The Empire buildings
43 building chains The Empire can build, patch 9.0.4. Tap one for each level's cost, build time, effects and units.
Recruitment

Barracks
3 levels · unlocks Swordsmen, Spearmen (Shields), Crossbowmen, Halberdiers, Huntsmen, Greatswords, Darkshards
Barracks
3 levels · unlocks Swordsmen, Spearmen (Shields), Crossbowmen, Halberdiers, Huntsmen, Greatswords, Darkshards

Training Field
Level 1 · 750 gold · 1 turn
Unlocks

Rally Field
Level 2 · 1,500 gold · 2 turns
Unlocks Hero recruitment: Empire Captain
Unlocks

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
3 levels · unlocks Luminark of Hysh, Celestial Hurricanum
Battle Wizards
3 levels · unlocks Luminark of Hysh, Celestial Hurricanum

Wizard's Conclave
Level 1 · 2,500 gold · 4 turns
Arcane Essays: 2 per turn (The Golden Order only)
Winds of Magic power reserve: +5 per turn [PH]
(armies in local province)
Unlocks Hero recruitment: Battle Wizard
Unlocks Hero recruitment: Bright Wizard

Wizard's Campus
Level 2 · 5,000 gold · 5 turns
Arcane Essays: 3 per turn (The Golden Order only)
Winds of Magic power reserve: +10 per turn [PH]
(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

Wizard's Tower
Level 3 · 10,000 gold · 7 turns
Arcane Essays: 5 per turn (The Golden Order only)
Winds of Magic power reserve: +15 per turn [PH]
(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
3 levels · unlocks Hunting Hounds, Warriors of Ulric, Knights of the White Wolf, Wolf-kin, Teutogen Guard
Cult of Ulric
3 levels · unlocks Hunting Hounds, Warriors of Ulric, Knights of the White Wolf, Wolf-kin, Teutogen Guard

Shrine of Ulric
Level 1 · 1,750 gold · 3 turns
Hall of Eternal Flame provides: Fervour: 5 per turn
Hall of Eternal Flame provides: Fervour: 10 per turn
Hall of Eternal Flame provides: Fervour: 15 per turn
Unlocks Hero recruitment: Priest of Ulric
Income from post-battle loot: +15% (all your armies in adjacent regions)
Hall of Eternal Flame provides: Melee attack: +4 (all armies in local province)
Hall of Eternal Flame provides: Melee attack: +6 (all armies in local province)
Hall of Eternal Flame provides: Melee attack: +8 (all armies in local province)
Hall of Eternal Flame provides: Melee attack: +10 (all armies in local province)
Hall of Eternal Flame provides: Physical resistance: 5% (all armies in local province)
Hall of Eternal Flame provides: Physical resistance: 10% (all armies in local province)
Unlocks

Chapel of Ulric
Level 2 · 3,000 gold · 4 turns
Hall of Eternal Flame provides: Fervour: 5 per turn
Hall of Eternal Flame provides: Fervour: 10 per turn
Hall of Eternal Flame provides: 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)
Hall of Eternal Flame provides: Melee attack: +4 (all armies in local province)
Hall of Eternal Flame provides: Melee attack: +6 (all armies in local province)
Hall of Eternal Flame provides: Melee attack: +8 (all armies in local province)
Hall of Eternal Flame provides: Melee attack: +10 (all armies in local province)
Hall of Eternal Flame provides: Physical resistance: 5% (all armies in local province)
Hall of Eternal Flame provides: Physical resistance: 10% (all armies in local province)
Unlocks

Grand Altar of Ulric
Level 3 · 6,000 gold · 5 turns
Income from post-battle loot: +2% (factionwide)
Hall of Eternal Flame provides: Fervour: 5 per turn
Hall of Eternal Flame provides: Fervour: 10 per turn
Hall of Eternal Flame provides: 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)
Hall of Eternal Flame provides: Melee attack: +4 (all armies in local province)
Hall of Eternal Flame provides: Melee attack: +6 (all armies in local province)
Hall of Eternal Flame provides: Melee attack: +8 (all armies in local province)
Hall of Eternal Flame provides: Melee attack: +10 (all armies in local province)
Hall of Eternal Flame provides: Physical resistance: 5% (all armies in local province)
Hall of Eternal Flame provides: Physical resistance: 10% (all armies in local province)
Unlocks

Forges
4 levels · unlocks War Wagons, Mortars, War Wagons (Mortars), Great Cannons, Land Ship, Helstorm Rocket Battery, Helblaster Volley Guns, Steam Tank, Steam Tank (Volley Gun)
Forges
4 levels · unlocks War Wagons, Mortars, War Wagons (Mortars), Great Cannons, Land Ship, Helstorm Rocket Battery, Helblaster Volley Guns, Steam Tank, Steam Tank (Volley Gun)

Gunsmith
Level 1 · 1,500 gold · 2 turns
Unlocks Hero recruitment: Engineer
Research rate: +3
Unlocks

Foundry
Level 2 · 2,500 gold · 3 turns
Hero capacity: +1 for Engineer
Unlocks Hero recruitment: Engineer
Research rate: +5
Unlocks

