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

The Empire buildings

43 building chains The Empire 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

Barracks

  1. Training Field

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Rally Field

    Level 2 · 1,500 gold · 2 turns

    • Unlocks Hero recruitment: Empire Captain

    Unlocks

  3. Barracks

    Level 3 · 2,500 gold · 3 turns

    • Hero capacity: +1 for Empire Captains
    • Unlocks Hero recruitment: Empire Captain
    • Unlocks Hero recruitment: Captain

    Unlocks

Battle Wizards

  1. Wizard's Conclave

    Level 1 · 2,500 gold · 4 turns

    • Arcane Essays: 2 per turn
    • Winds of Magic power reserve: +5 per turn (armies in local province)
    • Unlocks Hero recruitment: Battle Wizard
    • Unlocks Hero recruitment: Bright Wizard
  2. Wizard's Campus

    Level 2 · 5,000 gold · 5 turns

    • Arcane Essays: 3 per turn
    • Winds of Magic power reserve: +10 per turn (armies in local province)
    • Hero capacity: +1 for Battle Wizards
    • Unlocks Hero recruitment: Battle Wizard
    • Unlocks Hero recruitment: Bright Wizard
    • Hero recruit rank: +2 for Battle Wizards
  3. Wizard's Tower

    Level 3 · 10,000 gold · 7 turns

    • Arcane Essays: 5 per turn
    • Winds of Magic power reserve: +15 per turn (armies in local province)
    • Hero capacity: +2 for Battle Wizards
    • Unlocks Hero recruitment: Battle Wizard
    • Unlocks Hero recruitment: Bright Wizard
    • Hero recruit rank: +2 for Battle Wizards (factionwide)

    Unlocks

Cult of Ulric

  1. Shrine of Ulric

    Level 1 · 1,750 gold · 3 turns

    • Fervour: 5 per turn
    • Fervour: 10 per turn
    • Fervour: 15 per turn
    • Unlocks Hero recruitment: Priest of Ulric
    • Income from post-battle loot: +15% (all your armies in adjacent regions)
    • Melee attack: +4 (all armies in local province)
    • Melee attack: +6 (all armies in local province)
    • Melee attack: +8 (all armies in local province)
    • Melee attack: +10 (all armies in local province)
    • Physical resistance: 5% (all armies in local province)
    • Physical resistance: 10% (all armies in local province)

    Unlocks

  2. Chapel of Ulric

    Level 2 · 3,000 gold · 4 turns

    • Fervour: 5 per turn
    • Fervour: 10 per turn
    • Fervour: 15 per turn
    • Unlocks Hero recruitment: Priest of Ulric
    • Hero recruit rank: +1 for Priests of Ulric
    • Income from post-battle loot: +30% (all your armies in adjacent regions)
    • Melee attack: +4 (all armies in local province)
    • Melee attack: +6 (all armies in local province)
    • Melee attack: +8 (all armies in local province)
    • Melee attack: +10 (all armies in local province)
    • Physical resistance: 5% (all armies in local province)
    • Physical resistance: 10% (all armies in local province)

    Unlocks

  3. Grand Altar of Ulric

    Level 3 · 6,000 gold · 5 turns

    • Income from post-battle loot: +2% (factionwide)
    • Fervour: 5 per turn
    • Fervour: 10 per turn
    • Fervour: 15 per turn
    • Hero capacity: +1 for Priests
    • Unlocks Hero recruitment: Priest of Ulric
    • Hero recruit rank: +2 for Priests of Ulric
    • Income from post-battle loot: +50% (all your armies in adjacent regions)
    • Melee attack: +4 (all armies in local province)
    • Melee attack: +6 (all armies in local province)
    • Melee attack: +8 (all armies in local province)
    • Melee attack: +10 (all armies in local province)
    • Physical resistance: 5% (all armies in local province)
    • Physical resistance: 10% (all armies in local province)

    Unlocks

Forges

  1. Gunsmith

    Level 1 · 1,500 gold · 2 turns

    • Unlocks Hero recruitment: Engineer
    • Research rate: +3

    Unlocks

  2. Foundry

    Level 2 · 2,500 gold · 3 turns

    • Hero capacity: +1 for Engineer
    • Unlocks Hero recruitment: Engineer
    • Research rate: +5

    Unlocks

  3. Engineer's Workshop

    Level 3 · 4,000 gold · 4 turns

    • Hero capacity: +1 for Engineer
    • Unlocks Hero recruitment: Engineer
    • Hero recruit rank: +2 for Engineer
    • Research rate: +7

    Unlocks

  4. Engineer's Guildhall

    Level 4 · 8,000 gold · 5 turns

    • Hero capacity: +2 for Engineer
    • Unlocks Hero recruitment: Engineer
    • Hero recruit rank: +2 for Engineer (factionwide)
    • Research rate: +10

    Unlocks

Marksman

  1. Shooting Range

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Firearms Academy

    Level 2 · 1,500 gold · 2 turns

    • Unlocks Hero recruitment: Witch Hunter

    Unlocks

  3. Gunnery School

    Level 3 · 2,500 gold · 3 turns

    • Hero capacity: +1 for Witch Hunters
    • Unlocks Hero recruitment: Witch Hunter

