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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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)

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)

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

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)

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)

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

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

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

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

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

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

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

Ruined Village
Level 1 · 1 turn
Corruption: -1

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

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

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

Ruined City
Level 1 · 1 turn
Corruption: -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

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

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

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

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

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

Cinnabar Mining Pit
Level 1 · 500 gold · 1 turn
Income generated: 100
Dyes resource production: 20 ounces

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

Dyemaker
Level 3 · 2,000 gold · 3 turns
Income generated: 200
Dyes resource production: 45 ounces
Exotic Animals

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

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

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

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

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

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

Gemcutter's Workshop
Level 3 · 2,000 gold · 4 turns
Income generated: 600
Gemstones resource production: 32 sacks
Gold Mining

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

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

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

Weaving House
Level 1 · 1,000 gold · 1 turn
Income generated: 250

Clothier
Level 2 · 1,750 gold · 2 turns
Income generated: 375

Tailors' Guild
Level 3 · 2,500 gold · 3 turns
Income generated: 500
Iron Mining

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)

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)

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

Stone Cutter
Level 1 · 500 gold · 1 turn
Income generated: 100
Marble resource production: 20 slabs

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

Mason
Level 3 · 2,000 gold · 3 turns
Income generated: 200
Marble resource production: 45 slabs
Medicine Production

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

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

Alchemy Workshop
Level 3 · 2,000 gold · 3 turns
Income generated: 200
Medicinal Plants resource production: 45 bundles
Oak of Ages

Oak of Ages (Ruined)
Level 1 · 1 turn

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

Obsidian Quarry
Level 1 · 500 gold · 1 turn
Income generated: 100
Carved Obsidian resource production: 20 chests

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

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

Orchards
Level 1 · 500 gold · 1 turn
Income generated: 100
Control: +3
Wine resource production: 20 barrels

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

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

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)

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)

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

Ruined Docks
Level 1 · 1 turn

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

Imperial Harbour
Level 3 · 3,000 gold · 4 turns
Income generated: 300
Growth: +20

Imperial Port
Level 4 · 6,000 gold · 6 turns
Income generated: 500
Growth: +30
Port

Ruined Docks
Level 1 · 1 turn

Estalian Docks
Level 2 · 1,000 gold · 1 turn
Income generated: 100
Growth: +10

Estalian Harbour
Level 3 · 2,000 gold · 2 turns
Income generated: 300
Growth: +20

Estalian Trading Port
Level 4 · 4,000 gold · 3 turns
Income generated: 500
Growth: +30
Pottery Production

Clay Pit
Level 1 · 500 gold · 1 turn
Income generated: 100
Pottery resource production: 20 kilnful

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

Kilns
Level 3 · 2,000 gold · 3 turns
Income generated: 200
Pottery resource production: 45 kilnful
Protection

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

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

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

Brine Mining Pit
Level 1 · 500 gold · 1 turn
Income generated: 100
Salt resource production: 20 barrels

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

Saltworks
Level 3 · 2,000 gold · 3 turns
Income generated: 200
Salt resource production: 45 barrels
Special Port

Ruined Bordeleaux Docks
Level 1

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

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

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

Spice Market
Level 1 · 500 gold · 1 turn
Income generated: 100
Spices resource production: 20 sacks

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

Eastern Bazaar
Level 3 · 2,000 gold · 3 turns
Income generated: 200
Spices resource production: 45 sacks
Transportation

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

Animal Store
Level 1 · 500 gold · 1 turn
Ivory resource production: 20 tusks
Income generated: 100

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

Tusk Compound
Level 3 · 2,000 gold · 3 turns
Ivory resource production: 45 tusks
Income generated: 200
Wild Game

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

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)

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)

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

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
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
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
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
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
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
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
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
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