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

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
3 levels · unlocks Free Company Militia, Pistoliers, Handgunners, Outriders, Hochland Long Rifles, Nuln Ironsides, Outriders (Grenade Launchers)
Marksman
3 levels · unlocks Free Company Militia, Pistoliers, Handgunners, Outriders, Hochland Long Rifles, Nuln Ironsides, Outriders (Grenade Launchers)

Shooting Range
Level 1 · 750 gold · 1 turn
Unlocks

Firearms Academy
Level 2 · 1,500 gold · 2 turns
Unlocks Hero recruitment: Witch Hunter
Unlocks

Gunnery School
Level 3 · 2,500 gold · 3 turns
Hero capacity: +1 for Witch Hunters
Unlocks Hero recruitment: Witch Hunter
Unlocks

Stables
3 levels · unlocks Empire Knights, Knights of the Black Rose, Knights Panther, Knights of the Blazing Sun, Reiksguard, Demigryph Knights (Halberds), Demigryph Knights
Stables
3 levels · unlocks Empire Knights, Knights of the Black Rose, Knights Panther, Knights of the Blazing Sun, Reiksguard, Demigryph Knights (Halberds), Demigryph Knights

Stables
Level 1 · 1,500 gold · 2 turns
Local recruitment capacity: +1
Unlocks

Livery
Level 2 · 2,500 gold · 3 turns
Local recruitment capacity: +2
Unlocks

Menagerie
Level 3 · 4,000 gold · 4 turns
Global recruitment capacity: +1
Local recruitment capacity: +2
Unlocks

Worship
2 levels · unlocks Flagellants
Worship
2 levels · unlocks Flagellants

Shrine of Sigmar
Level 1 · 1,750 gold · 3 turns
Corruption: -5
Unlocks Hero recruitment: Warrior Priest
Unlocks

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
2 levels · unlocks Flagellants
Worship
2 levels · unlocks Flagellants

Shrine of Myrmidia
Level 1 · 4,000 gold · 3 turns
Corruption: -6
Unlocks

Temple of Myrmidia
Level 2 · 6,000 gold · 4 turns
Corruption: -9

Flame of Ulric
1 level
Flame of Ulric
1 level

Stolen Flame of Ulric
Level 1 · 10,000 gold · 4 turns
Melee attack: +5 when fighting against Empire (all armies)
Leadership: +5 when fighting against Empire (all armies)
Hero recruit rank: +3 (factionwide)
Income generated: 500
Income from post-battle loot: +10% (factionwide)
Local recruitment capacity: +2

Garrison
1 level
Garrison
1 level

Outpost Garrison
Level 1 · 2,000 gold · 4 turns

Garrison
2 levels
Garrison
2 levels

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%

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
3 levels
Outpost
3 levels

Empire Outpost
Level 1 · 2,000 gold · 3 turns
Provides allied recruitment of a selection of units from the faction's local recruitment
Allied recruitment is expensive outside of friendly territory- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +2% (own and enemy armies in region)

Empire District
Level 2 · 4,000 gold · 4 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Allied recruitment is expensive outside of friendly territory- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +3% (armies in region)

Empire Colony
Level 3 · 6,000 gold · 5 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Allied recruitment cost outside friendly territory: -50%- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +4% (armies in region)

Outpost
3 levels
Outpost
3 levels

Southern Realms Outpost
Level 1 · 2,000 gold · 3 turns
Provides allied recruitment of a selection of units from the faction's local recruitment
Allied recruitment is expensive outside of friendly territory- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +2% (own and enemy armies in region)

Southern Realms District
Level 2 · 4,000 gold · 4 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Allied recruitment is expensive outside of friendly territory- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +3% (armies in region)

Southern Realms Colony
Level 3 · 6,000 gold · 5 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Allied recruitment cost outside friendly territory: -50%- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +4% (armies in region)

Walls
3 levels
Walls
3 levels

Basic Walls
Level 1 · 2,000 gold · 4 turns
Outside Altdorf, Khemri, Castle Drakenhof and 11 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Enemy Hero action success chance: -10%
Attrition: -5% when under siege (armies in region)
Leadership: +2 when under siege (armies in region)
Outside Altdorf, Khemri, Castle Drakenhof and 11 other settlements: Improved tower projectiles: Bullets

Tall Walls
Level 2 · 4,000 gold · 5 turns
Outside Altdorf, Khemri, Castle Drakenhof and 11 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Enemy Hero action success chance: -15%
Attrition: -10% when under siege (armies in region)
Leadership: +4 when under siege (armies in region)
Outside Altdorf, Khemri, Castle Drakenhof and 11 other settlements: Improved tower projectiles: Cannon Balls

Reinforced Walls
Level 3 · 6,000 gold · 6 turns
Outside Altdorf, Khemri, Castle Drakenhof and 11 other settlements: Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Enemy Hero action success chance: -20%
Attrition: -15% when under siege (armies in region)
Leadership: +6 when under siege (armies in region)
Outside Altdorf, Khemri, Castle Drakenhof and 11 other settlements: Improved tower projectiles: Clockwork Bombs

Walls
3 levels
Walls
3 levels

Basic Walls
Level 1 · 2,500 gold · 3 turns
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Enemy Hero action success chance: -10%
Attrition: -5% when under siege (armies in region)
Leadership: +2 when under siege (armies in region)
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Bullets