    Unlocks

Stables

  1. Stables

    Level 1 · 1,500 gold · 2 turns

    • Local recruitment capacity: +1

    Unlocks

  2. Livery

    Level 2 · 2,500 gold · 3 turns

    • Local recruitment capacity: +2

    Unlocks

  3. Menagerie

    Level 3 · 4,000 gold · 4 turns

    • Global recruitment capacity: +1
    • Local recruitment capacity: +2

    Unlocks

Worship

  1. Shrine of Sigmar

    Level 1 · 1,750 gold · 3 turns

    • Corruption: -5
    • Unlocks Hero recruitment: Warrior Priest

    Unlocks

  2. Temple of Sigmar

    Level 2 · 3,000 gold · 4 turns

    • Corruption: -10
    • Hero capacity: +1 for Priests
    • Unlocks Hero recruitment: Warrior Priest
    • Hero recruit rank: +2 for Warrior Priests

Worship

  1. Shrine of Myrmidia

    Level 1 · 4,000 gold · 3 turns

    • Corruption: -6

    Unlocks

  2. Temple of Myrmidia

    Level 2 · 6,000 gold · 4 turns

    • Corruption: -9

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 · 4 turns

Garrison

  1. Guard House

    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. City Watch

    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. Empire 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. Empire 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. Empire 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)

Outpost

  1. Southern Realms 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. Southern Realms 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. Southern Realms 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)

Walls

  1. Basic Walls

    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. Tall Walls

    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. Reinforced Walls

    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: Clockwork Bombs

Walls

  1. Basic Walls

    Level 1 · 2,500 gold · 3 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. Tall Walls

    Level 2 · 5,000 gold · 4 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. Reinforced Walls

    Level 3 · 7,500 gold · 5 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: Clockwork Bombs

Economy

Minor Settlement

  1. Ruined Village

    Level 1 · 1 turn

    • Corruption: -1
  2. Hamlet

    Level 2 · 1,000 gold · 3 turns

    • Prestige gained: +1 per turn
    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 1 construction slot in the settlement
    • Income generated: 40
    • Growth: +10

    Unlocks

  3. Village

    Level 3 · 2,000 gold · 4 turns

    • Prestige gained: +1 per turn
    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 2 construction slots in the settlement
    • Income generated: 60
    • Growth: +20
    • Control: +1
  4. Town

    Level 4 · 4,000 gold · 5 turns

    • Prestige gained: +2 per turn
    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 3 construction slots in the settlement
    • Income generated: 80
    • Growth: +30
    • Control: +2

Provincial Capital

  1. Ruined City

    Level 1 · 1 turn

    • Corruption: -2
  2. Hamlet

    Level 2 · 1,000 gold · 3 turns

    • Prestige gained: +1 per turn
    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 1 construction slot in the settlement
    • Income generated: 40
    • Growth: +10
    • Adds walls to the settlement

    Unlocks

  3. Village

    Level 3 · 2,000 gold · 4 turns

    • Prestige gained: +1 per turn
    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 2 construction slots in the settlement
    • Income generated: 60
    • Growth: +20
    • Control: +1
    • Adds walls to the settlement
  4. Town

    Level 4 · 4,000 gold · 5 turns

    • Prestige gained: +2 per turn
    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 3 construction slots in the settlement
    • Income generated: 80
    • Growth: +30
    • Control: +2
    • Adds walls to the settlement
  5. City

    Level 5 · 8,000 gold · 6 turns

    • Prestige gained: +2 per turn
    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 5 construction slots in the settlement
    • Income generated: 100
    • Growth: +40
    • Control: +2
    • Adds walls to the settlement
  6. City-State

    Level 6 · 16,000 gold · 7 turns

    • Prestige gained: +3 per turn
    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 7 construction slots in the settlement
    • Income generated: 120
    • Growth: +50
    • Control: +3
    • Adds walls to the settlement

Anti-Vermintide

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 2 turns · upkeep 500

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

Dye Production

  1. Cinnabar Mining Pit

    Level 1 · 500 gold · 1 turn

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

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 150
    • Dyes resource production: 30 ounces
  3. Dyemaker

    Level 3 · 2,000 gold · 3 turns

    • Income generated: 200
    • Dyes resource production: 45 ounces

Exotic Animals

  1. Exotic Animal Tamer

    Level 1 · 500 gold · 1 turn

    • Recruitment cost: -20% for Demigryph units (local province)
    • Income generated: 100
    • Exotic Animals resource production: 20 cages
  2. Exotic Animal Pen

    Level 2 · 1,000 gold · 2 turns

    • Recruitment cost: -25% for Demigryph units (local province)
    • Recruit rank: +1 for Demigryph units (local province)
    • Income generated: 150
    • Exotic Animals resource production: 30 cages
  3. Exotic Animal Market

    Level 3 · 2,000 gold · 3 turns

    • Recruitment cost: -30% for Demigryph units (local province)
    • Recruit rank: +2 for Demigryph units (local province)
    • Upkeep: -3% for Demigryph units (all armies)
    • Income generated: 200
    • Exotic Animals resource production: 45 cages

