. Blocked Tunnels

    Level 1 · 100 gold · 1 turn

    • Cannot be removed manually
    • This blocker will be demolished
    • This blocker will be demolished upon sufficiently upgrading the Entrance Hall building

The Deeps

  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. Old Doomsphere

    Level 1 · 100 gold · 1 turn

    • Skaven corruption: +5
    • Chance of detonation when demolishing: 100%
    • Chance of detonation when demolishing: -99%

The Deeps

  1. Gold Vein

    Level 1 · 100 gold · 1 turn

    • Oathgold generated upon demolition: 500

The Deeps

  1. Abandoned Laboratory

    Level 1 · 100 gold · 1 turn · upkeep 50

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

The Deeps

  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. 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. Warpstone Cache

    Level 1 · 100 gold · 1 turn

    • Cannot be removed manually
    • Skaven corruption: +30
    • Building will be demolished upon ending turn

The Deeps

  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%
    • 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)
    • Upkeep: -1% (factionwide)
    • Growth: +20
    • Growth: +10
    • Research rate: +5
  4. Ornate Counting Room

    Level 3 · 3 turns

    • Income gained based on the surface settlement's income: 30%
    • Income gained based on the surface settlement's income: 10%
    • Growth: +5

The Deeps

  1. Ruined Drinking Halls

    Level 1 · 3,000 gold · 3 turns

    • Income generated: 50
    • Control: +3
    • Control: +1
    • Dwarf beer resource production: -4 kegs
    • Dwarf beer resource production: -2 kegs
  2. Drinking Halls

    Level 2 · 5,000 gold · 5 turns

    • Allegiance points gained: +10% for alliances with Dwarfs
    • Hero capacity: +1 for Thanes
    • Hero capacity: +1 for Master Engineers
    • Hero capacity: +1 for Runesmiths
    • Income generated: 300
    • Control: +7
    • Dwarf beer resource production: -10 kegs
    • Dwarf beer resource production: 5 kegs

The Deeps

  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
    • Oathgold: 20 per turn
  4. Ornate Clan Goldsmiths

    Level 3 · 1,000 gold · 3 turns

The Deeps

  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

  1. Ruined Entrance Halls

    Level 1 · 1 turn

    • 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
    • Diplomatic relations: -10 with Skaven and Greenskins
    • Control: +1 (factionwide)
    • Diplomatic relations: +10 with Dwarfs
  2. Entrance Halls

    Level 2 · 3,000 gold · 3 turns

    • 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
    • Diplomatic relations: -10 with Skaven and Greenskins
    • High King Decrees: +1
    • Control: +1 (factionwide)
    • Diplomatic relations: +10 with Dwarfs
  3. Grand Entrance Halls

    Level 3 · 6,000 gold · 5 turns

    • 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
    • A dilemma will occur allowing you to move your Capital to Karak Eight Peaks
    • Diplomatic relations: -10 with Skaven and Greenskins
    • High King Decrees: +2
    • Control: +1 (factionwide)
    • Diplomatic relations: +10 with Dwarfs

The Deeps

  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
    • 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
    • Removes all Blocked Tunnels within the Deeps
    • High King Decrees: +2

The Deeps

  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
    • 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
    • Removes all Blocked Tunnels within the Deeps
    • High King Decrees: +2

The Deeps

  1. Ruined Entrance Halls

    Level 1 · 100 gold · 1 turn

    • Diplomatic relations: -10 with Skaven
    • 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
    • Growth: +5 (all provinces)
    • Control: +1 (factionwide)
  2. Entrance Halls

    Level 2 · 3,000 gold · 3 turns

    • Diplomatic relations: -10 with Skaven
    • 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
    • Growth: +5 (all provinces)
    • Control: +1 (factionwide)
  3. Grand Entrance Halls

    Level 3 · 6,000 gold · 5 turns

    • Diplomatic relations: -10 with Skaven
    • 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
    • Growth: +5 (all provinces)
    • Control: +1 (factionwide)

The Deeps

  1. Ruined Entrance Halls

    Level 1 · 100 gold · 1 turn

    • Diplomatic relations: -10 with Chaos Dwarfs
    • 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
    • Construction cost: -10% for all buildings (factionwide)
    • Control: +1 (factionwide)
  2. Entrance Halls

    Level 2 · 3,000 gold · 3 turns

    • Diplomatic relations: -10 with Chaos Dwarfs
    • 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
    • Construction cost: -10% for all buildings (factionwide)
    • Control: +1 (factionwide)
  3. Grand Entrance Halls

    Level 3 · 6,000 gold · 5 turns

    • Diplomatic relations: -10 with Chaos Dwarfs
    • 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
    • Construction cost: -10% for all buildings (factionwide)
    • Control: +1 (factionwide)