Tall Walls
Level 2 · 5,000 gold · 4 turns
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Enemy Hero action success chance: -15%
Attrition: -10% when under siege (armies in region)
Leadership: +4 when under siege (armies in region)
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Cannon Balls

Reinforced Walls
Level 3 · 7,500 gold · 5 turns
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Enemy Hero action success chance: -20%
Attrition: -15% when under siege (armies in region)
Leadership: +6 when under siege (armies in region)
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Clockwork Bombs
Economy

Minor Settlement
3 levels · unlocks Archers, Spearmen
Minor Settlement
3 levels · unlocks Archers, Spearmen

Ruined Village
Ruin
Corruption: -1

Hamlet
Level 1 · 1,000 gold · 3 turns
Prestige gained: +1 per turn (Reikland only)
Defensive supplies: +1000
Corruption: -1
Grants 1 construction slot in the settlement
Income generated: 40
Growth: +10
Unlocks

Village
Level 2 · 2,000 gold · 4 turns
Prestige gained: +1 per turn (Reikland only)
Defensive supplies: +1000
Corruption: -1
Grants 2 construction slots in the settlement
Income generated: 60
Growth: +20
Control: +1

Town
Level 3 · 4,000 gold · 5 turns
Prestige gained: +2 per turn (Reikland only)
Defensive supplies: +1000
Corruption: -1
Grants 3 construction slots in the settlement
Income generated: 80
Growth: +30
Control: +2

Provincial Capital
5 levels · unlocks Archers, Spearmen
Provincial Capital
5 levels · unlocks Archers, Spearmen

Ruined City
Ruin
Corruption: -2

Hamlet
Level 1 · 1,000 gold · 3 turns
Prestige gained: +1 per turn (Reikland only)
Defensive supplies: +1000
Corruption: -2
Grants 1 construction slot in the settlement
Income generated: 40
Growth: +10
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Unlocks

Village
Level 2 · 2,000 gold · 4 turns
Prestige gained: +1 per turn (Reikland only)
Defensive supplies: +1000
Corruption: -2
Grants 2 construction slots in the settlement
Income generated: 60
Growth: +20
Control: +1
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Town
Level 3 · 4,000 gold · 5 turns
Prestige gained: +2 per turn (Reikland only)
Defensive supplies: +1000
Corruption: -2
Grants 3 construction slots in the settlement
Income generated: 80
Growth: +30
Control: +2
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

City
Level 4 · 8,000 gold · 6 turns
Prestige gained: +2 per turn (Reikland only)
Defensive supplies: +1000
Corruption: -2
Grants 5 construction slots in the settlement
Income generated: 100
Growth: +40
Control: +2
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

City-State
Level 5 · 16,000 gold · 7 turns
Prestige gained: +3 per turn (Reikland only)
Defensive supplies: +1000
Corruption: -2
Grants 7 construction slots in the settlement
Income generated: 120
Growth: +50
Control: +3
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Anti-Vermintide
4 levels
Anti-Vermintide
4 levels

Rat Catchers
Level 1 · 200 gold · 1 turn · upkeep 200
Prevents the Vermintide Under-Empire from spreading to this region
(while this building is present)
Income from all buildings: -5% (local province)
Control: -2

Well-Placed Explosives
Level 2 · 500 gold · 1 turn
Any Under-Cities present within this province will be destroyed
Prevents the Vermintide Under-Empire from spreading to any region in this province for 20 turns
This settlement will be razed and then cannot be occupied again for 20 turns

Raid the Under-City
Level 2 · 500 gold · 1 turn
Any Under-Cities present within this province will be destroyed
Prevents the Vermintide Under-Empire from spreading to any region in this province for 13 turns
Building will be removed upon completion
A Vermintide army will assault this settlement

Sewer Patrols
Level 2 · 500 gold · 2 turns · upkeep 500
Prevents the Vermintide Under-Empire from spreading to any region in this province
(while this building is present)
Income from all buildings: -10% (local province)
Control: -5

Dye Production
3 levels
Dye Production
3 levels

Cinnabar Mining Pit
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Income generated: 100
Dyes resource production: 20 ounces

Cinnabar Mine
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Income generated: 150
Dyes resource production: 30 ounces

Dyemaker
Level 3 · 2,000 gold · 3 turns · pays back in 10 turns
Income generated: 200
Dyes resource production: 45 ounces

Exotic Animals
3 levels
Exotic Animals
3 levels

Exotic Animal Tamer
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Recruitment cost: -20% for Demigryph units (local province)
Income generated: 100
Exotic Animals resource production: 20 cages

Exotic Animal Pen
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 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

Exotic Animal Market
Level 3 · 2,000 gold · 3 turns · pays back in 10 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
3 levels
Farm
3 levels

Fields
Level 1 · 750 gold · 1 turn
Casualty replenishment rate: +2% (armies in province)
Growth: +20

Farm
Level 2 · 1,500 gold · 2 turns
Casualty replenishment rate: +4% (armies in province)
Growth: +30

Landed Estate
Level 3 · 2,250 gold · 3 turns
Casualty replenishment rate: +6% (armies in province)
Growth: +40