Farm

  1. Fields

    Level 1 · 750 gold · 1 turn

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

    Level 2 · 1,500 gold · 2 turns

    • Casualty replenishment rate: +4% (armies in province)
    • Growth: +30
  3. Landed Estate

    Level 3 · 2,250 gold · 3 turns

    • Casualty replenishment rate: +6% (armies in province)
    • Growth: +40

Gem Mining

  1. Gem Mineshaft

    Level 1 · 500 gold · 2 turns

    • Income generated: 200
    • Gemstones resource production: 16 sacks
  2. Gem Mine

    Level 2 · 1,000 gold · 3 turns

    • Income generated: 400
    • Gemstones resource production: 24 sacks
  3. Gemcutter's Workshop

    Level 3 · 2,000 gold · 4 turns

    • Income generated: 600
    • Gemstones resource production: 32 sacks

Gold Mining

  1. Gold Mining Pit

    Level 1 · 500 gold · 2 turns

    • Recruitment cost: -20% for Free Company Militia units (local province)
    • Income generated: 200
  2. Gold Mine

    Level 2 · 1,000 gold · 3 turns

    • Recruitment cost: -25% for Free Company Militia units (local province)
    • Recruit rank: +1 for Free Company Militia units (local province)
    • Income generated: 400
  3. Gold Smelter

    Level 3 · 2,000 gold · 4 turns

    • Recruitment cost: -30% for Free Company Militia units (local province)
    • Recruit rank: +2 for Free Company Militia units (local province)
    • Upkeep: -3% for Free Company Militia units (all armies)
    • Hero recruit rank: +1 for Empire Captains (all provinces)
    • Income generated: 600

Industry

  1. Weaving House

    Level 1 · 1,000 gold · 1 turn

    • Income generated: 250
  2. Clothier

    Level 2 · 1,750 gold · 2 turns

    • Income generated: 375
  3. Tailors' Guild

    Level 3 · 2,500 gold · 3 turns

    • Income generated: 500

Iron Mining

  1. Iron Mining Pit

    Level 1 · 500 gold · 2 turns

    • Income generated: 100
    • Iron resource production: 20 ingots
    • Recruitment cost: -20% for Swordsmen, Greatswords and Knight units (local province)
  2. Iron Mine

    Level 2 · 1,000 gold · 3 turns

    • Income generated: 150
    • Iron resource production: 30 ingots
    • Recruitment cost: -25% for Swordsmen, Greatswords and Knight units (local province)
    • Recruit rank: +1 for Swordsmen, Greatsword and Knights units (local province)
  3. Iron Smelter

    Level 3 · 2,000 gold · 4 turns

    • Upkeep: -3% for Swordsmen, Greatswords and Knight units (all armies)
    • Income generated: 200
    • Iron resource production: 45 ingots
    • Recruitment cost: -30% for Swordsmen, Greatswords and Knight units (local province)
    • Recruit rank: +2 for Swordsmen, Greatsword and Knights units (local province)

Marble Quarry

  1. Stone Cutter

    Level 1 · 500 gold · 1 turn

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

    Level 2 · 1,000 gold · 2 turns

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

    Level 3 · 2,000 gold · 3 turns

    • Income generated: 200
    • Marble resource production: 45 slabs

Medicine Production

  1. Herb Gatherer's Camp

    Level 1 · 500 gold · 1 turn

    • Income generated: 100
    • Medicinal Plants resource production: 20 bundles
  2. Exotic Hothouse

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 150
    • Medicinal Plants resource production: 30 bundles
  3. Alchemy Workshop

    Level 3 · 2,000 gold · 3 turns

    • Income generated: 200
    • Medicinal Plants resource production: 45 bundles

Oak of Ages

  1. Oak of Ages (Ruined)

    Level 1 · 1 turn

  2. Oak of Ages (Pacified)

    Level 2 · 1,200 gold · 1 turn

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

Obsidian Quarry

  1. Obsidian Quarry

    Level 1 · 500 gold · 1 turn

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

    Level 2 · 1,000 gold · 2 turns

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

    Level 3 · 2,000 gold · 3 turns

    • Income generated: 200
    • Carved Obsidian resource production: 45 chests

Orchards

  1. Orchards

    Level 1 · 500 gold · 1 turn

    • Income generated: 100
    • Control: +3
    • Wine resource production: 20 barrels
  2. Vineyard

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 150
    • Control: +4
    • Wine resource production: 30 barrels
  3. Vintner

    Level 3 · 2,000 gold · 3 turns

    • Income generated: 200
    • Control: +5
    • Wine resource production: 45 barrels

Pastures

  1. Grazing Pastures

    Level 1 · 500 gold · 1 turn

    • Income generated: 100
    • Casualty replenishment rate: +4% (armies in province)
    • Growth: +30
    • Recruitment cost: -20% for Pistoliers and Outriders units (local province)
  2. Livestock Pens