The Deeps

  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. Underdeep Trade Routes

    Level 1 · 3,000 gold · 3 turns

    • Diplomatic relations: -5 with Skaven, Greenskins and Chaos Dwarfs
    • Tradable resources produced: +10% (factionwide)
    • Income from trade tariffs: +20%
    • Income from trade tariffs: +30%
    • Growth: +10
    • Research rate: +10
    • Diplomatic relations: +10 with Dwarfs

The Underdeep

  1. Unstable Magma Caverns

    Level 1 · 500 gold · 1 turn

    • Skaven corruption: +10
    • Skaven corruption: +5
    • Income from all buildings: -50% (local province)
    • Growth: -10
    • 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. 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
    • 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

  1. Woodman's Hut

    Level 1 · 1,000 gold · 1 turn

    • 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

    • 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

    • 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

    • 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

  1. Animal Store

    Level 1 · 1,000 gold · 1 turn

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

    Level 2 · 2,000 gold · 2 turns

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

    Level 3 · 3,000 gold · 3 turns

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

    Level 4 · 4,000 gold · 4 turns

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

Wild Game

  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

  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

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

Ancient Foundries

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

Local Recruitment duration: -1 turn for all units (minimum 1) · Vampiric corruption: +1 · Income generated: 300 · 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 Level 1 · 1 turn

Corruption: -2

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 100 · Growth: +10 · Adds walls to the settlement

Unlocks: Miners

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Bullets

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Cannon Balls

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Fused Beer Kegs · Local recruitment capacity: +1

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Fused Beer Kegs · Local recruitment capacity: +1

Karaz-a-Karak

Karaz-a-Karak Ruins Level 1 · 1 turn

Corruption: -2

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

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

Unlocks: Miners

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Bullets

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Cannon Balls

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Fused Beer Kegs

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · 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

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

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

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

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

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

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

Lothern Port

Ruined Harbour of Lothern Level 1

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

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

Unlocks: Bloated Corpse, Animated Hulks

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

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

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

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

Major Settlement

Ruined Karak Eight Peaks Level 1 · 1 turn

Corruption: -2

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

Construction time: -1 for all buildings (minimum of 1 turn) (local region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 80 · Growth: +10 · Control: +1 (factionwide) · Adds walls to the settlement

Unlocks: Miners

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

Construction time: -1 for all buildings (minimum of 1 turn) (local region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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) · Adds walls to the settlement · Improved tower projectiles: Bullets

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

Construction time: -1 for all buildings (minimum of 1 turn) (local region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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) · Adds walls to the settlement · Improved tower projectiles: Cannon Balls

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

Construction time: -1 for all buildings (minimum of 1 turn) (local region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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) · Adds walls to the settlement · Improved tower projectiles: Fused Beer Kegs

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

Construction time: -1 for all buildings (minimum of 1 turn) (local region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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) · Adds walls to the settlement · Improved tower projectiles: Fused Beer Kegs

Natural Landmark Port

The Sea Dragon's Teeth (Ruined) Level 1

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

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

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

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

Unlocks: Bloated Corpse, Animated Hulks

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

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

Special Port

Ruined Copher Harbour Level 1 · 1 turn

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

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

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

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

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

Special Port

Ruined Great Dragon Fleet Docks Level 1

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

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

Unlocks: Animated Hulks, Bloated Corpse

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

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

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

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

Special Port

Ruined Erengrad Harbour Level 1

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

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

Unlocks: Bloated Corpse, Animated Hulks

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

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

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

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

Special Port

Ruined Marienburg Harbour Level 1

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

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

Unlocks: Animated Hulks, Bloated Corpse

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

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

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

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

Asuryan Worship

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

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

Bastion

Ruined Bastion Level 1 · 1 turn

Occupied Bastion Gatehouse Level 2 · 1,000 gold · 3 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Bastion Tower Level 3 · 2,000 gold · 4 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Bastion Stronghold Level 5 · 8,000 gold · 6 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Bastion Fortress Level 6 · 16,000 gold · 7 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Bordeleaux Winemaking

Morceaux Valley Orchards Level 1 · 2,000 gold · 2 turns

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

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

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

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

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

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

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

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 Level 1 · 1 turn

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

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

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric 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 · Diplomatic relations: -20 with Dwarfs

Khaine Worship

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

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

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

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

Landmark

The 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

Local recruitment capacity for Vampire Coast units: +2 · 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 · Slaanesh 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) Level 1 · 1 turn

Oak of Ages (Pacified) Level 2 · 1 turn

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

Pyramid

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

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

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 Level 1 · 1 turn

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

Income generated: 200 · Growth: +20

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

Income generated: 300 · Growth: +30

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

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

The Maelstrom Level 2 · 100 gold · 1 turn

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

The Great Temple of Hashut

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

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

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)