Gem Mining
3 levels
Gem Mining
3 levels

Gem Mineshaft
Level 1 · 500 gold · 2 turns · pays back in 2.5 turns
Income generated: 200
Gemstones resource production: 16 sacks

Gem Mine
Level 2 · 1,000 gold · 3 turns · pays back in 2.5 turns
Income generated: 400
Gemstones resource production: 24 sacks

Gemcutter's Workshop
Level 3 · 2,000 gold · 4 turns · pays back in 3.3 turns
Income generated: 600
Gemstones resource production: 32 sacks

Gold Mining
3 levels
Gold Mining
3 levels

Gold Mining Pit
Level 1 · 500 gold · 2 turns · pays back in 2.5 turns
Recruitment cost: -20% for Free Company Militia units (local province)
Income generated: 200

Gold Mine
Level 2 · 1,000 gold · 3 turns · pays back in 2.5 turns
Recruitment cost: -25% for Free Company Militia units (local province)
Recruit rank: +1 for Free Company Militia units (local province)
Income generated: 400

Gold Smelter
Level 3 · 2,000 gold · 4 turns · pays back in 3.3 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
3 levels
Industry
3 levels

Weaving House
Level 1 · 1,000 gold · 1 turn · pays back in 4 turns
Income generated: 250

Clothier
Level 2 · 1,750 gold · 2 turns · pays back in 4.7 turns
Income generated: 375

Tailors' Guild
Level 3 · 2,500 gold · 3 turns · pays back in 5 turns
Income generated: 500

Iron Mining
3 levels
Iron Mining
3 levels

Iron Mining Pit
Level 1 · 500 gold · 2 turns · pays back in 5 turns
Income generated: 100
Iron resource production: 20 ingots
Recruitment cost: -20% for Swordsmen, Greatswords and Knight units (local province)

Iron Mine
Level 2 · 1,000 gold · 3 turns · pays back in 6.7 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)

Iron Smelter
Level 3 · 2,000 gold · 4 turns · pays back in 10 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
3 levels
Marble Quarry
3 levels

Stone Cutter
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Income generated: 100
Marble resource production: 20 slabs

Marble Quarry
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Income generated: 150
Marble resource production: 30 slabs

Mason
Level 3 · 2,000 gold · 3 turns · pays back in 10 turns
Income generated: 200
Marble resource production: 45 slabs

Medicine Production
3 levels
Medicine Production
3 levels

Herb Gatherer's Camp
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Income generated: 100
Medicinal Plants resource production: 20 bundles

Exotic Hothouse
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Income generated: 150
Medicinal Plants resource production: 30 bundles

Alchemy Workshop
Level 3 · 2,000 gold · 3 turns · pays back in 10 turns
Income generated: 200
Medicinal Plants resource production: 45 bundles

Oak of Ages
1 level
Oak of Ages
1 level

Oak of Ages (Ruined)
Ruin

Oak of Ages (Pacified)
Level 1 · 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) (Realm of Chaos campaign only)
Income from all buildings: +5% (factionwide)
Outside regions owned by Chaos Dwarfs: Growth: +5 (all provinces)
Timber resource production: 100 logs

Obsidian Quarry
3 levels
Obsidian Quarry
3 levels

Obsidian Quarry
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Income generated: 100
Carved Obsidian resource production: 20 chests

Obsidian Trinket Maker
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Income generated: 150
Carved Obsidian resource production: 30 chests

Obsidian Amulet Carver
Level 3 · 2,000 gold · 3 turns · pays back in 10 turns
Income generated: 200
Carved Obsidian resource production: 45 chests

Orchards
3 levels
Orchards
3 levels

Orchards
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Income generated: 100
Control: +3
Wine resource production: 20 barrels

Vineyard
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Income generated: 150
Control: +4
Wine resource production: 30 barrels

Vintner
Level 3 · 2,000 gold · 3 turns · pays back in 10 turns
Income generated: 200
Control: +5
Wine resource production: 45 barrels

Pastures
3 levels
Pastures
3 levels

Grazing Pastures
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Income generated: 100
Casualty replenishment rate: +4% (armies in province)
Growth: +30
Recruitment cost: -20% for Pistoliers and Outriders units (local province)

Livestock Pens
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 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)

Cattle Ranch
Level 3 · 2,000 gold · 3 turns · pays back in 10 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
3 levels
Port
3 levels

Ruined Docks
Ruin

Imperial Wharf
Level 1 · 1,500 gold · 2 turns · pays back in 15 turns
Income generated: 100
Growth: +10

Imperial Harbour
Level 2 · 3,000 gold · 4 turns · pays back in 10 turns
Income generated: 300
Growth: +20

Imperial Port
Level 3 · 6,000 gold · 6 turns · pays back in 12 turns
Income generated: 500
Growth: +30

Port
3 levels
Port
3 levels

Ruined Docks
Ruin

Estalian Docks
Level 1 · 1,000 gold · 1 turn · pays back in 10 turns
Income generated: 100
Growth: +10

Estalian Harbour
Level 2 · 2,000 gold · 2 turns · pays back in 6.7 turns
Income generated: 300
Growth: +20

Estalian Trading Port
Level 3 · 4,000 gold · 3 turns · pays back in 8 turns
Income generated: 500
Growth: +30