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 150
    • Casualty replenishment rate: +6% (armies in province)
    • Growth: +40
    • Recruitment cost: -25% for Pistoliers and Outriders units (local province)
    • Recruit rank: +1 for Pistolier and Outrider units (local province)
  3. Cattle Ranch

    Level 3 · 2,000 gold · 3 turns

    • Income generated: 200
    • Casualty replenishment rate: +8% (armies in province)
    • Growth: +50
    • Recruitment cost: -30% for Pistoliers and Outriders units (local province)
    • Recruit rank: +2 for Pistolier and Outrider units (local province)
    • Upkeep: -3% for Pistoliers and Outriders units (all armies)

Port

  1. Ruined Docks

    Level 1 · 1 turn

  2. Imperial Wharf

    Level 2 · 1,500 gold · 2 turns

    • Income generated: 100
    • Growth: +10
  3. Imperial Harbour

    Level 3 · 3,000 gold · 4 turns

    • Income generated: 300
    • Growth: +20
  4. Imperial Port

    Level 4 · 6,000 gold · 6 turns

    • Income generated: 500
    • Growth: +30

Port

  1. Ruined Docks

    Level 1 · 1 turn

  2. Estalian Docks

    Level 2 · 1,000 gold · 1 turn

    • Income generated: 100
    • Growth: +10
  3. Estalian Harbour

    Level 3 · 2,000 gold · 2 turns

    • Income generated: 300
    • Growth: +20
  4. Estalian Trading Port

    Level 4 · 4,000 gold · 3 turns

    • Income generated: 500
    • Growth: +30

Pottery Production

  1. Clay Pit

    Level 1 · 500 gold · 1 turn

    • Income generated: 100
    • Pottery resource production: 20 kilnful
  2. Pottery Maker

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 150
    • Pottery resource production: 30 kilnful
  3. Kilns

    Level 3 · 2,000 gold · 3 turns

    • Income generated: 200
    • Pottery resource production: 45 kilnful

Protection

  1. Night Watch

    Level 1 · 1,500 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. Armoured Watchers

    Level 2 · 2,000 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. Elite Watchers

    Level 3 · 3,000 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

Saltmaking

  1. Brine Mining Pit

    Level 1 · 500 gold · 1 turn

    • Income generated: 100
    • Salt resource production: 20 barrels
  2. Brine Mine

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 150
    • Salt resource production: 30 barrels
  3. Saltworks

    Level 3 · 2,000 gold · 3 turns

    • Income generated: 200
    • Salt resource production: 45 barrels

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 · 500 gold · 1 turn

    • Income generated: 100
    • Spices resource production: 20 sacks
  2. Spice Trading Post

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 150
    • Spices resource production: 30 sacks
  3. Eastern Bazaar

    Level 3 · 2,000 gold · 3 turns

    • Income generated: 200
    • Spices resource production: 45 sacks

Transportation

  1. Paved Roads

    Level 1 · 3,000 gold · 3 turns

    • Campaign movement range: +10% for own armies starting their turn in this province (armies in province)
    • Global recruitment duration: -1 turn(s) (minimum 1) (armies in province)
    • Income from all buildings: +4% (local province)
  2. Toll Gates

    Level 2 · 4,500 gold · 4 turns

    • Campaign movement range: +15% for own armies starting their turn in this province (armies in province)
    • Local recruitment duration: -1 turn(s) (minimum 1) (armies in province)
    • Global recruitment duration: -2 turn(s) (minimum 1) (armies in province)
    • Income from all buildings: +8% (local province)

Tusks

  1. Animal Store

    Level 1 · 500 gold · 1 turn

    • Ivory resource production: 20 tusks
    • Income generated: 100
  2. Tusk Market

    Level 2 · 1,000 gold · 2 turns

    • Ivory resource production: 30 tusks
    • Income generated: 150
  3. Tusk Compound

    Level 3 · 2,000 gold · 3 turns

    • Ivory resource production: 45 tusks
    • Income generated: 200

Wild Game

  1. Hunting Camp

    Level 1 · 500 gold · 1 turn

    • Growth: +5
    • Furs resource production: 20 bundles
  2. Hunting Lodge

    Level 2 · 1,000 gold · 2 turns

    • Growth: +8
    • Furs resource production: 30 bundles
  3. Tannery

    Level 3 · 2,000 gold · 3 turns

    • Growth: +10
    • Furs resource production: 45 bundles

Woodlands

  1. Woodman's Hut

    Level 1 · 500 gold · 1 turn

    • Income generated: 100
    • Timber resource production: 20 logs
    • Recruitment cost: -20% for Crossbowmen and Spearmen units (local province)
  2. Timber Mill

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 150
    • Timber resource production: 30 logs
    • Recruitment cost: -25% for Crossbowmen and Spearmen units (local province)
    • Recruit rank: +1 for Crossbowmen and Spearmen units (local province)
  3. Lumberyard

    Level 3 · 2,000 gold · 3 turns

    • Upkeep: -3% for Crossbowmen and Spearmen units (all armies)
    • Income generated: 200
    • Timber resource production: 45 logs
    • Recruitment cost: -30% for Crossbowmen and Spearmen units (local province)
    • Recruit rank: +2 for Crossbowmen and Spearmen units (local province)