Pottery Production
3 levels
Pottery Production
3 levels

Clay Pit
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Income generated: 100
Pottery resource production: 20 kilnful

Pottery Maker
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Income generated: 150
Pottery resource production: 30 kilnful

Kilns
Level 3 · 2,000 gold · 3 turns · pays back in 10 turns
Income generated: 200
Pottery resource production: 45 kilnful

Protection
3 levels
Protection
3 levels

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 (Realm of Chaos campaign only)
Corruption: -3
Control: +3

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) (Realm of Chaos campaign only)
Corruption: -4
Control: +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) (Realm of Chaos campaign only)
Corruption in adjacent provinces: -2
Corruption: -5
Control: +3

Saltmaking
3 levels
Saltmaking
3 levels

Brine Mining Pit
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Income generated: 100
Salt resource production: 20 barrels

Brine Mine
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Income generated: 150
Salt resource production: 30 barrels

Saltworks
Level 3 · 2,000 gold · 3 turns · pays back in 10 turns
Income generated: 200
Salt resource production: 45 barrels

Special Port
3 levels
Special Port
3 levels

Ruined Bordeleaux Docks
Ruin

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

Bordeleaux Harbour
Level 2 · 3,000 gold · 4 turns
Income generated: 400
Tradable resources produced: +10% (factionwide)
Income from trade tariffs: +20%
Outside regions owned by Chaos Dwarfs: Growth: +20

Manann’s Dry Docks
Level 3 · 6,000 gold · 6 turns
Income generated: 800
Tradable resources produced: +20% (factionwide)
Income from trade tariffs: +30%
Outside regions owned by Chaos Dwarfs: Growth: +30

Spice Trading
3 levels
Spice Trading
3 levels

Spice Market
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Income generated: 100
Spices resource production: 20 sacks

Spice Trading Post
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Income generated: 150
Spices resource production: 30 sacks

Eastern Bazaar
Level 3 · 2,000 gold · 3 turns · pays back in 10 turns
Income generated: 200
Spices resource production: 45 sacks

Transportation
2 levels
Transportation
2 levels

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)

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
3 levels
Tusks
3 levels

Animal Store
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Ivory resource production: 20 tusks
Income generated: 100

Tusk Market
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Ivory resource production: 30 tusks
Income generated: 150

Tusk Compound
Level 3 · 2,000 gold · 3 turns · pays back in 10 turns
Ivory resource production: 45 tusks
Income generated: 200

Wild Game
3 levels
Wild Game
3 levels

Hunting Camp
Level 1 · 500 gold · 1 turn
Growth: +5
Furs resource production: 20 bundles

Hunting Lodge
Level 2 · 1,000 gold · 2 turns
Growth: +8
Furs resource production: 30 bundles

Tannery
Level 3 · 2,000 gold · 3 turns
Growth: +10
Furs resource production: 45 bundles

Woodlands
3 levels
Woodlands
3 levels

Woodman's Hut
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Income generated: 100
Timber resource production: 20 logs
Recruitment cost: -20% for Crossbowmen and Spearmen units (local province)

Timber Mill
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 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)

Lumberyard
Level 3 · 2,000 gold · 3 turns · pays back in 10 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
3 levels
Hostelry
3 levels

Tap Room
Level 1 · 1,500 gold · 2 turns
Upkeep: -5% (armies in region)
Control: +4

Tavern
Level 2 · 2,500 gold · 3 turns
Upkeep: -10% (armies in region)
Control: +6

Coaching Inn
Level 3 · 4,000 gold · 4 turns
Recruitment cost: -15% (armies in region)
Upkeep: -15% (armies in region)
Control: +10
Landmarks
Where each landmark stands — every Immortal Empires landmark by settlement, with each race's version
Show 69 landmark buildings (unique buildings in particular settlements) ▾
Altdorf
Ruined Altdorf Ruin
Altdorf (Hamlet) Level 1 · 1,000 gold · 2 turns
Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 100 · Growth: +10 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Altdorf (Village) Level 2 · 2,000 gold · 3 turns
Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 150 · Growth: +20 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bullets
Altdorf (Town) Level 3 · 4,000 gold · 4 turns
Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 200 · Growth: +30 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Cannon Balls
Altdorf (City) Level 4 · 8,000 gold · 5 turns
Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 250 · Growth: +40 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs
Altdorf (City-State) Level 5 · 16,000 gold · 6 turns
Prestige gained: +3 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 300 · Growth: +50 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs
Ancient Foundries
City of Bronze Level 1 · 4,000 gold · 4 turns
Unless the region's owner favours Vampiric corruption: Local Recruitment duration: -1 turn for all units (minimum 1) · Income generated: 300 · Unless the region's owner favours Vampiric corruption: Recruitment cost: -10% (armies in region)
Unlocks: Tiranoc Chariots
Battle Wizards
Altdorf Conclave of Battle Wizards Level 1 · 3,000 gold · 5 turns
Winds of Magic power reserve: +10 per turn [PH] (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 (The Golden Order only) · Winds of Magic power reserve: +20 per turn [PH] (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 Ruin
Corruption: -2
Occupied Couronne (Hamlet) Level 1 · 1,000 gold · 2 turns
Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 40 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Occupied Couronne (Village) Level 2 · 2,000 gold · 3 turns
Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 60 · Growth: +20 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bullets
Occupied Couronne (Town) Level 3 · 4,000 gold · 4 turns
Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 80 · Growth: +30 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Cannon Balls
Occupied Couronne (City) Level 4 · 8,000 gold · 5 turns
Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 100 · Growth: +40 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs
Occupied Couronne (City-State) Level 5 · 16,000 gold · 6 turns
Prestige gained: +3 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 120 · Growth: +50 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: 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 (Middenland only) · 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 (Middenland only) · Unlocks recruitment of Swords of Ulric Elector Count State Troops (Middenland only) · 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 (Middenland only) · Mercenary replenishment time: -20% for Swords of Ulric Elector Count State Troops · Unlocks recruitment of Swords of Ulric Elector Count State Troops (Middenland only) · 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 (Middenland only) · Mercenary replenishment time: -50% for Swords of Ulric Elector Count State Troops · Unlocks recruitment of Swords of Ulric Elector Count State Troops (Middenland only) · 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 Ruin
Corruption: -2
Occupied Drakenhof Hamlet Level 1 · 1,000 gold · 2 turns
Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 40 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Occupied Drakenhof (Village) Level 2 · 2,000 gold · 3 turns
Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 60 · Growth: +20 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bullets
Occupied Drakenhof (Town) Level 3 · 4,000 gold · 4 turns
Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 80 · Growth: +30 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Cannon Balls
Occupied Drakenhof (City) Level 4 · 8,000 gold · 5 turns
Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 100 · Growth: +40 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs
Occupied Drakenhof (City-State) Level 5 · 16,000 gold · 6 turns
Prestige gained: +3 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 120 · Growth: +50 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs
Fort
Ruined Fort Ruin
Small Fort Level 1 · 1,000 gold · 3 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Attrition: -10% when under siege (armies in region) · Growth: +40
Fort Level 2 · 2,000 gold · 4 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -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 3 · 4,000 gold · 5 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -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 4 · 8,000 gold · 6 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -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 5 · 16,000 gold · 7 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -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
Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1
Ogham Stones Level 2 · 6,000 gold · 4 turns
Winds of Magic power reserve capacity: +10 (factionwide) · Income from all buildings: +5% (local province) · Control: +2
Unlocks: Fimir Warriors, Giant, Norscan Giant, Bone Giant, Fimir Warriors (Great Weapons)
Empowered Ogham Stones Level 3 · 10,000 gold · 5 turns
Winds of Magic power reserve capacity: +20 (factionwide) · Income from all buildings: +10% (local province) · Control: +9
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 Ruin
Straits of Lothern Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Bloated Corpse, Animated Hulks
Harbour of Lothern Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40
Gates of Lothern Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40
Miragliano
Miragliano Ruins Ruin
Corruption: -2
Occupied Miragliano (Hamlet) Level 1 · 1,000 gold · 2 turns
Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 40 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Occupied Miragliano (Village) Level 2 · 2,000 gold · 3 turns
Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 60 · Growth: +20 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bullets
Occupied Miragliano (Town) Level 3 · 4,000 gold · 4 turns
Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 80 · Growth: +30 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Cannon Balls