Public order

Hostelry

  1. Tap Room

    Level 1 · 1,500 gold · 2 turns

    • Upkeep: -5% (armies in region)
    • Control: +4
  2. Tavern

    Level 2 · 2,500 gold · 3 turns

    • Upkeep: -10% (armies in region)
    • Control: +6
  3. Coaching Inn

    Level 3 · 4,000 gold · 4 turns

    • Recruitment cost: -15% (armies in region)
    • Upkeep: -15% (armies in region)
    • Control: +10

Landmarks

Show 69 landmark buildings (unique buildings in particular settlements) ▾

Altdorf

Ruined Altdorf Level 1 · 1 turn

Altdorf (Hamlet) Level 2 · 1,000 gold · 2 turns

Prestige gained: +1 per turn · 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: Archers, Spearmen

Altdorf (Village) Level 3 · 2,000 gold · 3 turns

Prestige gained: +1 per turn · 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

Altdorf (Town) Level 4 · 4,000 gold · 4 turns

Prestige gained: +2 per turn · 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

Altdorf (City) Level 5 · 8,000 gold · 5 turns

Prestige gained: +2 per turn · 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: Clockwork Bombs

Altdorf (City-State) Level 6 · 16,000 gold · 6 turns

Prestige gained: +3 per turn · 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: Clockwork Bombs

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

Battle Wizards

Altdorf Conclave of Battle Wizards Level 1 · 3,000 gold · 5 turns

Winds of Magic power reserve: +10 per turn (armies in local province) · Winds of Magic power reserve capacity: +5 (all armies) · Hero capacity: +2 for Battle Wizards · Unlocks Hero recruitment: Battle Wizard · Unlocks Hero recruitment: Bright Wizard

Altdorf Colleges of Magic Level 2 · 10,000 gold · 6 turns

Arcane Essays: 50 per turn · Winds of Magic power reserve: +20 per turn (armies in local province) · Winds of Magic power reserve capacity: +10 (all armies) · Hero capacity: +2 for Battle Wizards · Unlocks Hero recruitment: Battle Wizard · Unlocks Hero recruitment: Bright Wizard · Hero recruit rank: +4 for Battle Wizards (factionwide)

Unlocks: Luminark of Hysh, Celestial Hurricanum

Couronne

Couronne Ruins Level 1 · 1 turn

Corruption: -2

Occupied Couronne (Hamlet) Level 2 · 1,000 gold · 2 turns

Prestige gained: +1 per turn · 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: 40 · Growth: +10 · Adds walls to the settlement

Unlocks: Spearmen, Archers

Occupied Couronne (Village) Level 3 · 2,000 gold · 3 turns

Prestige gained: +1 per turn · 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: 60 · Growth: +20 · Control: +1 · Adds walls to the settlement · Improved tower projectiles: Bullets

Occupied Couronne (Town) Level 4 · 4,000 gold · 4 turns

Prestige gained: +2 per turn · 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: 80 · Growth: +30 · Control: +2 · Adds walls to the settlement · Improved tower projectiles: Cannon Balls

Occupied Couronne (City) Level 5 · 8,000 gold · 5 turns

Prestige gained: +2 per turn · 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: 100 · Growth: +40 · Control: +3 · Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs

Occupied Couronne (City-State) Level 6 · 16,000 gold · 6 turns

Prestige gained: +3 per turn · 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: 120 · Growth: +50 · Control: +4 · Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs

Cult of Myrmidia

Archecclesiatium of Myrmidia Level 1 · 10,000 gold · 6 turns

Recruit rank: +3 for Knights of the Blazing Sun units (factionwide) · Corruption: -8 · Control: +8 · Control: +1 (factionwide)

Unlocks: Knights of the Blazing Sun

Cult of Ulric

Great Temple of Ulric Level 1 · 1,000 gold · 2 turns

Fervour: 10 per turn · Corruption: -2 (local province) · Local recruitment capacity: +1

Unlocks: Warriors of Ulric

Sites of Holy Pilgrimage Level 2 · 4,000 gold · 4 turns

Fervour: 15 per turn · Unlocks recruitment of Swords of Ulric Elector Count State Troops · Corruption: -4 (local province) · Unlocks Hero recruitment: Priest of Ulric · Recruit rank: +1 for all units (local province) · Local recruitment capacity: +1

Unlocks: Wolf-kin

Abodes of War and Worship Level 3 · 6,000 gold · 6 turns

Fervour: 25 per turn · Mercenary replenishment time: -20% for Swords of Ulric Elector Count State Troops · Unlocks recruitment of Swords of Ulric Elector Count State Troops · Corruption: -6 · Hero capacity: +1 for Priests · Unlocks Hero recruitment: Priest of Ulric · Hero recruit rank: +3 for Priests of Ulric · Recruit rank: +1 for all units (local province) · Local recruitment capacity: +2