Occupied Miragliano (City) Level 4 · 8,000 gold · 5 turns
Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 100 · Growth: +40 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs
Occupied Miragliano (City-State) Level 5 · 16,000 gold · 6 turns
Prestige gained: +3 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 120 · Growth: +50 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs
Natural Landmark Port
The Sea Dragon's Teeth (Ruined) Ruin
The Sea Dragon's Teeth Level 1 · 2,000 gold · 1 turn
Outside regions owned by Tomb Kings: Income generated: 200 · In a region owned by Tomb Kings: Income generated: 75 · Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks
The Sea Dragon's Teeth (Wharf) Level 2 · 4,000 gold · 3 turns
Outside regions owned by Tomb Kings: Income generated: 400 · In a region owned by Tomb Kings: Income generated: 150 · Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks
Unlocks: Bloated Corpse, Animated Hulks
The Sea Dragon's Teeth (Great Landing) Level 3 · 6,000 gold · 5 turns
Outside regions owned by Tomb Kings: Income generated: 800 · In a region owned by Tomb Kings: Income generated: 300 · Outside regions owned by Chaos Dwarfs: Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks
Provincial Capital
Ruined City Ruin
Corruption: -2
Middenheim (Hamlet) Level 1 · 1,000 gold · 2 turns
Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slot in the settlement · Income generated: 40 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Middenheim (Village) Level 2 · 2,000 gold · 3 turns
Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Corruption: -2 · Grants 4 construction slots in the settlement · Income generated: 60 · Growth: +20 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Middenheim (Town) Level 3 · 4,000 gold · 4 turns
Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Corruption: -2 · Grants 6 construction slots in the settlement · Income generated: 80 · Growth: +30 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Middenheim (City) Level 4 · 8,000 gold · 5 turns
Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Corruption: -2 · Grants 8 construction slots in the settlement · Income generated: 100 · Growth: +40 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Middenheim (City-State) Level 5 · 16,000 gold · 6 turns
Prestige gained: +3 per turn (Reikland only) · Defensive supplies: +1000 · Corruption: -2 · Grants 9 construction slots in the settlement · Income generated: 120 · Growth: +50 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: 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 Ruin
Corruption: -2
Occupied Sartosa Level 1 Level 1 · 1,000 gold · 3 turns
Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 60 · Growth: +10 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Occupied Sartosa Level 2 Level 2 · 2,000 gold · 4 turns
Prestige gained: +1 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 90 · Growth: +20 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bullets
Occupied Sartosa Level 3 Level 3 · 4,000 gold · 5 turns
Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 120 · Growth: +30 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Cannon Balls
Occupied Sartosa Level 4 Level 4 · 8,000 gold · 6 turns
Prestige gained: +2 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 150 · Growth: +40 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs
Occupied Sartosa Level 5 Level 5 · 16,000 gold · 7 turns
Prestige gained: +3 per turn (Reikland only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 180 · Growth: +50 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs
Special Port
Ruined Copher Harbour Ruin
Copher Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +10
Unlocks: Black Ark Corsairs (Handbows), Bloated Corpse, Animated Hulks
Copher Harbour Level 2 · 6,000 gold · 3 turns
Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +20
Special Port
Ruined Great Dragon Fleet Docks Ruin
Great Dragon Fleet Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Great Dragon Fleet Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40
Great Dragon Fleet Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40
Special Port
Ruined Erengrad Harbour Ruin
Erengrad Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +10
Unlocks: Bloated Corpse, Animated Hulks
Erengrad Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +20
Erengrad Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +30
Special Port
Ruined Marienburg Harbour Ruin
Marienburg Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Marienburg Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40
Marienburg Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40
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
Control: +5 · Lord recruit rank: +1 (factionwide)
Bastion
Ruined Bastion Ruin
Occupied Bastion Gatehouse Level 1 · 1,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Bastion Tower Level 2 · 2,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Bastion Citadel Level 3 · 4,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Bastion Stronghold Level 4 · 8,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Bastion Fortress Level 5 · 16,000 gold · 7 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Bordeleaux Winemaking
Morceaux Valley Orchards Level 1 · 2,000 gold · 2 turns
Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3 · Wine resource production: 42 barrels
Morceaux Valley Vineyards Level 2 · 4,000 gold · 3 turns
Outside regions owned by Chaos Dwarfs: Growth: +30 · Control: +4 · Wine resource production: 64 barrels
Morceaux Valley Vintners Level 3 · 6,000 gold · 4 turns
Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +5 · Wine resource production: 96 barrels
Bordeleaux Wine Market Level 4 · 8,000 gold · 5 turns
Outside regions owned by Chaos Dwarfs: Growth: +50 · Control: +8 · Wine resource production: 144 barrels
Bretonnian Culture
Couronne Tournament Grounds Level 1 · 8,000 gold · 6 turns
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 Ruin
Occupied Fortress (Small Fort) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Fortress (Fort) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Fortress (Grand Fort) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Fortress (Imposing Fort) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Fortress (Impregnable Fort) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
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
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
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 · 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
When enemy Lord is present: Winds of Magic power reserve: +10 per turn [PH] (armies in local province) · When enemy Lord is present: 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 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Miragliano
Miragliano Ruins Ruin
Corruption: -2
Miragliano (Hamlet) Level 1 · 1,000 gold · 2 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Growth: +10 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Miragliano (Village) Level 2 · 2,000 gold · 3 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Growth: +20 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bullets
Miragliano (Town) Level 3 · 4,000 gold · 4 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Growth: +30 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Cannon Balls
Miragliano (City) Level 4 · 8,000 gold · 5 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Growth: +40 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Clockwork Bombs
Miragliano (City-State) Level 5 · 16,000 gold · 6 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Growth: +50 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: 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
In a region owned by Vampire Coast: Vampiric corruption: +20 (local region) · Outside regions owned by Vampire Coast: Vampiric corruption: +20 (local region) · Winds of Magic power reserve capacity: +15 (all armies) · Hero recruit rank: +3 (all provinces) · Spell resistance: 10% (all armies) · Lord recruit rank: +3 (factionwide)
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 (Wissenland & Nuln only) · Schematics gained: 50 per turn (Wissenland & Nuln only)
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 (Wissenland & Nuln only) · Schematics gained: 100 per turn (Wissenland & Nuln only)
Special Port
Ruined Dawn's Harbour Ruin
Dawn's Harbour Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Growth: +20
Dawn's Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 300 · Growth: +30
Dawn's Harbour Level 3 · 10,000 gold · 8 turns
Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40
Standing Stones
The Standing Stones Level 1 · 6,000 gold · 6 turns
Melee attack: +4 when fighting against Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos, Undead and Greenskins (factionwide) · Growth: +20 · Research rate: +10
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 (The Golden Order only) · Unlocks Hero recruitment: Battle Wizard
The Galleon's Graveyard
The Maelstrom (Inert) Ruin
Corruption: -2
The Maelstrom Level 1 · 100 gold · 1 turn
Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Income generated: 100 · Control: +20
The Great Temple of Hashut
The Great Temple of Hashut (Desecrated) Level 1 · 10,000 gold · 8 turns
Diplomatic relations: -50 with Chaos Dwarfs · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10
In the game's own words, from the tables building_levels, building_effects_junction and building_units_allowed (patch 9.0.4). Where the game ties an effect to a condition (context_requirement), the line carries the game's words for it; an effect only some The Empire factions get names them, one none of them gets is left out, and “Realm of Chaos campaign only” effects don't apply in Immortal Empires. Settlement and port chains start from a ruin, which has no number, and count their buildings from 1, as main building levels do.
What each unit costs to unlock — 39 units (computed) ▾
Gold and build turns of every level of the recruitment chain up to the one that allows the unit (create_cost, create_time, one after another), and the main building level that level needs (primary_slot_building_building_level_requirement) with what upgrading a province capital from level 1 costs. Before skills, technologies and other cost reductions.
| # | |||||||
|---|---|---|---|---|---|---|---|
| 1 | Free Company Militia | Shooting Range | 750 | 1 | 1 | — | — |
| 2 | Pistoliers | Shooting Range | 750 | 1 | 1 | — | — |
| 3 | Spearmen (Shields) | Training Field | 750 | 1 | 1 | — | — |
| 4 | Swordsmen | Training Field | 750 | 1 | 1 | — | — |
| 5 | Archers | Hamlet | 1,000 | 3 | — | — | — |
| 6 | Spearmen | Hamlet | 1,000 | 3 | — | — | — |
| 7 | Empire Knights | Stables | 1,500 | 2 | 2 | 2,000 | 1 |
| 8 | Mortars | Gunsmith | 1,500 | 2 | 2 | 2,000 | 1 |
| 9 | War Wagons | Gunsmith | 1,500 | 2 | 2 | 2,000 | 1 |
| 10 | Flagellants | Shrine of Sigmar | 1,750 | 3 | 2 | 2,000 | 1 |
| 11 | Hunting Hounds | Shrine of Ulric | 1,750 | 3 | 2 | 2,000 | 1 |
| 12 | Warriors of Ulric | Shrine of Ulric | 1,750 | 3 | 2 | 2,000 | 1 |
| 13 | Crossbowmen | Rally Field | 2,250 | 3 | 2 | 2,000 | 1 |
| 14 | Halberdiers | Rally Field | 2,250 | 3 | 2 | 2,000 | 1 |
| 15 | Handgunners | Firearms Academy | 2,250 | 3 | 2 | 2,000 | 1 |
| 16 | Outriders | Firearms Academy | 2,250 | 3 | 2 | 2,000 | 1 |
| 17 | Great Cannons | Foundry | 4,000 | 5 | 3 | 6,000 | 3 |
| 18 | Knights of the Black Rose | Livery | 4,000 | 5 | 3 | 6,000 | 3 |
| 19 | Knights of the Blazing Sun | Livery | 4,000 | 5 | 3 | 6,000 | 3 |
| 20 | Knights Panther | Livery | 4,000 | 5 | 3 | 6,000 | 3 |
| 21 | Reiksguard | Livery | 4,000 | 5 | 3 | 6,000 | 3 |
| 22 | War Wagons (Mortars) | Foundry | 4,000 | 5 | 3 | 6,000 | 3 |
| 23 | Greatswords | Barracks | 4,750 | 6 | 3 | 6,000 | 3 |
| 24 | Hochland Long Rifles | Gunnery School | 4,750 | 6 | 3 | 6,000 | 3 |
| 25 | Huntsmen | Barracks | 4,750 | 6 | 3 | 6,000 | 3 |
| 26 | Knights of the White Wolf | Chapel of Ulric | 4,750 | 7 | 3 | 6,000 | 3 |
| 27 | Nuln Ironsides | Gunnery School | 4,750 | 6 | 3 | 6,000 | 3 |
| 28 | Outriders (Grenade Launchers) | Gunnery School | 4,750 | 6 | 3 | 6,000 | 3 |
| 29 | Wolf-kin | Chapel of Ulric | 4,750 | 7 | 3 | 6,000 | 3 |
| 30 | Demigryph Knights | Menagerie (capital) | 8,000 | 9 | 4 | 14,000 | 7 |
| 31 | Demigryph Knights (Halberds) | Menagerie (capital) | 8,000 | 9 | 4 | 14,000 | 7 |
| 32 | Helblaster Volley Guns | Engineer's Workshop (capital) | 8,000 | 9 | 4 | 14,000 | 7 |
| 33 | Helstorm Rocket Battery | Engineer's Workshop (capital) | 8,000 | 9 | 4 | 14,000 | 7 |
| 34 | Land Ship | Engineer's Workshop (capital) | 8,000 | 9 | 4 | 14,000 | 7 |
| 35 | Teutogen Guard | Grand Altar of Ulric (capital) | 10,750 | 12 | 4 | 14,000 | 7 |
| 36 | Steam Tank | Engineer's Guildhall (capital) | 16,000 | 14 | 5 | 30,000 | 12 |
| 37 | Steam Tank (Volley Gun) | Engineer's Guildhall (capital) | 16,000 | 14 | 5 | 30,000 | 12 |
| 38 | Celestial Hurricanum | Wizard's Tower (capital) | 17,500 | 16 | 5 | 30,000 | 12 |
| 39 | Luminark of Hysh | Wizard's Tower (capital) | 17,500 | 16 | 5 | 30,000 | 12 |