Unlocks: Knights of the White Wolf, Teutogen Guard

Great Fortress-Temple of the Eternal Flame Level 4 · 10,000 gold · 10 turns

Fervour: 50 per turn · Mercenary replenishment time: -50% for Swords of Ulric Elector Count State Troops · Unlocks recruitment of Swords of Ulric Elector Count State Troops · Corruption in adjacent provinces: -2 · Corruption: -8 · Hero capacity: +2 for Priests · Unlocks Hero recruitment: Priest of Ulric · Hero recruit rank: +6 for Priests of Ulric · Recruit rank: +2 for all units (local province) · Local recruitment capacity: +2

Drakenhof

Drakenhof Ruins Level 1 · 1 turn

Corruption: -2

Occupied Drakenhof Hamlet Level 2 · 1,000 gold · 2 turns

Prestige gained: +1 per turn · 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: 40 · Growth: +10 · Adds walls to the settlement

Unlocks: Spearmen, Archers

Occupied Drakenhof (Village) Level 3 · 2,000 gold · 3 turns

Prestige gained: +1 per turn · 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: 60 · Growth: +20 · Control: +1 · Adds walls to the settlement · Improved tower projectiles: Bullets

Occupied Drakenhof (Town) Level 4 · 4,000 gold · 4 turns

Prestige gained: +2 per turn · 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: 80 · Growth: +30 · Control: +2 · Adds walls to the settlement · Improved tower projectiles: Cannon Balls

Occupied Drakenhof (City) Level 5 · 8,000 gold · 5 turns

Prestige gained: +2 per turn · 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: 100 · Growth: +40 · Control: +3 · Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs

Occupied Drakenhof (City-State) Level 6 · 16,000 gold · 6 turns

Prestige gained: +3 per turn · 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: 120 · Growth: +50 · Control: +4 · Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs

Fort

Ruined Fort Level 1 · 1 turn

Small Fort Level 2 · 1,000 gold · 3 turns

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

Unlocks: Archers, Spearmen

Fort Level 3 · 2,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -4 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Attrition: -10% when under siege (armies in region) · Growth: +50 · Improved tower projectiles: Bullets

Grand Fort Level 4 · 4,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -6 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Attrition: -10% when under siege (armies in region) · Growth: +60 · Improved tower projectiles: Cannon Balls

Imposing Fort Level 5 · 8,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -8 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Attrition: -10% when under siege (armies in region) · Growth: +70 · Improved tower projectiles: Clockwork Bombs

Impregnable Fort Level 6 · 16,000 gold · 7 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Attrition: -10% when under siege (armies in region) · Growth: +80 · Improved tower projectiles: Clockwork Bombs

Ghrond Landmark

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

Winds of Magic power reserve capacity: +3 (all armies) · Hero capacity: +1 for Battle Wizards · Unlocks Hero recruitment: Battle Wizard · Hero recruit rank: +2 for Battle Wizards · Research rate: +6

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

Winds of Magic power reserve capacity: +6 (all armies) · Hero capacity: +1 for Battle Wizards · Unlocks Hero recruitment: Battle Wizard · Hero recruit rank: +4 for Battle Wizards · Research rate: +12

Unlocks: Celestial Hurricanum, Luminark of Hysh

Knightly Order

Black Rose Stables Level 1 · 4,000 gold · 3 turns

Recruitment cost: -15% for Knights of the Black Rose units · Recruit rank: +1 for Knights of the Black Rose units (factionwide)

Unlocks: Knights of the Black Rose

Black Rose Chapterhouse Level 2 · 8,000 gold · 4 turns

Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies) · Recruitment cost: -35% for Knights of the Black Rose units · Recruit rank: +3 for Knights of the Black Rose units (factionwide) · Local Recruitment duration: -1 turn for Knights of the Black Rose units (minimum 1) in this province (local province) · Passive ability: "Iron Resolve" for Knights of the Black Rose units (all armies)

Knightly Order

Chapterhouse of the White Wolf Level 1 · 2,500 gold · 2 turns

Upkeep: -10% for Knights of the White Wolf (all armies) · Recruit rank: +2 for Knights of the White Wolf

Unlocks: Knights of the White Wolf

Knightly Order

Blazing Sun Stables Level 1 · 4,000 gold · 3 turns

Recruit rank: +1 for Knights of the Blazing Sun units (factionwide) · Recruitment cost: -15% for Knights of the Blazing Sun units

Unlocks: Knights of the Blazing Sun

Blazing Sun Chapterhouse Level 2 · 8,000 gold · 4 turns

Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies) · Recruit rank: +3 for Knights of the Blazing Sun units (factionwide) · Recruitment cost: -35% for Knights of the Blazing Sun units · Local Recruitment duration: -1 turn for Knights of the Blazing Sun units (minimum 1) in this province (local province) · Attacks cause "Flammable" effect, reducing fire resistance for Knights of the Blazing Sun units (all armies)

Knightly Order

Knights Panther Stables Level 1 · 2,500 gold · 2 turns

Recruitment cost: -15% for Knights Panther units · Recruit rank: +1 for Knights Panther units (factionwide)

Unlocks: Knights Panther

Knights Panther Chapterhouse Level 2 · 6,000 gold · 3 turns

Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies) · Missile block chance: +15% for Empire Knights and Knights Panther units (all armies) · Recruitment cost: -35% for Knights Panther units · Recruit rank: +3 for Knights Panther units (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

Landmark

Eckzahnehaus Level 1 · 2,500 gold · 2 turns

Upkeep: -10% for Hunting Hounds units (all armies) · Recruit rank: +2 for Hunting Hounds units · Melee attack: +5 for Hunting Hound units (all armies) · Armour-piercing weapon damage: +2 for Hunting Hounds units (all armies)

Unlocks: Hunting Hounds

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

Miragliano

Miragliano Ruins Level 1 · 1 turn

Corruption: -2

Occupied Miragliano (Hamlet) Level 2 · 1,000 gold · 2 turns

Prestige gained: +1 per turn · 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: 40 · Growth: +10 · Adds walls to the settlement

Unlocks: Archers, Spearmen

Occupied Miragliano (Village) Level 3 · 2,000 gold · 3 turns

Prestige gained: +1 per turn · 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: 60 · Growth: +20 · Control: +1 · Adds walls to the settlement · Improved tower projectiles: Bullets

Occupied Miragliano (Town) Level 4 · 4,000 gold · 4 turns

Prestige gained: +2 per turn · 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: 80 · Growth: +30 · Control: +2 · Adds walls to the settlement · Improved tower projectiles: Cannon Balls

Occupied Miragliano (City) Level 5 · 8,000 gold · 5 turns

Prestige gained: +2 per turn · 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: 100 · Growth: +40 · Control: +3 · Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs

Occupied Miragliano (City-State) Level 6 · 16,000 gold · 6 turns

Prestige gained: +3 per turn · 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: 120 · Growth: +50 · Control: +4 · Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs

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

Provincial Capital

Ruined City Level 1 · 1 turn

Corruption: -2

Middenheim (Hamlet) Level 2 · 1,000 gold · 2 turns

Prestige gained: +1 per turn · Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slot in the settlement · Income generated: 40 · Growth: +10 · Adds walls to the settlement

Unlocks: Archers, Spearmen

Middenheim (Village) Level 3 · 2,000 gold · 3 turns

Prestige gained: +1 per turn · Defensive supplies: +1000 · Corruption: -2 · Grants 4 construction slots in the settlement · Income generated: 60 · Growth: +20 · Control: +1 · Adds walls to the settlement

Middenheim (Town) Level 4 · 4,000 gold · 4 turns

Prestige gained: +2 per turn · Defensive supplies: +1000 · Corruption: -2 · Grants 6 construction slots in the settlement · Income generated: 80 · Growth: +30 · Control: +2 · Adds walls to the settlement

Middenheim (City) Level 5 · 8,000 gold · 5 turns

Prestige gained: +2 per turn · Defensive supplies: +1000 · Corruption: -2 · Grants 8 construction slots in the settlement · Income generated: 100 · Growth: +40 · Control: +2 · Adds walls to the settlement

Middenheim (City-State) Level 6 · 16,000 gold · 6 turns

Prestige gained: +3 per turn · Defensive supplies: +1000 · Corruption: -2 · Grants 9 construction slots in the settlement · Income generated: 120 · Growth: +50 · Control: +3 · Adds walls to the settlement

Reiksguard Headquarters

Castle Reikguard Stables Level 1 · 4,000 gold · 3 turns

Recruitment cost: -15% for Reiksguard units · Recruit rank: +1 for Reiksguard units (factionwide)

Unlocks: Reiksguard

Castle Reikguard Level 2 · 8,000 gold · 4 turns

Recruitment cost: -35% for Reiksguard units · Local Recruitment duration: -1 turn for Reiksguard units (minimum 1) in this province (local province) · Recruit rank: +3 for Reiksguard units (factionwide) · Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies) · Attribute: Devastating Flanker for Reiksguard units (all armies)

Saphery Landmark

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

Winds of Magic power reserve capacity: +3 (all armies) · Unlocks Hero recruitment: Battle Wizard · Unlocks Hero recruitment: Bright Wizard · Hero recruit rank: +2 for Battle Wizards · Research rate: +6

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

Winds of Magic power reserve capacity: +6 (all armies) · Hero capacity: +1 for Battle Wizards · Unlocks Hero recruitment: Battle Wizard · Unlocks Hero recruitment: Bright Wizard · Hero recruit rank: +5 for Battle Wizards · Research rate: +12

Unlocks: Luminark of Hysh, Celestial Hurricanum

Sartosa

Ruined Sartosa Level 1 · 1 turn

Corruption: -2

Occupied Sartosa Level 1 Level 2 · 1,000 gold · 3 turns

Prestige gained: +1 per turn · 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: 60 · Growth: +10 · Control: +1 · Adds walls to the settlement

Unlocks: Archers, Spearmen

Occupied Sartosa Level 2 Level 3 · 2,000 gold · 4 turns

Prestige gained: +1 per turn · 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: 90 · Growth: +20 · Control: +2 · Adds walls to the settlement · Improved tower projectiles: Bullets

Occupied Sartosa Level 3 Level 4 · 4,000 gold · 5 turns

Prestige gained: +2 per turn · 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: 120 · Growth: +30 · Control: +3 · Adds walls to the settlement · Improved tower projectiles: Cannon Balls

Occupied Sartosa Level 4 Level 5 · 8,000 gold · 6 turns

Prestige gained: +2 per turn · 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: 150 · Growth: +40 · Control: +4 · Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs

Occupied Sartosa Level 5 Level 6 · 16,000 gold · 7 turns

Prestige gained: +3 per turn · 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: 180 · Growth: +50 · Control: +5 · Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs

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

Altdorf Landmark

Imperial Palace Level 1 · 10,000 gold · 6 turns

Hero recruit rank: +2 for Empire Captains (factionwide) · Income from all buildings: +5% (local province) · Control: +10 · Control: +2 (factionwide) · Lord recruit rank: +2 (factionwide)

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

Bretonnian Culture

Couronne Tournament Grounds Level 1 · 8,000 gold · 6 turns

Chivalry: +20 per turn · Income generated: 800 · Recruit rank: +2 for Cavalry units (all characters) · Control: +10

Clar Karond Landmark

Lairs of Clar Karond Level 1 · 8,000 gold · 5 turns

Upkeep: -25% for Demigryph units (all armies) · Exotic Animals resource production: 100 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

Eataine Landmark

Glittering Tower Lighthouse Level 1 · 6,000 gold · 3 turns

Income from Ports: +5% (factionwide) · Income from trade tariffs: +5%

Elven Enclave

Laurelorn Forest Level 1 · 6,000 gold · 4 turns

Converts the Climate of the region to Temperate (only while this building is present) · Corruption: -4 · Diplomatic relations: +15 with Wood Elves · Medicinal Plants resource production: 20 bundles · Elven Trinkets resource production: 10 chests

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

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

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)

Kislev Palace

Bokha Palace Level 1 · 10,000 gold · 6 turns

Income from all buildings: +50% (local province) · Control: +10 · Lord recruit rank: +2 (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

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

Pfeildorf Wine Market Level 1 · 4,000 gold · 2 turns

Income from all buildings: +10% (local province) · Income generated: 300 · Wine resource production: 40 barrels

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

Pillar of Bone Level 1 · 7,500 gold · 5 turns

Empower 2 Sigils within the Black Pyramid · Winds of Magic power reserve: +10 per turn (armies in local province) · Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5

Landmark

The Grand Cauldron Level 1 · 4,000 gold · 3 turns

Corruption: -4 · Growth: +5 (all provinces) · Control: +4 · Spices resource production: 24 sacks · Wine resource production: 24 barrels

Landmark

Sigmar's Rock Level 1 · 6,000 gold · 6 turns

Corruption in adjacent provinces: -2 (all adjacent provinces) · Corruption: -3 · Corruption: -1 (all provinces)

Landmark

The Red Moon Inn Level 1 · 4,000 gold · 1 turn

Corruption: -1 · Income generated: 50 · Control: +2 · Adds walls to the settlement

Miragliano

Miragliano Ruins Level 1 · 1 turn

Corruption: -2

Miragliano (Hamlet) Level 2 · 1,000 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 · Growth: +10 · Control: +1 · Adds walls to the settlement

Miragliano (Village) Level 3 · 2,000 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 · Growth: +20 · Control: +2 · Adds walls to the settlement · Improved tower projectiles: Bullets

Miragliano (Town) Level 4 · 4,000 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 · Growth: +30 · Control: +3 · Adds walls to the settlement · Improved tower projectiles: Cannon Balls

Miragliano (City) Level 5 · 8,000 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 · Growth: +40 · Control: +4 · Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs

Miragliano (City-State) Level 6 · 16,000 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 · Growth: +50 · Control: +5 · Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs

Pigbarter Market

Pigbarter Swamp-Wharf Level 1 · 4,000 gold · 2 turns

Income generated: 200 · Income from trade tariffs: +5% · Diplomatic relations: +50 with Greenskins

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)

Special Forges

Nuln Cannon Foundry Level 1 · 6,000 gold · 3 turns

Recruit rank: +2 for Artillery and Gun units (all characters) · Recruitment cost: -10% for Artillery and Gun units (all armies) · Upkeep: -5% for Artillery and Gun units (all armies) · Mercenary replenishment time: -25% for Emperor's Wrath Elector Count State Troops · Unlocks recruitment of Emperor's Wrath Elector Count State Troops · Schematics gained: 50 per turn

Nuln Gunnery School Level 2 · 10,000 gold · 6 turns

Recruit rank: +3 for Artillery and Gun units (all characters) · Recruitment cost: -15% for Artillery and Gun units (all armies) · Upkeep: -5% for Artillery and Gun units (all armies) · Mercenary replenishment time: -50% for Emperor's Wrath Elector Count State Troops · Unlocks recruitment of Emperor's Wrath Elector Count State Troops · Schematics gained: 100 per turn

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

Temple of Elemental Winds

Temple of Elemental Winds Level 1 · 10,000 gold · 5 turns

Attribute: Mastery of Elemental Winds for Battle Wizards (all armies) · Arcane Essays: 20 per turn · Unlocks Hero recruitment: Battle Wizard

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